Description
General Features
The mansion has the following features:
Ceilings. The ceilings throughout the mansion are 20 feet high.
Doors. The mansion’s doors and secret doors are unlocked unless the text states otherwise.
Lighting. The mansion is illuminated by continual flame spells cast on candles that are mounted to the walls.
Windows. Each window is under the effect of an arcane lock spell. The password to circumvent the magical locks is “Faust.”
D1: Foyer
Two staircases rise from the hardwood floor to a balcony, and a glass chandelier hangs above the center of the room. Below the chandelier, the pelt of an
Owlbear has been made into a fine rug, its head staring at the entrance./[aloud]
The stairs climb to a balcony (area D10). The ceiling here rises 30 feet from the floor. The owlbear rug weighs 50 pounds.
D2: Dining Hallway
[aloud]This L-shaped hall is lined with large paintings of members of the Brownoak Family.
D3: Dining Room
Chairs and candelabras accompany a large dining table. The heads of several deer are mounted on the walls.
A mimic disguised as a stuffed deer head has attached itself to a blank wooden plaque mounted on a secret door in the south wall.
Skyla Brownoak trained the mimic to guard the secret door, which leads to a hidden room (described below). The mimic attacks if a character comes within 5 feet of it.
Hidden Room. The wooden plaque behind the mimic is a lever of sorts. A character who inspects the wall and succeeds on a DC 11 Wisdom (Perception) check spots scratches around the plaque that suggest the plaque can be rotated in either direction. Doing so causes the secret door to swing inward, revealing a dusty room with several shelves. Lining the shelves are idols and figurines. Among these figurines are a figurine of a silver raven, a figurine of a bronze
Griffon, and a figurine of
Fury.
Hiding in the dark corners of the hidden room are two crawling claws. If one or more characters enter the hidden room, the claws start pushing the figurines off the shelves and onto the ground, activating the figurines of wondrous power.
Treasure. On the shelf along the dining room’s west wall is a small box with the Brownoak family crest engraved on the lid. The box is unlocked. Inside is a bag that contains 150 gp and three potions of healing.
D4: Kitchen
A fireplace in the middle of the east wall contains a black iron pot hung on a hook. The chimney is too narrow for Medium or Small characters to climb, but a Tiny creature could fit.
D5: Pantry
The pantry is well stocked. A sack of potatoes rests against the east wall next to stairs that lead to the wine cellar (area D23).
D6: Parlor
Small circular pedestals dot the room, each one large enough to hold a couple of drinking cups. In the corners of the room stand four suits of armor. The two on the west side of the room are noticeably cleaner than the others.
The two suits of animated armor on the west side of the room attack if a character comes within 5 feet of either of them. They fight until destroyed.
D7a: Empty Sitting Room
All furnishings and decorations have been removed from this room, leaving nothing but dust and cobwebs.
D7b: Room with a Secret
The walls of this sitting room are decorated with paintings, there is a ten-foot-square rug in the middle of the floor and a sword mounted on the middle of the north wall.
The rug is a rug of smothering, and the sword is a flying sword. They both attack if a character comes within 5 feet of either.
Hidden Room. A secret door in the north wall (where the flying sword hangs when it isn’t attacking) leads to a hidden room. A character who examines the north wall and succeeds on a DC 10 Intelligence (Investigation) check finds the secret door, which pushes inward easily enough.
The hidden room has a pair of chairs at one end and a table at the opposite end. Tucked under the table is a small wooden chest with handles.
Treasure. The wooden chest is unlocked and holds three spell scrolls (hellish rebuke, bane, and dimension door) and a bag containing six pieces of jewelry worth 100 gp each.
D8a: Tower Ground Floor
A cold wind descends this tower staircase.
The stairs here climb 20 feet to area D8b.
D8b: Tower Stairs
The stairs here descend 20 feet to area D8a and climb 20 feet to area D8c.
D8c: Stargazer’s Roost
An opening in the roof reveal the sky. A set of lens serving as a telescope point to the sky, and a small wooden box rest on a table next to the lens.
Treasure. The box contain a spyglass of clairvoyance, and a aspell scroll of (starcluster).
D9: Guest Bedrooms
These two adjacent rooms are furnished identically:
This room contains a bed, a wardrobe, and a writing desk.
D10: Balcony
This balcony overlooks the foyer (area D1), the floor of which is 20 feet below.
D11a: Skyla's Office
This rooms contain a light brown desk with a large chair behind it. Next to the bed is a cabinet filled with books on finance, taxation and jewelry.
Desk. The desk contains a complete set of calligrapher’s supplies.
D11b: Mya’s Office
This room contains a black wooden desk with a cushioned, high-backed chair behind it. Two smaller chairs face the desk with their backs to the door. A niche in the northeast corner contains a wooden file cabinet.
Correspondence. The file cabinet in the northeast niche is unlocked and contains correspondence between Mya and other nobles.
Desk. The desk contains a complete set of calligrapher’s supplies.
D12: Gallery
Framed portraits and alabaster busts of members of the Brownoak family decorate the walls and corners of the room, with facial expressions ranging from proud to downright haughty. Four cushioned chairs surround a table in the center of the room, on which is displayed an ivory dragonchess set.
Treasure. Two of the busts and five of the framed paintings are well made and in good condition, and each could fetch 50 gp from a collector. Each bust weighs 30 pounds, and each framed painting weighs 15 pounds. The ivory dragonchess set is worth 150 gp.
D13: Jewelry Lab
This room reeks of chemicals. A long table with various vials, gems and compounds occupies the center of the room.
Treasure. Characters can assemble two sets of Jeweler's tools (50 gp each) from the contents of this lab. Among the various gems found throughout the room is a gem of brightness, a fabulist gem and a Red Corundum elemental gem.
D14: Meditation Room
Two small, bare tables stand against the west wall and an ornate rug is in front of the window. Resting next to the rug is a wooden candlestick holding the melted stump of a red candle. A long pull-rope hangs from a wooden trapdoor in the ceiling./[aloud]
Trapdoor. The trapdoor in the ceiling leads to the master bath (area D17). An unfolding wooden ladder allows easy access.
D15: Skyla’s Bedroom
[aloud]This room contains a bed with an ornately carved frame, a wardrobe, a writing desk, and a leather chair. A fireplace stands along the east wall.
Behind the headboard of the bed is a secret door to a hidden walk-in closet. A character who examines the wall and succeeds on a DC 15 Intelligence (Investigation) check discovers not only the secret door but also a secret button on the headboard. Pushing the button causes the bed to slide eastward, allowing easy access to the hidden closet.
Hidden Closet. This closet contains clothing on hooks and shelves, plus an assortment of footwear. On a small table against the east wall sits an iron lockbox. A character using thieves’ tools can try to pick the lock, which requires 1 minute and a successful DC 14 Dexterity check.
Treasure. The lockbox contains an amethyst cloak pin shaped like an eye (125 gp) and a ring of jumping.
D16: Mya's and Cassia's Bedrooms
Each room contains a bed with an ornately cared frame, a wardrobe, a writing desk and a letaher chair.
Cassia' room is left unattended since
Cassia Brownoak left the mansion. An old diary relating her
Time with
Sam Bellamy as an explorer of the
Diver's Grave sit on Cassia's desk.
Mya Brownoak's room display an impressive painting of her son,
Faust von Verurteilung and his father,
D17: Bathroom
A raised marble tub occupies this room. Near it are two marble sinks with oval mirrors mounted above them, a fireplace, and a small table against the east wall that has a colorful collection of bottles atop it.
The tub and sinks have pipes that draw rainwater from cisterns on the roof. Further, each basin is equipped with a plugged drainpipe and two faucets: one that magically heats water and one that magically cools it.
Treasure. Four bottles of perfumes and scented oils (25 gp each) sit on the small table.
D19: Infernal Observation Room
This room is empty except for a circle of infernal symbols on the floor.
Circle of Symbols. A detect
Magic spell reveals an aura of
Divination magic around the circle on the floor. A creature standing fully inside the circle feels the unsettling presence of an infernal entity and can choose to receive an omen from that entity, as if the creature had cast an augury spell. After receiving such an omen, the creature can’t receive another one for 24 hours but still feels the otherworldly presence while inside the circle.
D20: Component Storage
This walk-in closet contains four cabinets, each one filled with carefully organized material components.
Treasure. Characters who search the cabinets can find a material component for any 1st- or 2nd-level spell, provided the component has a value less than 10 gp.
D21: Infernal-Map Room
The walls and floor of this room are covered with maps of the
Seven Hells' layers.
D23: Wine Cellar
The faint aroma of grapes fills the air in this cellar. Four large wine casks stand against the west wall, a fine layer of dust covering each of them. The three wine racks to the south are empty.
Three of the wine casks contain varying amounts of wine. The fourth cask is empty and positioned in front of a secret door in the west wall. Characters who examine the empty cask see handprints on it, suggesting it has been moved multiple times. The characters also feel cold air coming from the wall, suggesting the presence of a secret door. The wine cask must be moved aside to access the secret door.
Secret Door. An arcane lock spell has been cast on the secret door. The password to bypass the spell is “Winter Ranger” which is Mya's son subclass.
Alternatively, a character can use an action to try to force open the locked secret door, doing so with a successful DC 20 Strength (Athletics) check.
D24: Temple
Four wooden pews face a stone statue in the middle of this torchlit chamber. The statue represent Fury, the
Archdevil. The statues is covered by a fabric if the mansion expect visitors.
Statue. The statue depicts Fury and was created with the aid of a spell scroll of stone shape. Any creature that touches the statue for the first time on a turn must succeed on a DC 11 Wisdom saving throw or take 3 (1d6) fire damage.
The statue amplifies greed, which a character can ascertain by examining the statue and then succeeding on a DC 15 Intelligence (Arcana) check. The statue is a Medium object with AC 17, 36 hit points, and immunity to poison and psychic damage.
D25: Storage
Four severed heads and three headless bodies lie on the floor of this room, which also contains four small crates in the far corner.
The severed heads and decapitated bodies serves for infernal rituals and offerings.
Treasure. Four small crates rest in the northwest corner. One contains a set of gold-plated cups and plates worth 200 gp total. Another contains a wand of magic missiles hidden in a pile of straw. The third contains 20 days’ worth of edible rations. The final crate contains a dozen torches and three flasks of alchemist’s fire.
D26a: Vestry
This dusty chamber contains four unlocked wooden trunks, each of which contains four dark-red silk robes.
D26b: Ceremony Room
Iron brackets bolted to the walls hold four sputtering torches that cast this otherwise empty room in dim light. On the far side of the room, a large trapdoor cover a 10 foot wide hole. The stone trapdoor is reinforced with stell and iron, and engraved with the Brownoak family crest.
Trapdoor. An arcane lock spell and an alarm spell has been cast on the trapdoor. The password to bypass the arcane lock spell is “Greed”.
Alternatively, a character can use an action to try to force open the locked secret door, doing so with a successful DC 30 Strength (Athletics) check.
The trapdoor covers a spiral staircase that descends into darkness. The spiral staircase descends 20 feet to area D27.
D27: Vault
This location consists of two roughly circular caves joined by an opening. The staircase from area D26b leads to the southern cave, which is littered with gold and silver coins.
A spined
Devil, hiding on the ceiling, jump own on any intruders, defending the treasure.
Opposite the stairs, though a twelve-foot-wide archway, you see a pile of gold and gems glitter.
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