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tree log patch
prep Signed-off-by: jolheiser <git@jolheiser.com>
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-----BEGIN SSH SIGNATURE----- U1NIU0lHAAAAAQAAADMAAAALc3NoLWVkMjU1MTkAAAAgBTEvCQk6VqUAdN2RuH6bj1dNkY oOpbPWj+jw4ua1B1cAAAADZ2l0AAAAAAAAAAZzaGE1MTIAAABTAAAAC3NzaC1lZDI1NTE5 AAAAQGlQVpD7LPVqqdhtaq6SULk2TRdjcIsw4HA9PfnHKOVgqw0O5mNfg4/jRoBAJ22JQu Nwt90aleK/c/9AhnIKWgY= -----END SSH SIGNATURE-----
jolheiser <git@jolheiser.com>
17 hours ago
1 changed files, 74 additions(+), 3 deletions(-)
homebrew/campaigns/Magic: The Gathering/04 - Castle.md
M homebrew/campaigns/Magic: The Gathering/04 - Castle.md -> homebrew/campaigns/Magic: The Gathering/04 - Castle.md
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diff --git a/homebrew/campaigns/Magic: The Gathering/04 - Castle.md b/homebrew/campaigns/Magic: The Gathering/04 - Castle.md
index b03e1d31fee83d4362f135ed24e4c83dc9c6b3e2..0ac2f2ca457b75323ab446dc966d927123faf19c 100644
--- a/homebrew/campaigns/Magic: The Gathering/04 - Castle.md
+++ b/homebrew/campaigns/Magic: The Gathering/04 - Castle.md
@@ -58,6 +58,7 @@ > Another appears to be a diary with a gold-stitched cover of burgundy-dyed leather, its scented pages chronicling the love affairs of a long-dead noblewoman.
 > The third book, which is missing its cover, contains Elvish translations of common Orc phrases and idioms.
 > The last book is bound in stirge hide and contains recipes for pie.
 > These books aren't valuable.
+The bath itself has four taps. Hot, cold, wine, and unlabeled (chicken broth)
 
 The lair has ankle-deep rubbish strewn about from the homunculus destroying the place.
 It stands in the center of the room.
@@ -111,11 +112,81 @@ DC 19 investigation to see the near-invisible glyph
 DC 19 dex saving throw, 10d8 thunder damage, half on save
 
 The console room has a...console with a slanted top. Three brass levers, outer levers are up and middle one is down. To the right is five buttons situated at the points of a pentagram.
-> Leftmost Lever. The inscription under this lever reads "COURTYARD." Lowering the lever unlocks the four doors that lead into area 23. Raising the lever locks them again.
+> Leftmost Lever. The inscription under this lever reads "COURTYARD." Lowering the lever unlocks the four doors that lead into the courtyard. Raising the lever locks them again.
 > Middle Lever. The inscription under this lever reads "LIGHT." Raising the lever turns on the castle's interior lights. Lowering the lever turns them off again. (While the interior lights are on, creatures in the surrounding cavern can see the castle.)
 > Rightmost Lever. The inscription under this lever reads "HEAT." Lowering the lever shuts off the heat, reducing the interior temperature by 10 degrees each hour until it drops to 30 degrees Fahrenheit (the temperature of the surrounding cavern). Raising the lever causes the temperature to rise 10 degrees each hour until it reaches 70 degrees Fahrenheit.
 > Button 1. The inscription next to this button reads "MUSIC." Pushing the button fills the castle with ambient orchestral music occasionally punctuated with a singing chorus. Pressing the button again ends the music.
-> Button 2. The inscription next to this button reads "ROOF." Pushing the button teleports all creatures in the room to the castle rooftop (area 43), along with whatever items they're wearing and carrying.
-> Button 3. The inscription under this button reads "FOG." Pushing the button fills the castle hallways (areas area 18, area 28, and area 38) and the stairways connecting them with fog, making these areas heavily obscured. The fog lasts for 1  our or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
+> Button 2. The inscription next to this button reads "ROOF." Pushing the button teleports all creatures in the room to the castle rooftop, along with whatever items they're wearing and carrying.
+> Button 3. The inscription under this button reads "FOG." Pushing the button fills the castle hallways and the stairways connecting them with fog, making these areas heavily obscured. The fog lasts for 1 hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
 > Button 4. The inscription next to this button reads "LOCKDOWN." Pushing the button causes every door in the castle (including the rooftop trapdoor) to lock, as if sealed by an arcane lock spell. This effect lasts for 1 hour. While locked in this way, the interior doors—most of which are as much iron as glass—also become electrified. Such a door deals 5 (1d10) lightning damage to any creature that touches it.
 > Button 5. The inscription next to this button reads "DO NOT PRESS!" Pushing the button causes bolts of lightning to erupt from the console. Every creature in the room must make a DC 20 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one. A creature in metal armor has disadvantage on the saving throw. The console can no longer be used.
+
+-----
+
+## Floor 3
+
+The halls on this level join to form a circuit, with crystal-barred windows looking down on the central courtyard.
+The floor is made of tiny bits of colored glass and crushed gems, polished to a lustrous sheen.
+
+The northernmost staircase climbs 20 feet before ending at an 8-foot-square stone trapdoor. When a creature starts to climb the stairs, the trapdoor opens outward, allowing access to the roof (area 47). The trapdoor closes on its own 1 minute later.
+
+The southwest room walls, floor, and ceiling of this room are scorched. Strewn about are blackened pieces of furniture, shards of smoky glass, and charred splinters of wood and bone.
+Investigation DC 14: Four separate fiery eruptions caused the damage.
+Arcana DC 19: It was meteor swarm
+
+The northwest room door has a stained glass wolf's head worked into its design. The room is dusty and empty but for a few cobwebs in the corners. A chalk drawing of the homunculus is on the wall, likely colored by Otto.
+It has the label "stinky".
+Investigation DC 15: Eternal Chalk - A stick of Eternal Chalk never breaks or wears down with normal use. When using this chalk, you can choose the color of its marks and whether they emit a faint glow. Any marks you make with this chalk can't be erased for 7 days by anyone except you.
+
+Northeast room has a shattered mirror and standing in front of the mirror is an unfinished 8-foot-tall statue of a merfolk blowing a conch shell, its lower body replaced by a misshapen block of chiseled granite.
+The roper is called "Miguel".
+Inside the roper is five misshapen diamonds (100g each)
+
+Southeast room door is missing its stained glass window panes. Tiny shard of glass stuck in the iron frame suggest that the glass was smashed. The room beyond is dusty and empty but for a few cobwebs in the corners.
+On the wall is the burnt outline of various shapes and sizes.
+
+Otto's Den contains several lingering magical effects that prompted the faerie dragon to turn these chambers into its private den.
+Whenever Otto leaves to torment the stone giants or wander the castle, Maddgoth's homunculus sneaks in here to trash the place.
+As the party nears the room they hear crashing. Hanging on the handle of each door to this room is a crude wood-and-rope sign bearing the chalk words "HOMUNCULI UNWELCOME" in Draconic.
+The homunculus is wrecking the place, flipping tables, eating the carpet, etc.
+It attacks unless the party leaves.
+
+The hidden (DC 15) room next door is Otto's stash. Attempting to reach any of the following has a 50% chance of causing a silly Rube-Goldberg-esque cascade.
+Dex DC 15: 3d6 bludgeoning; half
+- Pair of jade bookends carved to look like a crude version of the naga from the above floor (250g)
+- A single caltrop made from bone
+- A fan that, when unfolded, shows a sleeping cat
+- Coffer with 30g
+- Coffer with 150g
+- Coffer with 300g
+- Potion of fire breath (breaks if the stuff falls)
+
+The armory is locked. There is a hole in the door from Otto.
+Inside are two bats flapping around. On the wall is a framed scroll, a plaque on the frame reading "Break glass in case of emergency"
+If entered, the bats become Nycaloths.
+The scroll is Cloudkill.
+
+The alchemist lab was pillaged by Otto, who still stops by on occasion in case something was missed. 25% chance to find Otto
+The tables are strewn about, cabinets full of skulls, powders, and journals with mad ramblings.
+The floor has plenty of broken glass and shredded parchment.
+- Three sets of alchemist supplies (50g each)
+- Potion of Invisibility (Detect Magic or DC 15 Investigation)
+
+The throne room!
+A tall throne made of iron and stained glass stands in the southern alcove, facing the door.
+The throne's clawed armrests and feet give it a monstrous appearance, but there's nothing dangerous about it.
+Laid before the throne is a 15-foot-diameter circular rug with a pattern resembling a large gaping mouth. The rug, too, is harmless.
+
+-----
+
+## Roof
+
+The roof offers little in the way of a view, since the surrounding cavern is all but lost in darkness.
+The echoes that a single shout can create are astonishing, though.
+Four-foot-high sculpted battlements enclose the roof.
+
+The trapdoor blends in with the surrounding stonework, and detecting it requires a successful DC 15 Wisdom (Perception) check.
+Tiny letters scratched into the trapdoor spell the words "KNOCK KNOCK" in Draconic.
+Knocking twice on the trapdoor causes it to swing open on its own, then close 1 minute later.
+Otherwise, the trapdoor must be pried open with a crowbar or similar tool.
+Prying the trapdoor open requires a successful DC 18 Strength (Athletics) check.