Thursday, January 18, 2024

Room 16: The Graf's Parlor

 This dark, mahogany-panelled room is decorated with plush carpets. The left-hand wall has the heads of wild boars lined up along it, and potted fruit trees below them give a lovely aroma. The entryway is guarded by two suits of platemail on stands. A large water-clock next to a glass-paned bookshelf, and a comfortable armchair take up a nook in the right. At the center an octagonal table is laid out with fine china, a silver tea service, and a buffet of dainties.

A copy of the sitting room of the Graf's manor in Thrommel's Green, this chamber is occupied by a rotating cast of mockeries of most of the nobles of the region, and some from more far off. During the day, these figures sip tea, play cards, repeat old gossip, and get pleasant inebriated on brandy. At any given time there are mockeries of the Graf, his wife, their eldest son, and 1d4 guests.

Mockeries (1d4+3): AC: 4 [15], HD: 3, Att: club (1d6) and bite (1d4); ThAC0: 17 [+2]; MV 120’ (40’), SV: D 12 W 13 P14 B 15 S 16; ML 7; AL Chaotic; XP 35, NA 2d4 (1d4 x 10), TT: PQ

Clever PCs might be able to interrogate the guests to learn anything Rivia knew about the heritage, politics, and dirty secrets that Rivia knows about the noble they are mocking.

Unlike the rest of the mockeries, who are facing a food shortage, a mockery of the squire's butler will materialize periodically from one of the two false doors and replace the empty brandy bottle with a full one and refresh the supply of pastries. However, they never have food that is nutritious of particularly filling from this fare.

If the PCs knock on the door the butler will manifest and ask to introduce them, which will grant the PCs a +1 on reaction rolls with the Mock-Graf.

The Mock-Graf has a lot of ambitions and goals, see the section on Role-Playing the Mock-Graf.

The butler is particularly murderous, but subtle, and will be most offended if the PCs have simply barged in uninvited. As he will if they have harmed the mockeries of the Graf and his family. He has the abilities of a 4th level thief, and will begin stalking the PCs about the dungeon, looking for a chance to get his retribution.If the PCs save the Mock-Graf's life he may allow them to hire the butler as a hireling, but the butler will not be caught dead ruffling his clothing by climbing walls nor the undignified work of mucking about with traps... and will become most vexed if picking pockets is mentioned.

The Butler (1): AC: 5 [14], HD: 3, Att: weapon (1d6) and bite (1d4); ThAC0: 17 [+2]; MV 120’ (40’), SV: D 12 W 13 P14 B 15 S 16; ML 7; AL Chaotic; XP 35, NA 2d4 (1d4 x 10), TT: PQ

  •  Thievery: CS 89 TR 20 HN 1-3 HS 20 MS 30 OL 25 PP 30

If the PCs cause a scene or upset the Graf in any way, he will call to his retainer, Sir Helm, who will barge in from one of the false doors on his enchanted hobbyhorse and attempt to run through one of the PCs with his lance.

Sir Helm(1): AC: 0 [19], HD: 3 (24 hp), Att: lance (1d10) or sword (1d8) or heavy crossbow (2d4); ThAC0: 17 [+2]; MV 120’ (40’), SV: D 12 W 13 P14 B 15 S 16; ML 8; AL Chaotic; XP 65, NA 1, TT: QST

Sir helm wears a suit of +1 plate mail and rides an enchanted hobby-horse that allows him to charge and inflict double damage with his lance as if he were mounted.

  • Sir Helm's Hobby Horse: looks like a child's toy: a crudely carved horse's head with a mane of yarn and velvet rains on the end of a stik. It can serve as a mace. If tucked between one's legs, however, it allows a PC to carry loads, and move at the speed of someone mounted on a light warhorse. They are considered mounted for purposes of combat bonuses and the damage from charging.
  • Sir Helm's Armour: this is a suit of +1 plate-mail with a ridiculously oversized helmet, and a comically ill-sewn tabard attached. Like other magic armour it resized to fit the wearer, but this suit is always slightly noisy and ill-fitted, making monsters only surprised on a 1 while a PC wears it. The helmet is always too big (but cannot be replaced) giving the PC a -1 on reaction rolls, as people have a hard time taking them seriously.

As with the false doors in Area 15, so long as Rivia remains in her sick bed, these doors open up directly into the starry void of the Astral Plane. Creatures and things that emerge from them are simply created by Rivia's nascent divine powers. Accordingly, the Butler and Sir Helm can simply reappear from one of those doors 24 hours after being killed.

So long as the Mock-Graf lives and Rivia remains in her sick-bed if any other mockeries from this room have been killed 1d3 new mockeries will emerge from a false door  the next day.

The Water Clock can be used to bend time in the dungeon if it is manipulated. A PC who meddles with the hands or the mechanism can cause one of the following random effects:

1. All creatures native to the dungeon are targeted with a slow spell

2. All visitors to the dungeon are affected by a haste spell.

3. The Dungeon slips in time, and when the PCs leave the dungeon it will be only seconds before they left.

4. The entrances to the Dungeon shift in the material plane to be near a different town 3d100 miles away.

5. The PC ages 6d6 years.

6. Time resets inside the dungeon - all creatures are restored to life and their original location, all treasures put in place, all traps reset, etc. Each creature they have previously interacted with has a in in 6 chance of remembering the PCs. The pig heads in area 4 always remember what has happened.

The following treasure can be found here:

  • There are 2 suits of plate mail here that have been filligreed and ornamented, making them worth 450gp each.
  • The tea service and china on the table are worth 300gp.
  • An ornamental shield on the wall is worth 157gp
  • Brandy is served in a crystal decanter with electrum stopper worth 50gp
  • The Mock-Graf wears a gold chain worth 250gp and golden signet ring worth 105gp
  • The mockeries of the Graf's wife and daughter wear 100gp worth of jewelry and a golden signet ring worth 105gp each (total 410gp)
  • There is 300gp on the table as wagers from the card game
  • There are two ornate etched silver platters worth 40gp each on the table full of pastries
  • The 18 books here are nonsense and gibberish, but are made of fine leather, high-quality pachrment, and electrum bindings: they can be resold as blank journals once the pages are palimpsest, for 10gp each for a total of 180gp.
  • Each guest is wearing 1d20+20gp worth of jewellery.

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Note to Self

 Redid everything to match the conventions of OSE-A