From f4e09fd0a21006a2eea4a785b8c5ef93e8b9b4bd Mon Sep 17 00:00:00 2001 From: Eulum Date: Sat, 7 Oct 2023 20:52:47 +0100 Subject: [PATCH] Brew-380 TMMMoFvW (#1863) --- ...elousMechanicalMansionofFritzvonWeerg.json | 2593 +++++++++++++++++ 1 file changed, 2593 insertions(+) create mode 100644 adventure/The Aciduous Adventurer; TheMarvelousMechanicalMansionofFritzvonWeerg.json diff --git a/adventure/The Aciduous Adventurer; TheMarvelousMechanicalMansionofFritzvonWeerg.json b/adventure/The Aciduous Adventurer; TheMarvelousMechanicalMansionofFritzvonWeerg.json new file mode 100644 index 0000000000..f69bee6591 --- /dev/null +++ b/adventure/The Aciduous Adventurer; TheMarvelousMechanicalMansionofFritzvonWeerg.json @@ -0,0 +1,2593 @@ +{ + "_meta": { + "sources": [ + { + "json": "TMMMoFvW", + "abbreviation": "TMMMoFvW", + "full": "The Marvelous Mechanical Mansion of Fritz von Weerg", + "authors": [ + "The Aciduous Adventurer" + ], + "convertedBy": [ + "Eulum" + ], + "version": "1.0", + "url": "https://www.dmsguild.com/product/327576/The-Marvelous-Mechanical-Mansion-of-Fritz-von-Weerg", + "color": "5E860E" + } + ], + "dateAdded": 1696459650, + "dateLastModified": 1696459650 + }, + "monster": [ + { + "name": "Workshop Guardian", + "size": [ + "H" + ], + "type": "construct", + "source": "TMMMoFvW", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "15d12 + 70", + "average": 167 + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 6, + "con": 18, + "int": 14, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "7", + "page": 20, + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "senseTags": [ + "B", + "D" + ], + "languages": [ + "understands commands given in any language but can't speak" + ], + "languageTags": [ + "CS", + "X" + ], + "vulnerable": [ + "lightning" + ], + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from non magical attacks that aren't adamantine", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "trait": [ + { + "name": "Self-repairing", + "entries": [ + "The workshop guardian regains 10 hit points at the start of its turn if it has at least 1 hit point." + ] + }, + { + "name": "Overheat", + "entries": [ + "If the guardian is subjected to any fire damage, roll {@dice 1d6}. On a 1 or 2 it is {@condition incapacitated} until the end of its turn." + ] + }, + { + "name": "Guardian Bond", + "entries": [ + "Any construct within 30ft of the guardian is bonded to it by an arc of electricity. These constructs receive a +1 to their AC and saving throws and have resistance to all damage. Also, each time another construct connected to the guardian takes damage, the guardian takes the same amount of damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The guardian makes two fist attacks or two shock charge attacks." + ] + }, + { + "name": "Fist", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage." + ] + }, + { + "name": "Shock Charge", + "entries": [ + "{@atk ms} {@hit 5} to hit, reach 5ft., one target. {@h}11 ({@damage 2d8 + 3}) damage. The workshop guardian has advantage on the Attack roll if the target is wearing armor made of metal. On a hit, the target can't take Reactions until the start of its next turn." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW" + ], + "reaction": [ + { + "name": "Conductive Reasoning", + "entries": [ + "When a creature makes an attack against any other construct that the workshop guardian can see within 60ft, the guardian can generate an arc of electricity that deals {@damage 1d12} lightning damage to the target of the attack." + ] + } + ], + "legendaryGroup": { + "name": "Workshop Guardian", + "source": "TMMMoFvW" + }, + "tokenUrl": "https://i.imgur.com/ZlpVKgX.png", + "damageTags": [ + "B" + ], + "damageTagsLegendary": [ + "B" + ] + }, + { + "name": "Fritz von Weerg", + "size": [ + "S" + ], + "type": "construct", + "source": "TMMMoFvW", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "13d6 + 13", + "average": 53 + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 9, + "dex": 17, + "con": 12, + "int": 18, + "wis": 12, + "cha": 15, + "passive": 14, + "cr": "6", + "page": 19, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common", + "Gnomish" + ], + "languageTags": [ + "C", + "G" + ], + "save": { + "dex": "+6", + "cha": "+5" + }, + "skill": { + "arcana": "+7", + "deception": "+5", + "history": "+7", + "perception": "+4", + "performance": "+5", + "persuasion": "+5" + }, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from non magical attacks that aren't adamantine", + "cond": true + } + ], + "immune": [ + "lightning", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "trait": [ + { + "name": "Firearms Knowledge", + "entries": [ + "Fritz's mastery of his own inventions enables him to ignore the loading property of firearms." + ] + }, + { + "name": "Lightning Absorption", + "entries": [ + "Whenever Fritz is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt." + ] + }, + { + "name": "Flawed Targeting", + "entries": [ + "Roll a {@dice d6} at the start of Fritz's turn. If you roll a 1, he makes attack rolls with disadvantage until the end of his turn." + ] + } + ], + "traitTags": [ + "Damage Absorption" + ], + "isNamedCreature": true, + "action": [ + { + "name": "Multiattack", + "entries": [ + "Fritz makes two pistol attacks or two blunderbuss attacks." + ] + }, + { + "name": "Pistol", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 30/90 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage." + ] + }, + { + "name": "Blunderbuss", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 20/60 ft., one target. {@h}13 ({@damage 2d8 + 3}) piercing damage." + ] + }, + { + "name": "Scrap Metal Scattershot {@recharge 5}", + "entries": [ + "Fritz stuffs a smattering of gears and scrap metal into the barrel of his blunderbuss and fires them in a 20ft cone. Each creature in that area must make a DC15 Dexterity saving throw, taking 17 ({@damage 5d6}) piercing damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "RW" + ], + "attachedItems": [ + "pistol|dmg" + ], + "legendaryHeader": [ + "Fritz can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Fritz regains spent legendary actions at the start of his turn." + ], + "legendary": [ + { + "name": "Inventor's Agility", + "entries": [ + "Fritz moves up to his speed without provoking opportunity attacks using his mechanical spider legs." + ] + }, + { + "name": "Master Tinkerer", + "entries": [ + "Fritz quickly crafts and summons a small-sized {@creature Monodrone} within 15ft of himself. A newly summoned Monodrone can make one attack with its dagger or javelin." + ] + }, + { + "name": "Rapid Repair", + "entries": [ + "Fritz applies his masterful knowledge of his own body and repairs some broken bits and regains Hit Points equal to {@dice 1d6}." + ] + }, + { + "name": "Construct Commander (Costs 2 actions)", + "entries": [ + "Fritz can instruct two Monodrones he can see within 30ft to attack a target they can see within 5ft of them." + ] + } + ], + "tokenUrl": "https://i.imgur.com/NlIsAiO.png", + "damageTags": [ + "P" + ] + }, + { + "name": "Carionette", + "size": [ + "T" + ], + "type": "construct", + "source": "TMMMoFvW", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "formula": "3d4", + "average": 7 + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 10, + "dex": 16, + "con": 11, + "int": 8, + "wis": 13, + "cha": 5, + "passive": 11, + "cr": "1", + "page": 20, + "languages": [ + "understands Common but doesn’t speak and can’t read or write" + ], + "languageTags": [ + "C" + ], + "skill": { + "acrobatics": "+5" + }, + "immune": [ + "poison" + ], + "conditionImmune": [ + "paralyzed", + "petrified", + "poisoned" + ], + "trait": [ + { + "name": "Ambusher", + "entries": [ + "The carionette has advantage on attack rolls against any creature it has {@quickref Surprise|PHB|3|0|surprised}." + ] + }, + { + "name": "Swift Movement", + "entries": [ + "The carionette can move through the space of any creature that is of a size larger than it." + ] + } + ], + "traitTags": [ + "Ambusher" + ], + "action": [ + { + "name": "Needle", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. The target must make a {@dc 13} Constitution saving throw, taking 2 ({@damage 1d4}) poison damage on a failed save or half as much damage on a successful one. A creature that fails the saving throw is also {@condition poisoned} for 10 minutes. Until this poison ends, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success." + ] + } + ], + "conditionInflict": [ + "paralyzed", + "poisoned" + ], + "miscTags": [ + "MW" + ], + "damageTags": [ + "I", + "P" + ], + "savingThrowForced": [ + "constitution" + ] + }, + { + "name": "Clockwork Servant", + "size": [ + "M" + ], + "type": "construct", + "source": "TMMMoFvW", + "alignment": [ + "U" + ], + "ac": [ + 10 + ], + "hp": { + "average": 4, + "formula": "1d8" + }, + "speed": { + "walk": 25 + }, + "str": 14, + "dex": 12, + "con": 13, + "int": 8, + "wis": 12, + "cha": 7, + "passive": 15, + "cr": "1/8", + "skill": { + "animal handling": "+3", + "investigation": "+3", + "perception": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "Common" + ], + "languageTags": [ + "C" + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "shortName": "servant", + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The servant is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The servant has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Domestic Retainer", + "entries": [ + "The servant can cast the {@spell mending} and {@spell prestidigitation} cantrips at will without requiring spell components." + ] + } + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage." + ] + } + ], + "miscTags": [ + "MW" + ], + "fluff": { + "entries": [ + "The mechanical servant offers drinks and conversation, though it is prone to uncoordinated jerks and occasional graceless, lurching movements.", + "{@b Advanced Social Skills.} Clockwork servants have few defensive capabilities, though they boast enhanced minds compared to other clockwork automata. Particularly expensive clockwork servants can even carry on full conversations, though their memory gears must be routinely replaced or they develop something quite close to emotion and free will. They understand the basic language, etiquette, and protocol of their country of creation.", + "Creating or employing a clockwork assassin is a capital crime. The gearforged oppose the creation of clockwork assassins not only because making an assassin requires the corruption of a soul gem, but also because the public might easily confuse honest gearforged with the look-alike assassins. The temple of Rava and the gearforged both make efforts to uncover and destroy these constructs and those who make or employ them." + ] + }, + "damageTags": [ + "B" + ] + } + ], + "legendaryGroup": [ + { + "name": "Workshop Guardian", + "mythicEncounter": [], + "source": "TMMMoFvW", + "lairActions": [ + "• If the guardian has moved on this turn it can harness that momentum and shake the chamber. The aging panels of the room begin to tremble. Any creature standing on the ground must make a DC14 Dexterity saving throw or fall prone.", + "• Magma erupts from the forge, creating a 10-foot-high, 10- foot-radius geyser. Each creature in the geyser’s area must make a DC 16 Dexterity saving throw, taking 12 (4d6) fire damage on a failed save, or half as much damage on a successful one.", + "• Pipes from the forge overflow with steam and fill a 20ft radius sphere centered on a point in the chamber with heavy steam. The steam heavily obscures vision", + "• The guardian removes a 5-foot-square floor panel and targets one creature it can see within 40ft. It throws the panel, making a ranged weapon attack using the following action:", + "• {@b Panel.} {@i Ranged Weapon Attack:} {@dice d20+7|+7} to hit, reach 40 ft., one target. Hit: 19 ({@dice 3d10 + 4}) bludgeoning damage." + ] + } + ], + "adventure": [ + { + "id": "TMMMoFvW", + "published": "2020-09-07", + "level": { + "custom": "6-9" + }, + "name": "The Marvelous Mechanical Mansion of Fritz von Weerg", + "storyline": "Ravenloft", + "group": "homebrew", + "source": "TMMMoFvW", + "contents": [ + { + "name": "Introduction", + "headers": [ + "The Tragedy of Fritz von Weerg", + { + "depth": 1, + "header": "The Magnificent Maker" + }, + { + "depth": 1, + "header": "A Fool's Errand" + }, + { + "depth": 1, + "header": "A Whisper in the Night" + }, + { + "depth": 1, + "header": "Winter's Cold Embrace" + }, + { + "depth": 1, + "header": "The Mad Inventor" + }, + { + "depth": 1, + "header": "The Old von Weerg Place" + }, + "Adding the Mansion to Curse of Strahd", + { + "depth": 1, + "header": "Plot Hooks" + }, + "Adding the Mansion to Another Adventure", + { + "depth": 1, + "header": "Plot Hooks" + } + ] + }, + { + "name": "The Mansion", + "headers": [ + { + "depth": 1, + "header": "General Traits" + }, + "Exterior", + "Interior - First Floor", + { + "depth": 1, + "header": "Entrance Hall" + }, + { + "depth": 1, + "header": "1A. Foyer" + }, + { + "depth": 1, + "header": "1B. Crawl space" + }, + { + "depth": 1, + "header": "1C. Real Entry Hall" + }, + { + "depth": 1, + "header": "1D. Real Foyer" + }, + { + "depth": 1, + "header": "1E. Drawing Room" + }, + { + "depth": 1, + "header": "1F. Dining Room" + }, + { + "depth": 1, + "header": "1G. Game Room" + }, + { + "depth": 1, + "header": "1H. Kitchen" + }, + { + "depth": 1, + "header": "1I. Servants' Quarters (Charging Stations)" + }, + { + "depth": 1, + "header": "1J. Elevator" + }, + "Interior - Second Floor", + { + "depth": 1, + "header": "2A. Trophy Room" + }, + { + "depth": 1, + "header": "2B. Storage Room" + }, + { + "depth": 1, + "header": "2C. Hallway" + }, + { + "depth": 1, + "header": "2D. Study" + }, + { + "depth": 1, + "header": "2E. Backup Workshop" + }, + { + "depth": 1, + "header": "2F. Bathroom" + }, + { + "depth": 1, + "header": "2G. Junk Room" + }, + { + "depth": 1, + "header": "2H. Bedroom" + }, + { + "depth": 1, + "header": "2I. Secret Workshop Entrance" + }, + "Interior - Basement Floor", + { + "depth": 1, + "header": "3A. The Rotating Room" + }, + { + "depth": 1, + "header": "3B. Secret Workshop" + }, + { + "depth": 1, + "header": "3C. Fritz Von Weerg’s Secret Bunker" + } + ] + }, + { + "name": "Appendix A: NPCs", + "ordinal": { + "identifier": "A", + "type": "appendix" + } + }, + { + "name": "Appendix B: Stat Blocks", + "ordinal": { + "identifier": "B", + "type": "appendix" + } + }, + { + "name": "Appendix C: Madam Nimira's Fortunes", + "ordinal": { + "identifier": "C", + "type": "appendix" + } + }, + { + "name": "Appendix D - Maps and Handouts", + "ordinal": { + "identifier": "D", + "type": "appendix" + } + }, + { + "name": "Appendix E - Blueprints & Firearm Upgrades", + "headers": [ + "Blueprints and Crafting Rules", + "Sample schematics", + "Firearm Upgrades", + "Firearm Upgrades", + "Minor Firearm Upgrades", + "Major Firearm Upgrades" + ] + }, + { + "name": "Appendix F: Credits" + } + ] + } + ], + "adventureData": [ + { + "id": "TMMMoFvW", + "source": "TMMMoFvW", + "data": [ + { + "name": "Introduction", + "type": "section", + "entries": [ + "Centuries ago, the name Fritz von Weerg was well on its way to becoming a household name. His amazing creations made many of his fans believe he could hail a new era of creativity and industry. Few witnessed the rise and construction of his first (and only) Mechanical Mansion, but those that did claimed it was the next wonder of the modern world.", + "Shortly after it was finished, however, Fritz von Weerg vanished. The mansion's doors were shuttered, and he was never seen again. No one knows what happened to Fritz or his spectacular inventions, but his legacy has lingered. The Mechanical Mansion still stands today, long abandoned, but tales of the house having a life of its own and the fear of a dreaded curse on von Weerg's name have protected it from vandals, looters, and adventurers alike. Are you brave enough to see what lies inside?", + "Welcome to the master’s mansion. Sir Fritz Maur Kuffner Ornberg Braumüller Eichenfeld von Weerg IV extends his best wishes to you. Good luck.", + { + "type": "section", + "name": "The Tragedy of Fritz von Weerg", + "entries": [ + { + "name": "The Magnificent Maker", + "type": "entries", + "entries": [ + "Von Weerg was once a name giggled from the mouths of giddy children and hailed by master craftsmen. His famous maker's mark could be found on trinkets, dolls, and toy soldiers from foreign farms to the homes of local lordships.", + "In his decades of creating like a madman, he had never thought to pursue paths others deemed necessary: marriage, family, a home. That is, until he met the Duchess Dorfniya Dilisnya, a noblewoman that was fascinated by his work and his mind.", + "Her fascination with his talents led her to commission Fritz to craft a unique gift for her niece. He happily obliged. She also requested they have dinner to discuss her ideas for the present. He obliged again. Dinner became a standing, weekly event. When he finally finished the present, they parted ways. Several months passed before she returned with a new request. She wondered, if after spending years crafting small trinkets, the mad maker had ever thought to try something larger. A life-sized puppet, perhaps.", + "Strahd von Zarovich, a lord to which her family's banner was sworn, was supposedly fascinated and bemused by her court jester—a charismatic man named Pidlwick—and his family always seemed disappointed that Pidlwick could not stay after each visit. Dorfniya hoped that Fritz could craft a clockwork duplicate of Pidlwick that she may present as a gift to the lord's court." + ] + }, + { + "type": "entries", + "name": "A Fool's Errand", + "entries": [ + "The project was surely not insurmountable, but granting life to the lifeless was well beyond the skill of a mere toymaker. But Fritz was not just any toymaker. Fritz nonetheless agreed and set out to work. He spent months on the project, hoping to create the perfect gift for his dear Dorfniya.", + "She resumed her weekly visits to the workshop. Then they became daily, using the Pidlwick project as an excuse to leave her family's castle and see Fritz. throughout the process. The two eventually fell in love, despite her family's protests that it was her duty to woo and wed Lord Strahd von Zarovich. Dorfniya respected her family's wishes, but she was also terribly aware that the new Lord of Barovia had no interest in her.", + "The day of Dorfniya's next journey to the land of Barovia neared, and a fear grew in Fritz. Pidlwick II was not ready. Instilling the jester's range of emotion and intelligence into a toy required research beyond a tinkerer's knowledge and despite Fritz's attempts, he found no solution in texts on the anatomical nor the arcane. He would disappoint Dorfniya and damage her reputation. He'd failed her." + ] + }, + { + "type": "entries", + "name": "A Whisper in the Night", + "entries": [ + "Hoping he could crack the case, Fritz insisted that he travel to Barovia alongside the Dilisnyas. He worked on the road, and as they drew nearer to their destination, the inventor heard a distant voice in what may have been a dream. A voice that assured him that he could be successful, albeit with its aid.", + "In a dream-spun fervor and cold sweat, Fritz awoke one evening with a horrid, gluttonous desire to create. It was that night that, unbeknownst to Fritz von Weerg, he surrendered a piece of his own soul to bring life to Pidlwick II.", + "Dorfniya was overjoyed by his incredible act of creation, and the clockwork man exceeded any imaginable expectation. The lovers parted ways that day. Fritz was not formally invited to join the Dilisnyas at Castle Ravenloft, but they promised they would write to one another in the months they were apart. Unfortunately, those months were ravaged by the harshest winter in Barovian history." + ] + }, + { + "type": "entries", + "name": "Winter's Cold Embrace", + "entries": [ + "Nearly two months after their separation, Dorfniya informed Fritz that she was with child. His child. While waiting for his new family to return, an elated Fritz dedicated himself to constructing a home unlike any other.", + "A magnificent mansion where they could build their life together and impress the other members of her house. The manor was a technical marvel. Something they could not ignore.", + "He also set to work on another project for the Dilisnyas: the construction of a mechanical army. The Dilisnyas were a prominent banking family, and their hunger for power was no secret to the world. Fritz believed elevating their family name would earn their respect and make him worthy of Dorfniya's hand in their eyes.", + "He was wrong.", + "When winter passed, Fritz leapt to see his beloved. Her letters had stopped coming. He presumed this was due to the heavy blizzard season. He rode swiftly to Ravenloft and requested court with Lord von Zarovich himself so that he may see Dorfniya and their child.", + "He was accepted by Strahd, and it was from the Lord himself that Fritz learned of Dorfniya Dilisnya's death. She, along with several other guests, passed away from a terrible fever. Her child, a boy, survived the winter, and he was taken home with the rest of the Dilisnya clan." + ] + }, + { + "type": "entries", + "name": "The Mad Inventor", + "entries": [ + "The Dilisnyas refused to acknowledge that the child belonged to Fritz, and he was turned away at their gate when he asked to see his son. Even his experiments and prototype soldiers were laughed off as children's playthings. With nothing left in the outside world, he retreated to his mansion. Dorfniya had inspired and challenged him to create something the world had never seen. He had to harness that desire again.", + "In the years that followed, Fritz was contacted by Strahd von Zarovich himself. The Lord of Barovia was hoping to update the trapped halls of Castle Ravenloft.", + "Fritz was compensated well for his work. In another life, this would have been thrilling, but he found no fulfillment in the work. Grief consumed him. He sealed himself inside of his mansion. He turned party gags and wonder makers into traps for trespassers, locked out any visitors, and set to work. He would not be disturbed. Pidlwick II was only the beginning. He could be better. Dorfniya believed he could be better. Maybe he could rebuild her? Maybe he could still build his life here." + ] + }, + { + "type": "entries", + "name": "The Old von Weerg Place", + "entries": [ + "Fritz's house still stands today, but no one goes near it. Occasionally loud metal clangs can be heard if you press your ear to the door or the walls, but anyone that has ever stepped inside has either fled in fear or has never been seen again." + ] + } + ] + }, + { + "type": "section", + "name": "Adding the Mansion to Curse of Strahd", + "entries": [ + "For Dungeon Masters looking for an additional location to include in Curse of Strahd, Fritz's mansion can easily be added to a reclusive corner of Krezk or even as a stray landmark swallowed by the Svalich Woods.", + { + "type": "entries", + "name": "Plot Hooks", + "entries": [ + "Here are a few potential plot hooks for introducing the mansion to your players.", + { + "type": "entries", + "name": "Befriending Blinsky", + "entries": [ + "The Vallakian toymaker, Gadof Blinsky, has heard rumors of his idol's infamous workshop, but he's never left Vallaki. If any brave adventurers find the mansion and bring him proof of its existence—better yet, schematics from the master himself—they can forever have any ally and friend in Blinsky." + ] + }, + { + "type": "entries", + "name": "Pidlwick's Premonition", + "entries": [ + "Pidlwick II does not have any memory of the workshop, but they may feel some distant connection to Fritz and know that he is alive. If this hook sounds interesting, you may also choose to move Pidlwick II into Rictavio's wagon in the Arasek Stockyard." + ] + }, + { + "type": "entries", + "name": "Artificial Ancestry", + "entries": [ + "Any Artificers or other tinkering-minded characters may be a descendent of Fritz's long lost child. The family resemblance is uncanny. Strahd or other especially old NPCs may recognize them and ask if they are related. In order to showcase the connection, you might also want to change Fritz's appearance to match more closely with the character!" + ] + }, + { + "type": "entries", + "name": "Terrifying Tales", + "entries": [ + "Villagers (likely Krezkian citizens) have been disappearing near the mansion for years. Most locals know to simply ignore it and tell their children stories of the long-abandoned building in the hopes of scaring them away from it. Though those same people may point inquisitive adventurers toward it.", + "If the party is particularly interested in heroics, some local children may have gone missing after being repeatedly warned by their parents to stay away from the building.They went to play near the house and vanished. More superstitious folks believe the cursed mansion swallowed them.", + "The parents or the town leadership will happily pay some reward to get the children back. If the characters set out to find them, the children, all aged 15, can be found in the following locations:", + { + "type": "list", + "items": [ + "{@b Mathilda} Unconscious on the floor of the {@adventure Real Entry Hall (area 1c)|TMMMoFvW|1,1c. real entry hall}", + "{@b Alastroi} Asleep on the couch in the {@adventure Real Foyer (area 1d)|TMMMoFvW|1,1d. real foyer}", + "{@b Vasha} In one of the cages in the {@adventure Secret Workshop (area 3b)|TMMMoFvW|1,3b. secret workshop}" + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Adding the Mansion to Another Adventure", + "entries": [ + "For Dungeon Masters interested in expanding their homebrew world or other adventures with a tech-savvy tinkerer's workshop and some horror elements, the mansion can easily be placed into a small town with the following revisions:", + { + "type": "list", + "items": [ + "Any mentions of Strahd von Zarovich in Fritz's history can be replaced with another local lord or lady.", + "Pidlwick II may be purchased in an auction or found along the road, in a different dungeon nearby, or in the service of a noble's court." + ] + }, + { + "type": "entries", + "name": "Plot Hooks", + "entries": [ + { + "type": "entries", + "name": "The Tinkerer's Trouble", + "entries": [ + "A local tinkerer has lost his inspiration. They were raised on stories of the remarkable Fritz von Weerg's astonishing creations, and the awe spurred their career. Some even say his trinkets were alive! If they could just see some of Fritz's work or some of his unfinished plans, they may rekindle their love of invention." + ] + }, + { + "type": "entries", + "name": "An Invented Invasion", + "entries": [ + "A foreign army is marching against the castle of a noble whose army is primarily made up of armed, untrained peasants. The ruler cares deeply for their people, and they know that they will lose and innocents will die. There is an old, stone mansion about a day's travel from the castle that once belonged to a talented inventor. The inventor, at one point, was supposedly creating an army of mechanical soldiers, but no one ever saw the final result. The noble's advisors believe that this is simply a childrens' story, but the ruler thinks the soldiers may turn the tide of the battle." + ] + }, + { + "type": "entries", + "name": "Descendent's Duty", + "entries": [ + "A distant descendent of Fritz von Weerg has recently arrived in the village and has been showcasing extraordinary pieces of technology from their traveling caravan. When the characters arrive in town, the inventor is putting on a street show enhanced by magic. They've spent years trying to locate their ancestor's mechanical mansion, and they believe they've finally found it. They want to continue Fritz's life's work, and they can pay handsomely for support from some brave warriors." + ] + }, + { + "type": "entries", + "name": "Missing Mischief Makers", + "entries": [ + "Locals are horrified by the impenetrable stone walls of the haunted house that resides on the outskirts of town. It has been there for centuries, and villagers have been raised to avoid it. Children will often dare one another to go inside. Yesterday, a group of three teenagers went missing. Their friends told their parents that they were planning to go to the old mansion, despite being told to stay away from it.", + "The parents or the town leadership will happily pay some reward to get the children back. If the characters set out to find them, the children, all aged 15, can be found in the following locations:", + { + "type": "list", + "items": [ + "{@b Mathilda} Unconscious on the floor of the {@adventure Real Entry Hall (area 1c)|TMMMoFvW|1,1c. real entry hall}", + "{@b Alastroi} Asleep on the couch in the {@adventure Real Foyer (area 1d)|TMMMoFvW|1,1d. real foyer}", + "{@b Vasha} In one of the cages in the {@adventure Secret Workshop (area 3b)|TMMMoFvW|1,3b. secret workshop}" + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "The Mansion", + "entries": [ + { + "type": "entries", + "name": "General Traits", + "entries": [ + { + "type": "list", + "items": [ + "All of the building's interior walls are separated from the exterior by 5ft of stone, wood, and mechanical parts.", + "The constructs inside (aside from the Carionettes, Rust Monsters, and the Bronze Scouts) can speak both Common and Gnomish. If you would like an added layer of challenge, they may only speak Gnomish.", + "The constructs in the house are powered by a combination of electricity and clockwork machinery. This grants them immunity to lightning damage and gives them the “Lightning Absorption” ability. They also regain 1 Hit Point if the {@spell Mending} spell is cast on them.", + "The heat from the furnace in the basement is intense enough to heat the entire house. The mansion is kept at a balmy 74 degrees Fahrenheit.", + "The heat and steam from the furnace also cause the crawl spaces and the elevator (as they are the least insulated) to be much hotter. These spaces are a humid 95 degrees Fahrenheit." + ] + }, + { + "type": "inset", + "name": "Tick-tock Tunes", + "entries": [ + "These two tracks from the incredibly talented Michael Gelfi make for perfect ambient clockwork sounds inside of the house.", + { + "type": "list", + "items": [ + "{@link Clockwork Plane|https://open.spotify.com/track/7aDhkjlmv0U1NPRjjr5qzp?si=K-D30xpuTauuNyOgD1UL7w}", + "{@link Tinkerer's Workshop|https://open.spotify.com/track/5e16R6mkzEj2OKWynqjLQs?si=UIHNk-8lTA2MJ68jobUcpg}" + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Exterior", + "entries": [ + { + "type": "insetReadaloud", + "entries": [ + "Tucked far beyond a crumbling stone fence and shrouded in towering pine trees stands a cobblestone mansion that towers over the sleepy, single story cottages of the surrounding town. While the skeleton of the stone structure itself stands firm, wooden braces and support beams have been eaten away by rot and grasping vines.", + "The building has no discernible windows, but there is a single prominent door at the end of the dirt path." + ] + }, + "The building is eerily quiet and solid all the way around. Its walls are nearly 5ft thick, with alternating layers of stone and wood. They are supremely durable and each 10ft square section has an AC of 19 and 150 Hit Points.", + "Breaking through the exterior wall reveals the clockwork abyss of the mansion’s interior that descends 60ft from the ground floor. Any creature that falls through takes {@dice 6d6} bludgeoning damage from the fall and {@dice 5d6} bludgeoning damage as they are crushed by gears on their way down.", + "The door to the house is unlocked and barely hanging onto its hinges after having been opened and slammed shut so many times over the centuries." + ] + }, + { + "type": "section", + "name": "Interior - First Floor", + "entries": [ + { + "type": "entries", + "name": "Entrance Hall", + "entries": [ + "The entrance hall is a fairly standard-looking, wood-paneled hallway. When the front door opens, read:", + { + "type": "insetReadaloud", + "entries": [ + "You open the door and a cold wind dances along your ear drum in a whisper. Ahead of you is a narrow entry hall that leads ten feet forward into a grandiose, dilapidated foyer." + ] + } + ] + }, + { + "type": "entries", + "name": "1A. Foyer", + "entries": [ + "The foyer ahead is an illusion but an extremely convincing one. Almost no one who comes here makes it beyond this room.", + { + "type": "insetReadaloud", + "entries": [ + "A sprawling, chillingly quiet, and destitute ballroom is populated entirely by furniture draped with dust-coated sheets. A grand balcony extends across the entirety of the second floor encircling the room overhead. Out of the corner of your eye, you could swear that you see one the sheets move. Ever so slightly..." + ] + }, + "The real walls of the room are entirely obscured by two mechanical rigs powered by gemstones and projecting a permanent version of the {@spell Major Image} spell. The spell is creating the illusion of an enormous room and the false interior of a run down mansion whose grand foyer extends to the far walls of the building (nearly 100ft). In reality, this is a relatively small, 15ft by 20ft entry hall.", + "Any character that steps into the foyer triggers a pressure plate at the end of the Entrance Hall that releases a poisonous gas into the chamber. It takes one round for the gas to fill the room. Any character in the room must make a {@b DC 16 Wisdom saving throw} or be affected by the {@b Fear} spell and forced to flee from their worst fears (and out of the mansion).", + "Any character that walks 20ft north, 15ft east or west, or 10ft straight up bumps into the true walls of the room. They are able to discern that there is an illusion in place, but are only able to see through the illusion with a {@b DC 18 {@skill Investigation} check} or if the Illusion Projectors are destroyed. The projectors are made of iron, have an AC of 17, and 8 Hit Points.", + "Any character that sees through the illusion can easily notice a small hatch in the southwest corner of the room. The hatch opens to a small tunnel.", + { + "type": "inset", + "name": "Spooky Scary Time", + "entries": [ + "For an added punch to the Fear spell, have your players provide a few examples of things their characters are afraid of before you get here.", + "For even better scare tactics, pull the individuals affected by the gas aside and describe what they see as each character will have a unique visual hallucination." + ] + } + ] + }, + { + "type": "entries", + "name": "1B. Crawl space", + "entries": [ + "When a character discovers the hatch and opens it, read:", + { + "type": "insetReadaloud", + "entries": [ + "The metal hatch in the wall squeals open to the echo of dozens of clockwork ticking sounds overlapping in a cacophony of clicks and gears turning. Ahead is a dark tunnel that extends a few feet forward before turning in a sharp Ushape northward." + ] + }, + "This passageway is large enough for a creature of size Small or smaller. A Medium sized creature must squeeze into the crawl space.", + "When a character turns the corner, they can see the crumpled form of a tiny, wooden marionette lying limp ahead of them. The center panel of this crawl space is rigged to trigger if anything weighing more than 60lbs steps on it. A {@b DC 15 Intelligence ({@skill Investigation}) check} reveals that it is a trap, and it can be deactivated with a DC 16 Dexterity check using Thieves' Tools.", + "If the trap is activated, three panels open in the ceiling and three {@creature carionette|TMMMoFvW|carionettes} drop into the tunnel." + ] + }, + { + "type": "entries", + "name": "1C. Real Entry Hall", + "entries": [ + "The Real Entry Hall isn't as grand as the one at the front of the building, but it houses some truly tricky machinery. When a character climbs out of the crawl space, read:", + { + "type": "insetReadaloud", + "entries": [ + "The metal, paneled floor of this landing is littered with rusting gears and springs that lead to a heavy metal door barred by three, jolting streams of arcane electricity. Three levers protrude from the wall just outside of the door." + ] + }, + "The door is rusted and jammed in its frame from age, but it is otherwise unlocked. Pushing it open requires a {@b DC 13 Strength check}. The jolts of electricity are illusory, but they produce a minor sensory effect that makes them feel hot if any creature places their hand near the door.", + "The three levers are not connected to the door, but they are intended to catch an intruder’s eye. Pulling the first lever activates a cloud of gas that fills the hall. Anyone inside the hall must succeed on a {@b DC 15 Constitution saving throw} or fall unconscious for 1 hour, or until they take damage or someone uses an action to shake or slap them awake. Undead and creatures immune to being charmed are unaffected by this gas.", + "Pulling the second lever activates diodes hidden under the illusory electricity that shoots a blast of electrical energy. Any character in the hallway must make a {@b DC 14 Dexterity saving throw} or take {@dice 3d6} lightning damage on a failed save or half on a successful one.", + "Pulling the third lever deploys 3 mechanical crossbows from the walls which fire at the person that pulled the lever. Each crossbow makes a ranged weapon attack ({@dice d20+6|+6} to hit and deals {@dice 1d6} piercing damage)." + ] + }, + { + "type": "entries", + "name": "1D. Real Foyer", + "entries": [ + "This room was designed to be Fritz's hosting space. His original design of the mansion would have had full-size hallways with moving floors, but when he went mad, he did everything in his power to make the house's living quarters inaccessible. When the door to the room opens, read:", + { + "type": "insetReadaloud", + "entries": [ + "The incessant, overlapping tick and hum of machinery is dulled slightly as you step into a glimmering, vibrantly illuminated but aging foyer, and the steady swing of a pendulum sets a mellow tone in the room. An iron furnace connected to a series of pipes leading up into the ceiling and down into the floor emits a dissipating cloud of steam into the air.", + "In the center of the room, a luxurious but fraying set of seats frame a worn rug. Beyond them is nestled a gilded, wrought-iron spiral staircase that appears to lead to a second story. Two doors lead further into the building: one on the south wall, and one directly to the north in the east wall." + ] + }, + "The steam from the furnace is a byproduct of the forge in the basement and provides some heat to the house. The pipes leading to the second floor heat the floorboards and walls.", + "Sitting on the couch summons Harkus, the mechanical servant, who can otherwise be found charging in the Servant’s Quarters. Harkus is a {@creature Clockwork Servant|TMMMoFvW}, but the arcane runes beneath his exterior plating have worn down, and he no longer has access to his spells. Harkus' visual sensors have dulled, and he is considered {@condition Blinded}. He also has a sending stone embedded in his head that is connected to its sister stone in the {@adventure Bedroom (area 2h)|TMMMoFvW|1,2h. bedroom}.", + "Any character that climbs 10 feet up the 15 foot tall staircase triggers a trap step that turns the stairs into a slide and causes a cage to rise from the floor at their base. Any character on the staircase when the trap is triggered can make a {@b DC 15 Dexterity saving throw} or slide down into the cage which closes automatically either when anything weighing more than 50lbs presses on its base or one round passes.", + "There is only enough room in the cell for two Mediumsized creatures. If a third creature is on the slide, they are hit by the door as it clamps shut. A character hit by the closing door takes {@dice 1d6} bludgeoning damage. Someone climbing the staircase cautiously can notice the trap step with a successful {@b DC 16 Intelligence ({@skill Investigation}) check}. Anyone inspecting the second floor as they approach sees a second floor landing. The landing is illusory, and the stairs end at the ceiling. A character can through the illusion with a successful {@b DC 18 Intelligence ({@skill Investigation}) check}.", + "A grandfather clock on the north wall is programmed with a series of magic mouth spells that are triggered by the position of gears inside the clock. At each hour, a 2” tall mechanical man steps out onto a platform and speaks the time. This effect is also triggered if anyone comes within 5ft of the clock." + ] + }, + { + "type": "entries", + "name": "1E. Drawing Room", + "entries": [ + "This room was designed for both relaxation and business meetings with important clients. When the party approaches the room, read:", + { + "type": "insetReadaloud", + "entries": [ + "Two extravagant armchairs face an elaborate multi-tiered machine connected to various pipes, tubes, and bars. The machine is mounted above a dust blanketed, cobblestone hearth that still burns with a crackling fire. At your feet, just inside the room is a heavy, rusting bear trap that appears to be armed." + ] + }, + "The bear trap is a joke set up by Fritz ages ago to prank guests. The trap itself is real, but stepping on it does not do anything. The floor tile on the other side of the trap is a pressure plate. If the bear trap is deactivated or someone steps on the panel, a trap door in the ceiling opens and a bear skeleton drops to the floor.", + "When Fritz was alive, he managed to wrangle and train this bear, Orsov, as both a pet and guard. He was also a massive hit at parties. When Fritz shed his mortal coil, he also lost any semblance of empathy, and he had no need to leave the basement. Orsov perished.", + "The two chairs facing the fireplace are adjacent to a small side table set with some rotted food and dusty dinnerware. If a character sits in one of the chairs they activate Fritz’s “Relaxation Protocol.” Gemstone powered illusion projectors set up in the corners of the room cast the {@spell Major Image} spell on the walls to depict a random, scenic Barovian landscape, and reproduce the smells and sounds of the outdoors.", + "If the characters have not yet summoned Harkus, he arrives shortly after the projectors start and asks what he can do for his master's guests.", + "If a character approaches the southern wall read:", + { + "type": "insetReadaloud", + "entries": [ + "A complex series of pipes, cogs, runes, and wooden panels cover much of the wall above the stone fireplace. Each extraneous piece can, with some difficulty, be traced back to a ticking clock at the center of the wall over the mantle." + ] + }, + "The fireplace has remained lit due a Continual Flame spell cast on it centuries ago. Any character that approaches the mantle notices a heavy-looking iron key with a {@b DC 10 Intelligence ({@skill Investigation}) check}. This key opens the third lock on the door in the {@adventure Bedroom (area 2h)|TMMMoFvW|1,2h. bedroom}", + "The cuckoo clock mounted over the fireplace is primarily a confusing showpiece. Its true purpose, aside from keeping time, is long lost, even to Fritz von Weerg himself. For every 10 minutes characters spend in this room, roll {@dice 1d20}. On a 1 the clock chimes a strange sound, a raven figure glides out on a small platform, and the clock face glows. Roll on the {@table Wild Magic Surge|PHB} table to determine the clock's effect.", + { + "type": "inset", + "name": "A Wild Time", + "entries": [ + "You may want to roll on the table a few times before your party arrives to determine an assortment of strange effects that have built up in the room over the years." + ] + } + ] + }, + { + "type": "entries", + "name": "1F. Dining Room", + "entries": [ + "In another life, this dining room would have been host to beautiful, laughter-filled family feasts catered by constructs. Today, it is a broken, somber place. When a character enters, read:", + { + "type": "insetReadaloud", + "entries": [ + "A wood-carved dining table with brass fittings stretches the length of most of this room. Nine web-coated chairs are seated around it, and neat piles of scrap and debris have been swept beneath them. Suspended overhead, around the perimeter of the room, is a narrow track that loops in and out of a hole on the southern wall. Through an open door frame at the other end of the table, you can see another, darker room set with two more tables." + ] + }, + "The rig surrounding the room is a trolley track that once carried a series of small carts that brought plates in from the {@adventure Kitchen (area 1h)|TMMMoFvW|1,1h kitchen}. kitchen. The track leads to a crawl space designed for Tiny-sized constructs to enter and exit.", + "If a character looks at the scraps on the floor they can easily find a few intact servant bots (Tiny-sized {@creature Monodrone|MM|Monodrones}). These servants flew using propellers on their backs and delivered plates of food from the trolley to the table. After centuries of neglect, they have rusted and collapsed. They were not sophisticated enough to charge or repair themselves.", + "The trolley track is full of dozens of plates of rotting food— now mostly turned to dust—which was prepared ad nauseum by Emeric, Fritz's loyal chef. A malfunction left him to prepare an endless feast, even after the guests had stopped eating and wait staff had stopped serving." + ] + }, + { + "type": "entries", + "name": "1G. Game Room", + "entries": [ + "As he prepared to woo the Dilisnyas and other nobles, Fritz crafted a number of trinkets and mechanical games to entertain even the stuffiest of crowds. This room was built to house the most advanced and most unique entertainment this side of the Balinok mountains.", + "When a character steps into the room, read:", + { + "type": "insetReadaloud", + "entries": [ + "Two tables stand end to end across this hall. A large oil painting hangs on the northern wall, flanked on either side by six, five foot long sticks resting in wooden racks. Standing in the far corner is a 6ft tall box with windows on each side and a handle jutting from the front. The smell of rancid decay and mold hang in the air near a closed door in the southwestern corner, and the occasional spark flashes from another doorway on the same wall." + ] + }, + "The painting hanging in the center of the wall is a 5-foot-tall, 3-foot-wide portrait of Fritz von Weerg modeled after the {@link Self Portrait in the Uniform of the Jaegers by Willem Jodocus Mattheus Engelberts|https://commons.m.wikimedia.org/wiki/File:Zelfportret_in_het_uniform_van_de_Jagers_Rijksmuseum_SK-A-4074.jpeg}", + "Behind the painting is a recessed wall safe. A character can unlock the safe either by finding the correct billiard cue connected to the mechanism with a successful {@b DC 15 Intelligence ({@skill Investigation}) check} and pulling it or a successful {@b DC 18 Dexterity check} using Thieves Tools.", + "Inside of the safe is a small pouch containing 23 gp, two gemstones worth 30 gp each, and a flintlock pistol.", + "The box in the corner is a mechanical Vistani seer named Nimira. The windows are covered in a thick layer of dust and grime. Pulling the small lever at the front causes lights to flicker on inside, a small spark to pop from her hinges, her eyes to illuminate, and for her to speak a fortune from the table in {@adventure Appendix C|TMMMoFvW|4}.", + "If anyone wipes away the dust on the glass to get a clear look inside of Nimira's box, read:", + { + "type": "insetReadaloud", + "entries": [ + "The facsimile of a woman in shimmering, purple and red silks with golden hoop earrings and wrinkled, faux skin stands with her eyes shut as if in prayer. Her hands, wreathed in rings and gemstones, are suspended over five, silver and black cards that lie face down in a cross shape atop an inky black cloth. A banner hanging behind her reads \"The All-Seeing Madam Nimira.\"" + ] + }, + "The tables that take up the center of the room are billiards tables. A switch on the western edge of the table triggers a series of mechanisms inside of it that release the stored billiard balls. They are deposited in a basket-like structure next to the switch.", + "The doorways on the south wall lead to the {@adventure Kitchen (area 1h)|TMMMoFvW|1,1h. kitchen} and the {@adventure Servants' Quarters (area 1i)|TMMMoFvW|1,1i. servants' quarters (charging stations)}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treasure", + "entries": [ + "The wall safe contains 23 gp, 2 gemstones (worth 30 gp each), and a flintlock pistol." + ] + } + ] + }, + { + "type": "inset", + "name": "Barovian Billiards", + "entries": [ + "If your players are interested in gathering around for a casual game of billiards, you can use the following rules for a skill challenge mini-game. The first team to 8 successes wins! I would highly recommend giving players the opportunity to pitch various abilities, but the rules below can serve as a baseline.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Break:", + "entries": [ + "The break must be the first move performed once the game begins. Roll initiative to determine who goes first. Whoever performs the break must make a DC11 Dexterity ({@skill Athletics}) check. If they succeed by 2 or more, they sink one ball of their type. If they succeed by 6 or more, they sink two balls of their type. If they fail, the other team must attempt the break." + ] + }, + { + "type": "item", + "name": "Taking Turns:", + "entries": [ + "Once a character attempts a roll and the roll's effect is resolved, their turn ends. This is contrary to typical 8-ball rules, but in Barovian Billiards, it prevents high-Dexterity characters from winning before others get a turn." + ] + }, + { + "type": "item", + "name": "Regular Shot:", + "entries": [ + "On their turn, a character must make a DC11 Intelligence ({@skill Sleight of Hand}) or Dexterity ({@skill Sleight of Hand}) check. On a success, they sink 1 ball of their type. If they succeed by 2 or more, they sink 2 balls of their type. If they succeed by 6 or more they sink 3 balls of their type." + ] + }, + { + "type": "item", + "name": "Failure:", + "entries": [ + "If a character rolls a 1 on a regular shot, they sink a ball of the opponent's type and that character's turn ends." + ] + }, + { + "type": "item", + "name": "Difficulty Scaling:", + "entries": [ + "Each ball that is sunk for your team increases the base DC by 1. (e.g. On the first turn—with all 14 balls on the table—the DC is 11. If they sink 1 ball, on their next turn the DC is 12)" + ] + }, + { + "type": "item", + "name": "Trick Shot:", + "entries": [ + "A character can perform a trick-shot with a Dexterity ({@skill Performance}) check, increasing the shot DC by 2. On a success, their opponent has Disadvantage on their next turn." + ] + }, + { + "type": "item", + "name": "Trick Shot Failure:", + "entries": [ + "On a trick-shot failure, roll 1d8-x (where x is how many balls the opponent has left). On a result of 1 or lower, an opponent's ball is sunk and the shooter has Disadvantage on their next turn." + ] + }, + { + "type": "item", + "name": "Trick Shot Loss:", + "entries": [ + "If a character rolls a 1 on a trickshot, they sink the 8-ball and lose the game." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "1H. Kitchen", + "entries": [ + "If the characters approach the door, read:", + { + "type": "insetReadaloud", + "entries": [ + "The walls around the door frame warp and bend slightly, almost drowning in a cloud of rotten air that pours from under the door ahead." + ] + }, + "The door to the kitchen has swollen in its frame and is blocked by a pile of pots, pans, and kitchen tools that the chef construct, Emeric, flung around the room. A character attempting to open it can force the door open with a DC 15 Strength check.", + "With the door open, read:", + { + "type": "insetReadaloud", + "entries": [ + "Bangs and bongs of piled pots and pans crash down onto a checkered marble floor. The door groans open to reveal a tightly packed, rusting kitchen. A thin pan sits melted to an unattended stove. A preparation table and a small set of drawers are chipped and cut nearly to splinters. Molding, spore-covered containers pack the shelves around the room, their contents spilling out and rotting already weakened wooden beams in the exposed wall. Heaped in a pile of junk is a humanoid form coated in a dull copper." + ] + }, + "The construct on the floor is Emeric, Fritz’s personal chef and one of his first attempts at replicating his work on Pidlwick II. While propped up against the wall, Emeric blocks off the crawl space that connects to the elevator.", + "His ability to speak is rudimentary as he was originally designed as a single-task servant. In order to fulfill his duty, he continued preparing food long after Fritz's death. Without his master to repair him, he eventually fell into disuse and then further into madness. His hands that can change into a variety of chefs' tools defaulted to knives and he began chopping up the servant bots and furniture in the kitchen.", + "If a creature gets within 5ft of Emeric, he jolts awake and attacks. Emeric is a {@creature Nimblewright|WDH} that uses chefs knives in lieu of their dagger and rapier.", + "If Emeric is moved out of the way, a character investigating the room can find the servant’s hatch to the {@adventure Elevator (area 1j)|TMMMoFvW|1,1j elevator} with a {@b DC 13 Intelligence ({@skill Investigation}) check}." + ] + }, + { + "type": "entries", + "name": "1I. Servants' Quarters (Charging Stations)", + "entries": [ + "While planning the mansion, Fritz considered using this room as a bunk room for human servants. When he realized that a true mechanical mansion would also operate with mechanical servants, a bedchamber seemed extraneous. Rather than building beds, Fritz installed six pedestals imbued with arcane electrical energy. When a character enters, read:", + { + "type": "insetReadaloud", + "entries": [ + "Dirt and cobwebs mar a collapsing wooden floor. Brass and copper pipes and valves run along bare stone walls like veins. Six, four-foot-round, 6” tall pedestals encased in copper line the floor, three on either side of the room. The complex series of pipes slough across the floor like thick tree roots and connect to the pedestals." + ] + }, + "If Harkus was not summoned to the Real Foyer or the Drawing Room, he can be found charging here. Add:", + { + "type": "insetReadaloud", + "entries": [ + "Standing stoic atop the nearest pedestal is a well-dressed artificial man, with brass facial features bolted to his wooden head." + ] + }, + "Any character that looks closely at a pedestal can easily see a sigil etched into its surface. A character can determine that the sigil is a common arcane rune for “lightning” with a successful {@b DC 12 Intelligence ({@skill Arcana}) check}.", + "Any contact with a pedestal causes it to zap the creature or item that touched it, dealing 1 lightning damage. The glyph must recharge for 1 minute before it zaps again. If Emeric is subdued and placed on a pedestal, the surge of energy will cause him to revert back to his former, subservient self and will listen to any commands given by Harkus, Fritz, or guests in the home. A construct left on a pedestal for 1 hour will remain functioning for 24 hours.", + "Harkus is still attentive enough to his own functions that he will return here of his own accord for one hour every 24 hours to maintain a charge.", + "The pedestals can be picked up and weigh 75lbs each.", + "Anyone that walks into the room notices a small knob on the south wall. A {@b DC 11 Wisdom ({@skill Perception}) check} also reveals the seams of a small door. This leads to a crawl space that connects to the {@adventure Elevator (area 1j)|TMMMoFvW|1,1j. elevator}." + ] + }, + { + "type": "entries", + "name": "1J. Elevator", + "entries": [ + "If a character crawls through either crawl space toward the elevator for the first time, read:", + { + "type": "insetReadaloud", + "entries": [ + "A ten foot square, wood-paneled chamber sits in silence. A lever extends from the wall of the crawl space, just before the entrance to the room. Inside, another lever is built into the wall. Two stylized arrows are branded into the wood next to it, one pointing up, the other down." + ] + }, + "The levers in the crawl space can be used to call the elevator back to the first floor if it is currently elsewhere.", + "The walls inside of the elevator are wood-paneled but copper wiring runs through the wood grain and underneath the paneling. Due to its exposed, thin walls, the elevator is much hotter than the rest of the house.", + "The main lever inside the elevator has three settings:", + { + "type": "list", + "items": [ + "Up: Brings the elevator the 2nd floor", + "Center: Brings the elevator to the 1st floor", + "Down: Brings the elevator to the basement" + ] + }, + "If the main lever is set to “Down,” and a living creature is standing in the elevator, a {@spell Magic Mouth} spell is triggered and Fritz von Weerg’s voice loudly announces from a point in the wall directly above the lever:", + "{@i \"As per usual you are looking ravishing today, sir. Per your request, might you verify your name?\"}", + "In order to reach the basement, characters must speak Fritz von Weerg’s full name:", + "{@b Sir Fritz Maur Kuffner Ornberg Braumüller Eichenfeld von Weerg IV}", + "If a character attempts to pull the lever down to the basement but does not speak the proper name in response the elevator shocks anyone inside for {@dice 2d6} lightning damage.", + "When the elevator moves, the sound of gears and metal grinding through the walls intensify as chains connected to its top and bottom screech along long-static drums." + ] + } + ] + }, + { + "type": "section", + "name": "Interior - Second Floor", + "entries": [ + "Without the bare-minimum work that Harkus has committed himself to downstairs, the second floor is in significantly worse condition. The wood is worn, the lighting fixtures are mostly broken, and the rooms are unlit and unkempt.", + { + "type": "entries", + "name": "2A. Trophy Room", + "entries": [ + "When the elevator arrives on the second floor, the panel on the west wall is blocked by solid metal. If a character exits through the crawl space on the east wall, read:", + { + "type": "insetReadaloud", + "entries": [ + "Stale air chokes this long-forgotten landing. A decaying, faded rug that swallows most of the floor. Six glass cases encircle the room and model wings made of flaking leather sway gently from unraveling ropes secured to the ceiling. A hallway leads through the center of the western wall, and a weighted wooden door ahead is bolted shut with 10 locks of varying sizes and shapes." + ] + }, + "The cases pressed to the walls are displays for nonfunctioning prototypes of some of Fritz’s most prized inventions:", + "1. A blunderbuss.", + "2. A calculator (akin to the Rock Gnome trinket).", + "3. A broad-shouldered, armored humanoid figure with massive metal plates, standing 12” tall. This was Fritz's template for the Mighty Mechanical Soldier. It is also a scaled down version of what became the Workshop Guardian in the basement.", + "4. An 8\" tall doll of Pidlwick II.", + "5. A small set of mechanical spider legs, sized for the Pidlwick II doll. The full version of these legs can be found mounted on Fritz's back and they function as non-magical {@item Slippers of Spider Climbing}.", + "6. A toy-sized {@link Da Vinci tank|https://www.bbc.co.uk/staticarchive/d6b0d3de7bcff78855e788427a3a53ee4db3a60c.jpg}. Fritz was in love with the concept but could not find a way to make it work.", + "The door on the north wall is bolted shut, though many of the locks have rusted and broken. Only two of the ten locks are currently functional: a chain and a single padlock. They can be easily broken with a DC 10 Strength check. Any attempt to pick the padlock with Thieves Tools causes the lock to immediately crack open.", + "The door itself is warped and splintering near the frame. A character that inspects the frame can determine that it has been pressed and beaten from the inside with a {@b DC 13 Investigation ({@skill Intelligence}) check}. Additionally, if they listen at the door, they can hear skittering movement scratching along the floor on the other side with a successful {@b DC 15 Wisdom ({@skill Perception}) check}.", + "The hallway leads to the remaining rooms on this floor." + ] + }, + { + "type": "entries", + "name": "2B. Storage Room", + "entries": [ + "This large storage closet was once stocked with shelves of refined metal ingots. It is now home to starving, mechanical creatures that have attempted to feed on one another.", + "When someone enters the room, read:", + { + "type": "insetReadaloud", + "entries": [ + "Splintered piles of wood litter the floor, and the metallic scent of wet iron fills the air. A sudden rush of skittering claws scratch across the wood floor as three knee-high, metalplated, pill bug-like creatures charge toward you." + ] + }, + "The creatures are {@creature Rust Monster|MM|Rust Monsters}. Fritz built them ages ago as cleaning assistants that could process excess metals, but when they malfunctioned and would not stop eating his inventions, he had to trap them and lock them in this storage closet, dooming large stores of metal to save the rest of the mansion.", + "They possess the same all-consuming drive as biological rust monsters, and they have fought for centuries to eat each other to no avail.", + "They will attack on sight if they smell ferrous metal.", + "The steel supports of the shelves in this room have been gnawed through and the storage units reduced to splinters. At the back the chamber is a broom, leaning against a pile of crates.", + { + "type": "inset", + "name": "A Broom by Any Other Name", + "entries": [ + "At the back of the room is a plain broom, undisturbed by the creatures and suspiciously pristine. If your players experienced the trauma of Curse of Strahd’s Death House, now is a great time to play on some dramatic irony and tension without adding another real threat." + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treasure", + "entries": [ + "Littered among the splinters on the floor is a gnarled {@item Wand of Magic Detection} and a {@item Wand of Pyrotechnics|XGE}. The shells of the monsters can also be dismantled and recycled to help repair other constructs in the mansion." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "2C. Hallway", + "entries": [ + "When a character looks down the hallway, read:", + { + "type": "insetReadaloud", + "entries": [ + "The hall appears to run the length of the second floor. One of the doors is slightly ajar and you can see a grime-coated metal placard nailed to its surface. Near the end of the hall, another door lies chipped and charred on the floor." + ] + }, + "Alternating floor panels of the hallway are trapped and rigged to a series of {@spell Magic Mouth} spells that speak when activated:", + "1. In Fritz’s voice: “I see you. Turn around now, and you can leave safely.”", + "2. In a rigid, robotic voice: “You have disobeyed the master’s wishes, and you are no longer permitted to leave.” This is followed by the sound of doors slamming and locking downstairs.", + "3. A large rumbling sound and the sound of the elevator activating.", + "Directly in front of the door to the {@adventure Bedroom (area 2h)|TMMMoFvW|1,2h. bedroom} is a thick, fraying rope tied to a metal loop and rigged through the wall. Anyone that approaches the door can discern that it is attached to something on the other side with a {@b DC 11 Investigation ({@skill Intelligence}) check}.", + "If the rope is disarmed, a large crash can be heard from the bedroom. This sound is an illusion. Disabling this tripwire arms a pressure plate on the other side of the door. The rope itself is harmless and is not actually a trap.", + "Some of the doors in the hall are open. Others are not. If a character begins to walk down the hall, you can refer to this list to determine what they see:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "2d:", + "entries": [ + "open slightly" + ] + }, + { + "type": "item", + "name": "2e:", + "entries": [ + "closed" + ] + }, + { + "type": "item", + "name": "2f:", + "entries": [ + "blasted off from an explosion inside the room" + ] + }, + { + "type": "item", + "name": "2g:", + "entries": [ + "locked (DC 22 lock)" + ] + }, + { + "type": "item", + "name": "2h:", + "entries": [ + "closed" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "2D. Study", + "entries": [ + "A metal placard on the door reads: “Sir von Weerg”", + "If anyone opens the door, read:", + { + "type": "insetReadaloud", + "entries": [ + "A faded rainbow of thick spines with brassy lettering flows from shelves along the wall behind the door. A desk cluttered with stacks of patchwork books, crumpled and torn parchment, assorted bones, and faceless miniature mannequins posed in motion rests in an uncomfortable quiet." + ] + }, + "The books that fill the bookshelf are a diverse assortment of scientific and pseudo-scientific treatises, many of which are dedicated to finding alternatives to arcane solutions. As Fritz never understood that a piece of his soul was surrendered in the moment of Pidlwick II's creation, he believed there must be some non-magical solution for the project's success.", + "Alongside the larger, more formal academic texts are dozens of journals filled with sketches, schematics, and notes. They are written in {@language Gnomish}.", + "A character who can read {@language Gnomish} (or {@language Dwarvish} since they share a script) and succeeds on a {@b DC 15 Intelligence ({@skill Investigation}) check} can learn how to repair any of the broken constructs in the mansion.", + "The repair process requires proficiency in Tinker’s Tools and 1 hour of time working on the construct to return it to its working state. Once the repairs are complete, a construct must be jump started with at least 1 point of lightning damage.", + "Many of the notes and scraps on the desk are just that, but one notebook in the pile litter documents the creation of {@creature Pidlwick II|CoS}. It also contains any of the history of the puppet's creation that is detailed in their NPC entry in the Curse of Strahd module. Von Weerg’s knowledge ends with an almost certainty that his creation was responsible for killing its predecessor. He also finds this fact a bit amusing.", + "A journal resting atop the pile is open, and the most recent entry appears to end mid-sentence. It is titled: {@b “Documenting Diabolism: Manufacturing a Machine to Safely Summon Fiends.”}", + "It goes on to detail a cage-like chamber, powered by electricity and maintained by a series of gears and tubes that is designed to harness conjuration magic. It goes on to explain that it does not work quite right. While the conjuration magic seems replicable, one cannot safely reproduce the binding effects of a summoning spell. The last line of the page references a large scorch mark on the floorboards as an example." + ] + }, + { + "type": "entries", + "name": "2E. Backup Workshop", + "entries": [ + "Fritz’s main workshop is securely located in the basement, but this smaller workshop is a backup room reserved for the frequent nights where inspiration struck in his sleep or while he poured over books in his study.", + "If a character enters the room, read:", + { + "type": "insetReadaloud", + "entries": [ + "Assorted tools and bins and buckets of cogs, gears, and screws tightly pack a workbench scarred by cuts, holes, and electrical burns. Nestled in the mess are worn down toys and two approximations of human arms made of wood. Three spindly, sharp appendages extend from a hole in the north wall, one of the limp arms appears to be wrapped around the handle of a bucket. Another of its multi-jointed limbs clutches a handle on a chest of drawers. In the recessed area of the wall, you can see two faintly flickering crystals staring toward you." + ] + }, + "The figure is Jarzinka, Fritz’s A.I.D. (Autonomous Industrial Drone). Her remaining two crab-like legs are currently stored in the wall with her torso. The hole was intended to be a charging station similar to those in the Servants’ Quarters so that Jarzinka could work and re-energize simultaneously. Her station, however, lost power.", + "Jarzinka can be temporarily reactivated if she sustains any lightning damage and will remain conscious for {@dice 3d10} minutes from an external charge. Jarzinka can generate a full charge if she is placed on one the charging pedestals from the {@adventure Servants’ Quarters|TMMMoFvW|1,1i. servants' quarters (charging stations)} or the pedestal buried in the {@adventure Junk Room (area 2g)|TMMMoFvW|1,2g. junk room}", + "If Jarzinka is awakened and subsequently threatened, she will enter a defensive mode. She has the statistics of a {@creature Pentadrone}. Jarzinka also has the following information and will share it with a non-hostile party:", + { + "type": "list", + "items": [ + "The location of any tools in this room. A character that follows her directions can cobble together 1 set of Tinker’s Tools, 1 set of Carpenter’s Tools, and 1 set of Woodcarver’s Tools.", + "The location of any specific items in the Junk Room." + ] + }, + "If a character can successfully convince Jarzinka that they are working for Fritz, she will also share:", + { + "type": "list", + "items": [ + "The location of any specific information in the study library.", + "How to formally address the master of the house (i.e. his full name)", + "The names of the other constructs in the house." + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treasure", + "entries": [ + "The drawers on the eastern wall are chock full of other tools and scrap metal worth a total of 30 gp. The drawer that Jarzinka’s arm is hooked onto contains the key to the Junk Room. One of the toys on the workbench is a {@item Talking Doll|XGE}. The doll is preloaded with a few of Madam Nimira’s fortunes and mournful lines from a lonely Fritz von Weerg near the end of his mortal life." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "2F. Bathroom", + "entries": [ + "One of the many things Dorfniya Dilisnya taught Fritz was how to appreciate the little things. This included pampering himself with luxury after a day of manic creation and invention. His spa-like bathroom reflects this. Or it did in its prime. When a character peers around the imploded door frame, read:", + { + "type": "insetReadaloud", + "entries": [ + "A wispy cloud of steam hangs in the air. Shelves full of glittering, magical tonics, vials of wilting plants, and other apothecary's oddities stand opposite a set of stone stairs leading to an algae coated stone basin. A wooden handle connected to a chain dangles over the stone." + ] + }, + "The alchemical mixtures on the shelves have retained some of their potency but have been dulled or otherwise altered with age. More than half of the containers are simply bubble bath solutions that change the color of the bathwater and smell heavily of perfume.", + { + "type": "inset", + "name": "Oldies but, well, not so Goodies", + "entries": [ + "The effects of age on the various liquids have altered how the components interact.", + { + "type": "list", + "items": [ + "{@link You can roll on this table for random effects for liquid.|http://dndspeak.com/2019/06/random-potion-generator/}", + "{@link You can also then roll here for adverse effects of age on the tonics.|https://hinterlandet.com/2017/12/31/unstable-potions-d20-strange-and-unexpected-effects-for-your-dd-potions/}" + ] + } + ] + }, + "The basin is a massive hot tub heated by the furnace on the first floor which is, in turn, heated by the forge in the basement. In its disuse the water has long since evaporated. The chain hanging overhead was once used to heat the water, but the burst pipe causes it to propel a jet of scalding, stagnant water instead.", + "If a character pulls the chain, water is shot from the pipe in a 10ft cone originating from a pipe at the center of the eastern wall. Anyone in the cone must succeed on a {@b DC 12 Dexterity Saving throw} or take {@dice 1d4} force damage and {@dice 1d4} fire damage. This jet expels the last of the water in the pipe and dissipates the cloud of steam. The jet cannot be triggered again." + ] + }, + { + "type": "entries", + "name": "2G. Junk Room", + "entries": [ + "Everyone needs somewhere to store their trash and miscellany. Unwilling to leave his mansion and with his cleaning assistants malfunctioning, Fritz resorted to throwing his failed experiments and scraps into this spare room—his son's room.", + "The door to the Junk Room is locked. A character can unlock it with the key from the {@adventure Backup Workshop (area 2e)|TMMMoFvW|1,2e. backup workshop}, a successful {@b DC 17 Dexterity check} using Thieves’ Tools, or break open the latch with a {@b DC 18 Strength check}.", + "With the door open, read:", + { + "type": "insetReadaloud", + "entries": [ + "A mound of bent, fragmented, warped, seared, and all other manner of ruined machine parts, wood, shards of crystals and gemstones, and religious symbols shifts slightly with the creak of floorboards. Scraps and garbage cover every inch of the floor, even offering some resistance as the door presses the living mass back into its own space." + ] + }, + "The “living mass” is not just figurative language: over the years, a few of the broken experiments have cobbled themselves together into {@dice 1d4} autonomous, worm-like constructs ({@creature Bronze Scout|MTF|Bronze Scouts} with 45 Hit Points) that slither in and out of the junk. When they are not moving they are entirely indistinguishable from the trash on the floor.", + "The pile rises 3ft from the ground, allowing the junk monsters to use their burrow movement speed and lie in wait for their prey.", + "A few hidden treasures have accidentally fallen into the discard pile here. Near the bottom of the pile is a still functional charging station identical to the six in the Servant's Quarters. A character that searches the pile can find an item from the list below with a successful {@b DC 16 Intelligence ({@skill Investigation}) check}. If they succeed by 3 or more, they also discover one of the keys for the {@adventure Secret Workshop Entrance|TMMMoFvW|1,2i. secret workshop entrance}. A character searching for anything of value with Jarzinka’s guidance succeeds automatically. Roll to determine what object they are able to locate.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treasure", + "entries": [ + "The pile contains 1 {@item Clockwork Amulet|XGE}, 1 {@link Mend-A-Pillar|https://www.reddit.com/r/TheGriffonsSaddlebag/comments/frsjwp/the_griffons_saddlebag_clockwork_mendapillar/} {@dice 1d4} arcane foci (worth 20 gp), gemstone shards (worth 30 gp), scrap metal (worth 10 gp), {@dice 1d4} art objects (worth 45 gp), and {@dice 1d4} gothic trinkets." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "2H. Bedroom", + "entries": [ + "The master bedroom of the home is in a bit of disarray but remains exceedingly extravagant, and relative to the rest of the floor is suspiciously pristine. When the characters enter the room, read:", + { + "type": "insetReadaloud", + "entries": [ + "Lavishly gilded metal bars weave around themselves to form a spider-like chandelier chained to the ceiling. At the end of each leg, orbs of flame spark alive, illuminating the room and glittering on gaudy fabrics draped over an equally ostentatious four-poster bed. At its foot is a heavy, banded chest, and beside it, a rickety bedside table slouches against the wall, tilting away from a broken leg." + ] + }, + "The chandelier overhead is set to turn on whenever the door to the room is opened and can be turned off by speaking its command word: cintha, the gnomish word for \"alight\".", + "If the rope in the hallway has been severed, the trapped panel just on the other side of the door is armed. Any character that steps on the panel must succeed on a {@b DC 16 Dexterity saving throw} or fall into a solid metal box built into the interior of the house. Another humanoid skeleton rests at the bottom of the pit.", + "The panel closes overhead and the cell begins to fill with poisonous gas. Any creature inside that can breath must make a {@b DC 18 Constitution saving throw} or be reduced to 0 hit points. Additionally, air is limited in the cell. A character in the box can breathe the toxic air for 1 minute before they begin to suffocate.", + "The night table was broken by Fritz in a fit of rage. He never bothered to fix it. A piece of parchment resting on top has a hastily sketched diagram of a human heart with a series of rigid pipes piercing its sides.", + "A small drawer has a few scattered metal trinkets and a {@item Sending Stones|DMG|Sending Stones} that is connected to one embedded in Harkus’ head.", + "The chest is locked with a weakened, rusting iron padlock. When it is cracked open, a small needle sputters out of the keyhole that was once set with a potent poison. It is now harmless. The chest contains:", + { + "type": "list", + "items": [ + "21 sp", + "13 gp", + "{@dice 2d4} gemstones (worth 15 gp each)", + "{@item Spell Scroll (2nd Level)|DMG|Spell scroll} ({@spell Magic Mouth}, {@spell Continual Flame}, or {@spell Pyrotechnics|XGE}", + "Fritz's personal journal (See {@adventure Appendix D|TMMMoFvW|5})", + "A heavy iron key that opens the first lock to the {@adventure Secret Workshop Entrance|TMMMoFvW|1,2i. secret workshop entrance}" + ] + }, + "The only other door in the room is located on the south wall. Three keyholes bolt the door firmly in place. Each key can be found in the following places in the mansion:", + { + "type": "list", + "items": [ + "The first is resting in the chest at the foot of Fritz’s bed", + "The second is buried in the pile in the {@adventure Junk Room (area 2g)|TMMMoFvW|1,2g. junk room}.", + "The third is resting on the mantel in the {@adventure Drawing Room (area 1e)|TMMMoFvW|1,1e. drawing room}." + ] + }, + "A character can also pick the lock with a successful {@b DC 25 Dexterity Check} using Thieves’ Tools. On a failed check the culprit must make a {@b DC 17 Intelligence saving throw} or suffer the effects of the {@spell Phantasmal Force} spell, believing that a tiny, mechanical creature is crawling on them and stabbing them with pins and needles. Roll initiative as this is resolved." + ] + }, + { + "type": "entries", + "name": "2I. Secret Workshop Entrance", + "entries": [ + "Fritz’s securely bolted closet is actually the entrance to his laboratory in the basement, but there is one last line of defense between a would-be adventurer and the bottom floor. When a character enters the closet, read:", + { + "type": "insetReadaloud", + "entries": [ + "A cramped, 5ft square closet is primarily occupied by a polished marble dais atop which rests a glowing, leather case." + ] + }, + "Inside of the case is a platinum, gem encrusted wrench. The wrench appears as an object imbued with Abjuration magic to the effects of {@spell Detect Magic}. It is, however, a magic-craft decoy and will turn to dust 24 hours after it is removed from the pedestal.", + "The real secret in the room is the illusory western wall. The false panel can be seen through with a {@b DC 14 Intelligence ({@skill Investigation}) check}. Physical interaction with the wall also reveals it to be an illusion, because things can pass through it.", + "On the other side of the illusory wall is an obvious trapdoor in the floor that opens to a ladder. The ladder descends 5ft to the top of a slide that weaves through the house’s clockwork interior and drops the rider off in {@adventure Fritz Von Weerg’s Secret Bunker (area 3c)|TMMMoFvW|1,3c. fritz von weerg's secret bunker}." + ] + } + ] + }, + { + "type": "section", + "name": "Interior - Basement Floor", + "entries": [ + "The lowest level of the mansion is the most secure—and the most deadly. Each of the three rooms are supported by metal braces and stand amidst large rotating gears that keep the mansion moving. The furthest depths of the interior plummet 60ft below the first floor above.", + { + "type": "entries", + "name": "3A. The Rotating Room", + "entries": [ + "The lower level of the mansion is hotter than the upper floors. The proximity to the forge and smelting pools and a lack of real ventilation keeps the temperature on the verge of unbearable.", + "If the characters arrive in the landing via the elevator, read:", + { + "type": "insetReadaloud", + "entries": [ + "The doors open and a spray of scalding steam presses against your face. The metal surface of the connecting crawlspace is starting to burn your skin. At the end of the tunnel you meet a wall of fumes that obscures your view. The groaning and grinding of gauges and gears echo through the room." + ] + }, + "This room is filled with a thick cloud of steam that heavily obscures vision. It is pouring in from the open doorway to {@adventure area 3b|TMMMoFvW|1,3b. secret workshop} and the holes on the east wall. The room is a 25ft cube, and each wall of the room is made of discrete, 5ft square panels. Anyone that closely examines the floor or walls can identify the small spaces between panels that make up the surfaces with a successful {@b DC 13 Intelligence ({@skill Investigation}) check}. If they succeed by 3 or more they can also see that the panels can open.", + "A vent in the ceiling once siphoned steam from the room, but as steam now fills the interior of the entire house, it has been overwhelmed and no longer works. A character can attempt to repair the ventilation and clear the steam with a {@b DC 14 Intelligence check} using Tinkers' Tools. If they have read Fritz's notes from the study they have advantage on the roll.", + "The tunnel connecting this room to the {@adventure Secret Workshop|TMMMoFvW|1,3b. secret workshop} rusted and fell into the depths of the house. The door on the other side of the 5ft gap is a sealed, thick metal door. Any character that looks into the gap and can see hundreds of gears that make up the mansion’s interior and a stone floor 15 feet below all dimly illuminated by a reddish orange glow coming from the {@adventure Secret Workshop (area 3b)|TMMMoFvW|1,3b. secret workshop}.", + "Jagged holes in the east wall have been eaten away by rust. This wall is weak and cannot support more than 200lbs of weight. If it collapses, anyone standing on its surface falls 15ft down to the stone floor below and is ground between the enormous metal gears inside of the house, taking {@dice 1d6} bludgeoning damage for the fall and {@dice 5d6} bludgeoning damage as they are crushed by the gears.", + "A control panel with six levers extends from the western wall. Gripping a handle and pulling the lever causes the control panel to retreat into the wall and the room to rotate. When the room rotates, all of the open panels—the control panel, the air vent, the elevator, and the door to {@adventure area 3b|TMMMoFvW|1,3b. secret workshop}—close.", + "The levers are numbered 1-6 from left to right. Refer to the table below to view which lever corresponds to which position for the room. When a lever is pulled, its corresponding wall becomes the western wall of the room. The cube rotates using the fewest steps possible to reach its new position. When it stops moving, the panels that align with the control panel, the air vent, the elevator, and the door to area 3b open again.", + { + "type": "table", + "caption": "Lever Controls", + "page": 0, + "colLabels": [ + "Lever # (from left to right)", + "Wall facing west" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Lever 1", + "West wall (starting position)" + ], + [ + "Lever 2", + "North wall" + ], + [ + "Lever 3", + "Floor" + ], + [ + "Lever 4", + "South Wall" + ], + [ + "Lever 5", + "East Wall" + ], + [ + "Lever 6", + "Ceiling" + ] + ] + }, + "When a character enters the room for the first time, you can roll {@dice 1d6} to determine the location of the remaining connective tunnel (or tunnels) or simply choose a wall which has an intact tunnel that connects to {@adventure area 3b|TMMMoFvW|1,3b. secret workshop}. It may be more than one!", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/yeFNmGw.png" + } + } + ] + }, + { + "type": "entries", + "name": "3B. Secret Workshop", + "entries": [ + "The colossal workshop of {@creature Fritz von Weerg|TMMMoFvW} is fit to bursting with tools and resources for construction. The workshop also serves as the primary engine and control room for the rest of the moving parts of the mansion. The furnace that burns here is not only used for smelting and forging, it also harnesses its own energy and magic to generate power for the rest of the building’s machinery and warm the interior.", + "When characters enter the room, read:", + { + "type": "insetReadaloud", + "entries": [ + "Steam fills this chamber in the same way it did the previous room. Though it isn't as thick, the heat is much worse. A fiery glow points you to its source: a gargantuan forge and furnace. Pipes pierce it’s surface at every angle and climb the wall like ivy. Molten metal pours from its mouth toward a quenching trough abuzz with tiny, fluttering figures guiding the material into gear-shaped molds.", + "Standing opposite you, far in the distance and shrouded in the rising cloud encircling the vast chamber, is a hulking silhouette, standing 12ft tall. A rhythmic ticking clicks from its body and overtakes similar sounds muted by the solid walls. Just behind its form is a portcullis and four, barred cages." + ] + }, + "The forge is perpetually maintained by Fritz’s servants. Its steam exhaust is used to power the mechanical functions of the basement level as well as the elevator. Its heat warms the rest of the house but in this room the heat is nearly unbearable and is considered {@hazard Extreme Heat}.", + "There are three smaller, clockwork figures operating the forge. They are near mindless and have the statistics of {@creature Duodrone|MM|Duodrones}. Their role is to maintain the furnace and continue recycling material from Fritz’s failed experiments and turning them back into gears of varying sizes, rivets, and panels. They will not pay the characters any mind unless instructed to do so by their overseer, the {@creature Workshop Guardian|TMMMoFvW}, or {@creature Fritz von Weerg|TMMMoFvW|Fritz} himself.", + "Barrels and crates of broken, crushed, and warped scraps, similar to those in the Junk Room, sit in wait for their time to be repurposed.", + "The {@creature Workshop Guardian|TMMMoFvW} (aka Pidlwick III) is the final version of Fritz’s prototype for a clockwork soldier on display in the Trophy Room. It also serves as the supervisor to the clockwork servants that operate the forge. The original design for the Dilisnyas was intended to be a Medium-sized humanoid.", + "In his madness, Fritz insisted that he could make the necessary improvements that would prove to the Dilisnyas that he was not just a joke by building on and improving the existing prototype. Its form eventually became so unruly that it could no longer leave the workshop. Fritz realized with its level of intelligence it must be put to some work and left it in charge of his existing servants as he set to work on his next, and final, project.", + { + "type": "inset", + "name": "Combat Difficulty", + "entries": [ + "For a lower level or smaller party, reduce the number of Duodrones and remove the guardian’s Lair Actions." + ] + }, + "Beyond the guardian, along the west wall, are four, heavily barred cells. These were designed as holding cells for any particularly adept investigators that overcame Fritz’s traps. Most intruders that survived the mansion’s protective measures were incapacitated and thrown out, made to believe their excursion inside was nothing more than a dream. Near the end of his life, however, Fritz began to believe that the key to properly bringing life to his constructs may require the use of a soul, and he instructed his servants to bring prisoners here instead.", + "Three of the cells are empty, but a humanoid skeleton in a molded, rotten silk tunic rests crumpled in the cage. These are the remains of Marek Fidatov, a long lost relative of an old Krezkian family who managed to navigate many of the winding halls and traps of the mansion before being knocked unconscious by Jarzinka and dragged here to await Fritz himself. They never met, and Marek starved in his cell.", + "The portcullis is typically controlled by the {@creature Workshop Guardian|TMMMoFvW} from this side of the door and can only be lifted with a successful {@b DC 22 Strength check}. Otherwise, the portcullis can be raised or lowered by turning a mechanical wheel on the other side. It has AC20 and 30 Hit Points.", + "The sections of the wall above the cages are actually windows made of thick glass. There is an illusion covering them that prevents anyone on the workshop side from seeing through, but the illusion can be seen through with a {@b DC 18 Intelligence ({@skill Investigation}) check}. The window beneath the illusion is much weaker than the wall and has AC15 and 12 Hit Points.", + { + "type": "inset", + "name": "Don't disturb the boss", + "entries": [ + "Be on your toes during an encounter in this room! A stray explosion or other area of effect may hit the wall and shatter the window! The master of the house may not take kindly to his work area being breached." + ] + } + ] + }, + { + "type": "entries", + "name": "3C. Fritz Von Weerg's Secret Bunker", + "entries": [ + "{@creature Fritz von Weerg|TMMMoFvW|Fritz}'s workshop is one of the most heavily secured locations in all of Barovia, second only, perhaps, to Castle Ravenloft. The workshop is a busy, wildly disorganized hall. It is also the final resting place of the mortal remains of Fritz von Weerg and the current resting place of his ensouled, manufactured body. If the characters enter through the door, read:", + { + "type": "insetReadaloud", + "entries": [ + "The layered plates of the portcullis spark as they scrape against the heat-swollen frame. The room on the other side is quiet. A scarlet red banner adorned with crossed rifles dresses the far wall alongside a purple banner with a roaring lion. The steady flicker of torchlight dazzles on mounds of gem shards pouring over the lip of a barrel in the south of the hall.", + "Thick, hardwood tables clearly carved of the ash-grey trunks of the Svalich Wood form a U-shape following the north wall and are overflowing with a slew of bits, baubles, and books. Hastily heaped under the desk is a mound of bones.", + "A man—or the likeness of one—wearing a dark leather smock stares at you through thick goggles. Rivets and sharp joints press taught against faux leather flesh betraying the facade of life, but the telltale tick of comparable constructs is no longer present." + ] + }, + "If the characters enter through the slide, read:", + { + "type": "insetReadaloud", + "entries": [ + "The rapid ticking of clocks rush by your ears as the slick, steep tunnel bends and weaves through the house. Veering downward the slope opens to a hole below you. You crash into a cold, marble floor. The room is silent. The steady flicker of torchlight dazzles on mounds of gem shards in barrels behind you and a heavy pyramid of iron, gold, and platinum bars nearly swallows the floor near your feet.", + "Thick, hardwood tables clearly carved of the ash-grey trunks of the Svalich Wood form a U-shape following the north wall and are overflowing with a slew of bits, baubles, and books. Hastily heaped under the desk is a mound of bones.", + "A man—or the likeness of one—wearing a dark leather smock stares at you through thick goggles. Rivets and sharp joints press taught against faux leather flesh betraying the facade of life, but the telltale tick of comparable constructs is no longer present." + ] + }, + "The exit of the slide is a simple hole in the ceiling. The walls of the chute itself are smooth and cannot be scaled without the aid of magic or a Climber’s kit.", + "The skeleton under the desk once belonged to Fritz von Weerg.", + "The barrels and boxes on the south end of the room are the finest components that Fritz has left for artificing.", + "The banners on the wall are house banners. The red showcases the never before seen rifles of the Von Weerg house and the purple is adorned with the gilded lions Dilisnya house.", + "Fritz has successfully manufactured a mechanical heart that trapped his mortal soul inside. With a distant, unknowing connection to some dark power, he once again woke in the middle of the night and inadvertently created a phylactery.", + "Even though his mortal body died centuries ago, as he neared death, he knew his soul would be trapped by the mists and lost. Fritz refused to die and insisted that he had to survive until he could be reunited with his family. He was able to successfully transfer his soul into this mechanical body. With his consciousness intact, he has had uninterrupted decades upon decades to work.", + "Some things to keep in mind while roleplaying as Fritz include:", + { + "type": "list", + "items": [ + "After succeeding in creating his heart and trapping his own soul, Fritz felt that he finally replicated the pinnacle of scientific innovation: he once again gave life to the lifeless. Yet, even after untold centuries of work, he has not been able to bring back his dear Dorfniya.", + "He has been in the basement for almost 200 years. He is aware of the mists surrounding Barovia, but he does not know what they do.", + "He has no knowledge of Strahd beyond their brief business interactions and the day that Strahd told him of Dorfniya's death.", + "He does know the location and function of the traps that he built for the castle, including: the moving suits of armor in the Grand Landing ( area {@adventure K19|CoS|5,k19. grand landing}), the mechanical Strahd in the King's Hall (area {@adventure K27|CoS|5,k27. king's hall}), the trapworks controls (area {@adventure K31a & K31b|CoS|5,k31. trapworks}), the secret fireplace door in the Study (area {@adventure K37|CoS|5,k37. study}), the secret door in the Closet (area {@adventure K51|CoS|5,k51. closet}), the elevator trap (area {@adventure K61|CoS|5,k61. elevator trap}), and the Marble Slide (area {@adventure K82|CoS|5,k82. marble slide}).", + "He no longer needs food, water, or air to survive and has dedicated his entire immortal existence to creation, but his current resources are severely limited, so he makes due with recycling what he has.", + "The mechanical nature of Fritz's phylactery has allowed him to circumnavigate the need to feed it with other souls, but it has rapidly cost him his sanity. Over the centuries, he has become increasingly paranoid, faster to anger, and dangerously curious.", + "Fritz's loneliness and isolation are at emotional war with his insanity. The sane bits of Fritz are willing to trade with adventurers for curios that may be useful for making something new or finally discovering how to properly give something life. However, it will take some convincing to make him believe anything is more impressive than his own makeshift body or that anyone else is intelligent enough to understand his work." + ] + }, + { + "type": "inset", + "name": "A Man and his Puppet", + "entries": [ + "If the characters arrive with {@creature Pidlwick II|CoS} accompanying them, Fritz regards his creation as an old, cherished friend. His impression of the party will largely be dictated by Pidlwick II’s judgement. Pidlwick II sees Fritz as their father. If the party has already begun to fight the Workshop Guardian and Fritz arrives, he will order the guardian to stand down when he sees his first masterpiece among the visitors. Pidlwick II will likewise refuse to attack Fritz under any circumstance." + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Treasure", + "entries": [ + "Fritz personally is carrying a number of valuable including his blunderbuss (worth 500 gp), his mechanical legs that function as non-magical {@item Slippers of Spider Climbing}, and his Mechanical Heart. The desk carries 6 broken pieces of jewelry (75 gp each), 1d4 arcane foci (worth 10 gp each), and a pair of {@link Sharpshooter Spectacles|https://i.imgur.com/Cxf6UON.jpeg}. The barrels at the south of the hall are filled with gem dust of assorted gems (worth 357 gp), 6 platinum ingots (50 gp each), 6 gold ingots (10gp each) and 100 iron ingots (1 gp each)." + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Appendix A: NPCs", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Harkus", + "entries": [ + "Harkus does his best to keep the house in order but without his magic, he can’t really help much. The upper corners are dusty, and he’s sad and lonely. He's generally helpful to guests but will not willingly divulge any of his master's secrets." + ] + }, + { + "type": "entries", + "name": "Madam Nimira", + "entries": [ + "Madam Nimira is not particularly chatty. She will only speak when the lever is pulled. A skilled artificer may make use of Fritz's notes and give her a little more autonomy. She still won't be able to move, but she loves to idly chit chat. She is an entertainer through and through." + ] + }, + { + "type": "entries", + "name": "Emeric", + "entries": [ + "Emeric is a single-minded, task-focused servant. His sole desire is to prepare food. Even if repaired, he has limited conversational skills and will mostly follow Harkus' instructions." + ] + }, + { + "type": "entries", + "name": "Jarzinka", + "entries": [ + "Jarzinka wants nothing more than to be of assistance. She is overjoyed by being helpful and revels in even the smallest expressions of gratitude." + ] + }, + { + "type": "entries", + "name": "Workshop Guardian", + "entries": [ + ". Fritz built the guardian on the skeleton of the perfect soldier, but it is not entirely without feeling. Though it will never betray Fritz's word, it takes great pride in its performance as the mansion's defender." + ] + }, + { + "type": "entries", + "name": "Fritz von Weerg", + "entries": [ + "Fritz was always a madman, but isolation and frustration have pushed him to dangerous extremes. The promise of companionship, novel ideas, and any possibility of seeing his family again will make him stop and at least consider not outright murdering intruders." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Appendix B: Stat Blocks", + "entries": [ + { + "type": "list", + "columns": 3, + "items": [ + "{@creature Fritz von Weerg|TMMMoFvW}", + "{@creature Carionette|TMMMoFvW}", + "{@creature Workshop Guardian|TMMMoFvW}" + ] + } + ] + }, + { + "type": "section", + "name": "Appendix C: Madam Nimira's Fortunes", + "entries": [ + { + "type": "table", + "caption": "Madam Nimira's Fortunes", + "colLabels": [ + "d100", + "Fortune" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "1", + "A fresh start will put you on your way." + ], + [ + "2", + "In order to take, one must first give." + ], + [ + "3", + "Now is the time to try something new." + ], + [ + "4", + "Take the high road." + ], + [ + "5", + "“Welcome” is a powerful word." + ], + [ + "6", + "When your heart is pure, your mind is clear." + ], + [ + "7", + "Someone you care about seeks reconciliation." + ], + [ + "8", + "Practice makes perfect." + ], + [ + "9", + "Don’t just think, act!" + ], + [ + "10", + "An important person will offer you support." + ], + [ + "11", + "You will be pleasantly surprised tonight." + ], + [ + "12", + "Your mind is your greatest asset." + ], + [ + "13", + "It is a good time to amend loose ends." + ], + [ + "14", + "Better ask twice than lose yourself once." + ], + [ + "15", + "An old friend will swing by." + ], + [ + "16", + "Always remember to breathe." + ], + [ + "17", + "Look at the horizon and steady yourself." + ], + [ + "18", + "The quill can cut deeper than the sword." + ], + [ + "19", + "Stop and smell the flowers." + ], + [ + "20", + "Look within for the truth you seek." + ], + [ + "21", + "You are doomed if you do not try." + ], + [ + "22", + "Don't lose your path before the journey begins." + ], + [ + "23", + "A broken clock is right twice but is still broken." + ], + [ + "24", + "Fortune smiles on those who prepare." + ], + [ + "25", + "Share your wealth so others may do the same." + ], + [ + "26", + "Sometimes it is wiser to walk away." + ], + [ + "27", + "A single smile can turn the fate of the day." + ], + [ + "28", + "It's not lost just because it's not where it used to be." + ], + [ + "29", + "Advice, when most needed, is least heeded." + ], + [ + "30", + "Curiosity kills boredom. Nothing kills curiosity." + ], + [ + "31", + "Loose lips sink ships." + ], + [ + "32", + "All you need is love." + ], + [ + "33", + "Be careful or you could fall for some tricks today." + ], + [ + "34", + "Go take a rest; you deserve it." + ], + [ + "35", + "Good to begin well; better to end well." + ], + [ + "36", + "Miles are covered one step at a time." + ], + [ + "37", + "Miles are covered one step at a time." + ], + [ + "38", + "A watched caldron never boils." + ], + [ + "39", + "Breathe deeply to remember you are alive." + ], + [ + "40", + "You may catch no fish then catch many at once." + ], + [ + "41", + "Brew some tea and expect company." + ], + [ + "42", + "You have to give to receive." + ], + [ + "43", + "Gold slips easily between fingers." + ], + [ + "44", + "Immerse yourself in your work." + ], + [ + "45", + "Disregard the last fortune." + ], + [ + "46", + "It is better to be an optimist and proven a fool than to be a pessimist and proven right." + ], + [ + "47", + "Living with a commitment to excellence shall take you far." + ], + [ + "48", + "A test of faith is on your horizon." + ], + [ + "49", + "Mediation with an old enemy is advised." + ], + [ + "50", + "There is a thin line between a martyr and a fool." + ], + [ + "51", + "You don’t vote for a king." + ], + [ + "52", + "Be greater than the sum of your parts." + ], + [ + "53", + "The early bird catches the worm." + ], + [ + "54", + "A fool with a tool is still a fool." + ], + [ + "55", + "Talk is silver, silence is gold." + ], + [ + "56", + "New ideas could be profitable." + ], + [ + "57", + "One can never fill another's shoes, rather they must outgrow them." + ], + [ + "58", + "Don't be caught beneath a turning wheel." + ], + [ + "59", + "The seed only grows if it is planted deep enough." + ], + [ + "60", + "Remember the birthday but never the age." + ], + [ + "61", + "Something is exactly what it seems." + ], + [ + "62", + "Be unbound from your inhibitions." + ], + [ + "63", + "Live this day as if it were your first." + ], + [ + "64", + "The stars shine upon you." + ], + [ + "65", + "Surrender yourself to a lesser power." + ], + [ + "66", + "A new star is rising." + ], + [ + "67", + "A chain is only as strong as its weakest link." + ], + [ + "68", + "If you want something done, give it to someone who is busy." + ], + [ + "69", + "The change you started already has far reaching effects. Be ready." + ], + [ + "70", + "This calls for decisiveness." + ], + [ + "71", + "Remember, no matter where you go, there you are." + ], + [ + "72", + "Nothing is exactly as it seems." + ], + [ + "73", + "A dubious friend may be an enemy in camouflage." + ], + [ + "74", + "A light heart carries you through all the hard times." + ], + [ + "75", + "If certainty were truth, we would never be wrong." + ], + [ + "76", + "New ideas could be profitable." + ], + [ + "77", + "Pick battles big enough to matter, small enough to win." + ], + [ + "78", + "Now is the time to try something new." + ], + [ + "79", + "Savor your freedom – it is precious." + ], + [ + "80", + "The sure way to predict the future is to invent it." + ], + [ + "81", + "Well done is better than well said." + ], + [ + "82", + "You have a yearning for perfection." + ], + [ + "83", + "You only treasure what you lost." + ], + [ + "84", + "Your talents will be recognized and rewarded." + ], + [ + "85", + "Man is born to live and not prepared to live." + ], + [ + "86", + "Nature, time, and patience are the best physicians." + ], + [ + "87", + "Long life is in store for you." + ], + [ + "88", + "It’s time to move. Your spirit will lift accordingly." + ], + [ + "89", + "Today is to conserve yourself as things just won't budge." + ], + [ + "90", + "Fearless courage is the foundation of victory." + ], + [ + "91", + "When more becomes too much, it's the same as being not enough." + ], + [ + "92", + "You are a talented storyteller." + ], + [ + "93", + "You are going to have some new clothes." + ], + [ + "94", + "Your mentality is alert, practical, and analytical." + ], + [ + "95", + "A soft voice may be awfully persuasive." + ], + [ + "96", + "Advice is like kissing. It costs nothing and is a pleasant thing to do." + ], + [ + "97", + "Because you demand more from yourself, others respect you deeply." + ], + [ + "98", + "Do not let ambitions overshadow your small successes." + ], + [ + "99", + "Don't confuse recklessness with confidence." + ], + [ + "100", + "Every wise man started out by asking many questions." + ] + ] + } + ] + }, + { + "type": "section", + "name": "Appendix D - Maps and Handouts", + "entries": [ + "1. {@link Full Maps of the Mansion|https://imgur.com/a/ao4Qzjx}", + "2. {@link Fritz von Weerg's journal (Prop)|https://drive.google.com/file/d/1bauzhI4rPSquU3t2ClwVgb6M_8y_QjUe/view?usp=sharing}", + "3. {@link Fritz von Weerg's journal (Plain text)|https://docs.google.com/document/d/14sv2wfWDZ80f2-sMcCcK7t4vrBEUdHwKgmAloEHfexQ/edit?usp=sharing}", + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/w3kDqlY.jpeg" + }, + "title": "First Floor" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/3leIQVI.jpeg" + }, + "title": "Second Floor" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://i.imgur.com/ta6QAHx.jpeg" + }, + "title": "Basement" + } + ] + }, + { + "type": "section", + "name": "Appendix E - Blueprints & Firearm Upgrades", + "entries": [ + "If your party has anyone that is particularly crafty you may wish to sprinkle some of Master von Weerg’s infamous schematics in your world as rewards.", + { + "type": "entries", + "name": "Blueprints and Crafting Rules", + "entries": [ + "You can use the following steps to turn specific items into short quests:" , + { + "type": "list", + "items": [ + "Fritz von Weerg’s schematics all have his monogrammed stamp on each page of the document: a stylized \"V.W.\"", + "Any character proficient with Tinker’s Tools may make an Intelligence ({@skill Investigation}) check and spend one hour of time to decipher the blueprints in order to estimate the materials required to build the project. The DC is dependent on the item's rarity: Uncommon (DC 15), Rare (DC 18), Very Rare (DC 19), Legendary (DC 23).", + "Divide the cost of these magic items into groups of components including wood, metal, and leather.", + "Once a character has deciphered the schematics, they must also succeed on an Intelligence check with Tinker’s Tools to construct the item. Each building session requires four hours of time. The DC for each check is the same as the list above." + ] + }, + { + "type": "inset", + "name": "Building in Barovia", + "entries": [ + "Barovia is notorious for its lack of resources. If your adventurer is trying to build Fritz’s marvelous inventions while trapped in the mists, they can likely purchase additional resources from the Vistani people.", + "The leaders of the Vallaki Vistani camp may be willing to trade with adventurers that save Arabelle or otherwise get in their good graces." + ] + } + ] + }, + { + "name": "Sample schematics", + "type": "entries", + "entries": [ + "Here are two devices that may be found in Fritz's mansion or elsewhere in your party's adventures.", + { + "type": "entries", + "name": "Von Weerg’s Whimsical Wings of Wonder", + "entries": [ + "Designed by the famous inventor Fritz von Weerg. Once constructed, these wings functions as non-magical {@item Winged Boots} (or if you are playing in a lower magic world, you may consider making these available as a {@item Wingwear|PotA} suit:", + { + "type": "entries", + "name": "Required components", + "entries": [ + { + "type": "list", + "items": [ + "200gp worth of wood or similar material", + "200gp worth of leather or similar material", + "100gp worth of brass for rivets and bolts" + ] + } + ] + }, + { + "type": "entries", + "name": "Crafting", + "entries": [ + "Once you have the required components, you may spend 4 hours working on the project and make an Intelligence check with your Tinker's Tools to determine your progress for that crafting session." + ] + } + ] + }, + { + "type": "entries", + "name": "Fritz’s Ferocious Firearm", + "entries": [ + "Designed by the famous inventor Fritz von Weerg. This flintlock pistol has the following statistics:", + { + "type": "table", + "colLabels": [ + "Name", + "Cost", + "Damage", + "Weight", + "Properties" + ], + "colStyles": [ + "col-1 text-left", + "col-2 text-left", + "col-3 text-left", + "col-1 text-left", + "col-5 text-left" + ], + "rows": [ + [ + "Pistol", + "250gp", + "{@dice 1d10} piercing", + "3lbs", + "Ammunition (Firearms), (Range 30/90), Loading" + ] + ] + }, + { + "type": "entries", + "name": "Required components", + "entries": [ + { + "type": "list", + "items": [ + "125gp worth of wood or similar material", + "100gp worth of steel or iron", + "25gp worth of brass for rivets and bolts" + ] + } + ] + }, + { + "type": "entries", + "name": "Crafting", + "entries": [ + "Once you have the required components, you may spend 4 hours working on the project and make a Tinkerer's Tools check to determine your progress for that crafting session. This process also includes the first 10 bullets for the gun.", + "Once constructed, you can craft up to 10 bullets per hour of crafting time using Tinker's Tools and 3gp worth of metal" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Firearm Upgrades", + "entries": [ + "The following upgrades are available for free from {@i Wizards of the Coast’s Legends of Runeterra: Dark Tides of Bilgewater}. A single firearm can carry a maximum of two upgrades. Additionally, prerequisites determine what type of firearm each upgrade may be applied to.", + "Minor upgrades require 4 hours of time to complete and 50 gp worth of wood, metal, or various other resources (determined by the DM). Major upgrades require 8 hours of time to complete and 100 gp worth of the appropriate resources. The hours spent upgrading do not have to be continuous." + ] + }, + { + "type": "entries", + "name": "Firearm Upgrades", + "entries": [ + "Unlike many tinkerers who labor studiously in their workshops, expert adventurers that know their way around a firearm augment their weapon to suit their dangerous lifestyle. The following list provides various options to enhance your firearm’s capabilities. These upgrades may be personal touches you put on your weapon, or scavenged bits of technology that you’ve discovered and rigged to work with your weapon.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Saving Throws", + "entries": [ + "Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:", + "{@b Firearm Upgrade save DC} = 8 + your proficiency bonus + your Intelligence modifier" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Minor Firearm Upgrades", + "entries": [ + { + "type": "entries", + "name": "Blade and Black Powder", + "entries": [ + "{@b Prerequisite: Pistol}", + "You create a matching blade to accompany your firearm, rendering you a deadly opponent in both melee and ranged combat. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Additionally, when you use your action to make an attack with a firearm, you can use your bonus action to strike at a creature within melee range.", + "Make a melee attack roll. The attack roll uses your Dexterity modifier, and you are proficient with the attack. On a hit, the attack deals slashing damage equal to 1d6 + your Dexterity modifier." + ] + }, + { + "type": "entries", + "name": "Caliber Net", + "entries": [ + "{@b Prerequisite: Sniper or Blunderbuss}", + "You equip your gun with a net meant to trap opponents. As an action, choose a creature within range of your firearm. The creature must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a short or long rest." + ] + }, + { + "type": "entries", + "name": "Collateral Damage", + "entries": [ + "{@b Prerequisite: Sniper or Blunderbuss}", + "You alter your ammunition to have explosive capabilities. When you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed on a Dexterity saving throw or take {@dice 1d6} piercing damage." + ] + }, + { + "type": "entries", + "name": "Scout's Bayonet", + "entries": [ + "{@b Prerequisite: Sniper or Blunderbuss}", + "You create a matching blade to accompany your firearm, rendering you a deadly opponent in both melee and ranged combat. The blade has the same statistics as a Rapier and may be used as its own weapon. The attack roll uses your Dexterity modifier, and you are proficient with the attack." + ] + }, + { + "type": "entries", + "name": "Crosshairs", + "entries": [ + "You equip your firearm with a targeting mechanism. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on the next attack you make using this firearm until the end of your turn." + ] + }, + { + "type": "entries", + "name": "Double-Barrel", + "entries": [ + "You add a second barrel to your firearm. When you take the Attack Action and Attack with the upgraded firearm, you can use a Bonus Action to take a second shot. You don't add your ability modifier to the damage of the bonus Attack, unless that modifier is negative. If the firearm has the Loading property, you can reload both barrels at the same time." + ] + }, + { + "type": "entries", + "name": "Smoke Screen", + "entries": [ + "As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke. This cloud forms a 10-foot cube centered on a point of your choice within the firearm’s range, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 10 minutes or until a strong wind (at least 25 miles per hour) disperses it. Once you use this feature, you cannot use it again until you finish a short or long rest." + ] + } + ] + }, + { + "type": "entries", + "name": "Major Firearm Upgrades", + "entries": [ + { + "type": "entries", + "name": "Barrage", + "entries": [ + "As an action, you can fire a barrage of bullets. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to {@dice 3d10} + your Dexterity modifier on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest." + ] + }, + { + "type": "entries", + "name": "Double Up", + "entries": [ + "When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to your Dexterity modifier (minimum of one). You can redirect a bullet in this way a number of times equal to your Intelligence modifier, and regain all expended uses after a short or long rest." + ] + }, + { + "type": "entries", + "name": "Lightning Round", + "entries": [ + "You equip your firearm with a volatile arcane rune, allowing you to release a piercing bolt of electricity as an action on your turn. The lightning fires from you in a straight line that is 1 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking {@dice 3d8} lightning damage on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest." + ] + }, + { + "type": "entries", + "name": "Trial by Fire", + "entries": [ + "As a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal extra fire damage equal to half your character level, rounded up. You can charge your weapons this way a number of times equal to your Intelligence modifier (minimum of once), and regain all uses after a short or long rest." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Appendix F: Credits", + "entries": [ + "1. Wizards of the Coast for providing the wonderful Fritz von Weerg in Curse of Strahd and the firearm upgrades available in Appendix E.", + "2. My amazing party, specifically Toredoro Haliflax Smaulphea, the inspiration for the workshop and my portrayal of Fritz von Weerg. The player is also the illustrator for the art on page 16! {@link Check it out here|https://www.artstation.com/rydernr}.", + "3. {@link r/CurseofStrahd|https://www.reddit.com/r/CurseofStrahd/} for helping me playtest and revise this project.", + "4. {@link Forgotten Adventures|https://www.forgotten-adventures.net/} for their spectacular mapmaking assets.", + "5. {@link DungeonDraft|https://dungeondraft.net/} for helping me lay the foundations of the mansion with their amazing dungeon building tool.", + "6. {@link The Griffon's Saddlebag|https://www.reddit.com/r/TheGriffonsSaddlebag/} for their great magic items, including the Mend-A-Pillar!", + "7. Additional art credits: {@link J.M. Brunswick & Balke Co. Billiards Poster|https://i.etsystatic.com/20227672/r/il/699869/1969027751/il_570xN.1969027751_1z6t.jpg}, {@link Rust Monster|https://vignette.wikia.nocookie.net/forgottenrealms/images/f/f7/Monster_Manual_2_4e_-_Rust_Monster_-_p178_-_Jason_Engle.jpg/revision/latest?cb=20141115190731} as depicted by Jason A. Engle in {@link Monster Manual 2: 4th edition|https://forgottenrealms.fandom.com/wiki/Monster_Manual_2_4th_edition}, Castlevania: Lords of Shadow Reveries {@link promotional poster|https://vignette.wikia.nocookie.net/castlevania/images/c/c6/ClockTower.jpg/revision/latest?cb=20101223053253}, and {@link Dwarven colossus concept art by Corey Loving|https://imgur.com/r/elderscrollsonline/OZ0QF}.", + "8. {@link InkGangBoss|https://gumroad.com/inkgangboss} for their paper texture and Typeline Studio for their font, {@link Photgraph Signature|https://www.dafont.com/typeline-studio.d7285?text=Hello%2C+I+am+Fritz+von+Weerg}, both of which were used to create Frit'z journal.", + "9. Last, but certainly not least, thank you to {@link Homebrewery|https://homebrewery.naturalcrit.com/} for the stunning formatting assistance and u/flammableconcrete for {@link their beautiful page stains|https://homebrewery.naturalcrit.com/}." + ] + } + ] + } + ] +} \ No newline at end of file