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dnd / homebrew / campaigns / Magic: The Gathering / 04 - Castle.md
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## Cavern

All the stone giants have roughly a 10 minute memory.

Gravillok is bottom-right, chiseling a portrait of the stone giant god.
He will refer to the party as "vermin" and move to get his club to smoush them unless they present the crest.

Basilisk has a wand of conducting and moonstones (250gp) in its stomach

Xorta is with the bats, hiding with camo against the wall. If attacked she can summon the bats down with her flute. She does not know who made the flute (she did) or how it became magical.
Near her is the disposal cave.
The corpses include a drow, two quaggoths, five troglodytes, seven hobgoblins, three duergar, six grimlocks, nine bullywugs, and two humans (former members of an adventuring party
Above her is the edible moss, which can be harvested in slabs and slowly regrows.

To Xorta's left is Obsidia and Rhodos. They are not hostile. Obsidia rides her brother's shoulders to carve designs in to the ceiling.

The main living area is for Speleosa. She is polishing amber gems with bat fur. There are 10 gemstones, 100gp each (1000gp)
Otto will show up, become visible, cast hallucinatory terrain and make the entire home a forest, and become invisible again.
Passive perception of 15; Nepeta

To Speleosa's left is the treasure room.
Wooden cask filled with 5 gallons of tar, a damaged alabaster troll mask missing its nose (25 gp), a rhinestone sack that holds 250 gp, and an 800-pound stone statue of Szaraxis painted blue.
Embedded in the status is a blue elemental gem which can only be obtained by destroying the statue.

The two bears attack anyone, defending their cubs.

Qurrok has made himself a private gym in the cave next to the bears.

The central cavern is enormous, domed ceiling and bowl floor.
In the center is an 80ft mithral spindle and a castle 10ft above.
The castle is more than 60ft away from the ledges, outside darkvision range, which is why the giants don't see it.
The castle is surrounded by a sphere of transmutation magic that makes shrinks everything to 1:12, so 6ft->6in
The homunculus and Otto are both immune to this effect

Qurrok (above) is currently searching the basin for interesting rocks.
There is also two freshly killed umber hulks.

-----

## Floor 1

Mad Dog the daM goD is the twin brother of Declan's deity. They do not look alike, nor were they born at the same time.

Falling from the castle causes 20d6 bludgeoning damage. Due to the transmutation, a creature would fall a relative 600ft.

The castle is now controlled by Otto the faerie dragon, whose right to ownership is predicated on the argument "I found it and it's mine and you can't have it."
Otto likes to prank people by engulfing them in euphoria gas or casting mage hand to poke them on the shoulder. 1d4 (4) he can be heard giggling at his own joke.

Entry area is servants cleaning and flasks on pedestals. If attacked or disturbed, they knock the flasks to the ground, causing poison gas (4d8 poison damage) and attacking the party.

Main hallways, 1d20 (>10) has the homunculus.

Courtyard statue is holding a scroll of Mordenkainen's sword.

Bath. There is a golden chamber pot worth 125gp and books next to it.
> One book has worn wooden covers and is filled with humorous anecdotes.
> 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.
Upon seeing the party it looks around and finds a piece of paper with a picture of a silly looking dragon on it with butterfly wings.
It tears up the paper while looking at the party, then grunts while confetti falls down and it maintains uncomfortable eye contact.
(if they agree to kill Otto and come back, it will give them something)

The study has a desk made of bloodied spellbooks. Smashing the desk will result in 4 usable spellbooks, each with 3 spells from level 1 to level \[1d6\]

The clayworks room has enough clay to make 1 large object, 2 medium objects, **or** 4 small objects.
It must be fashioned into an object and fired in the kiln next door to activate it for 1 hour.

In the dining room, a magic dinner bell rings as soon as the party enters. Six servants immediately begin to set the table for a feast and serve wine.
In the kitchen all the food looks fresh. They will try to lead the party to the dining room, if ignored they will attack.
The pantry has a ton of grain, dried meat, and other foods. All are magically kept fresh.
In the potion room is many drinks that replenish magically. Fresh fruit sodas and the like. There are also 4 potions of greater healing.

-----

## Floor 2

Otto is in the halls!
Long purple rugs with gold trim, carved chairs with velvet.

Southwest bedroom is a safe place to rest for guests.

Northwest bedroom (ship room) is another place for guests.
There is a ship-in-a-bottle atop the armoire. Detect magic reveals transmutation. Identify will reveal it's a full-ass ship inside the bottle. Command phrase: "Our voyage is at hand!"

Northeast room smells faintly of smoke. If the party checks out the bed they find an extremely charred skeleton, likely killed by Mad Dog.

Southeast room is made of all sandstone. Very uncomfortable, you could rest here...but why would you?

The slaad room is locked. Notable, the corner of the room has an octobass, a 12ft tall fiddle. It contains a naked old man. Claims to be Zartem who was trapped here by Mad Dog. If the party frees him he attacks as a Slaad.

The master suite, anyone listening can hear loud snoring. The door has a large stained 'M' worked into the design.
Disturbing the bed figure (which is an illusion) causes the wands to attack.
On the table is a beautifully carved set of Dragonchess. DC 25 History reveals it's one of only four to exist, making it worth 2500gp, else it's worth 100gp

The closet nearby has nothing of note in it, just plenty of pajamas.

The cloakroom similarly just has a bunch of robes, however many of them have blood or burn marks on them. You can surmise this is from the many wizards killed here.
There is a mindflayer apparently standing watch beyond the door. Upon closer inspection it is actually a very good costume.
Can use deception to pretend to be a mindflayer, advantage if dim light or >15ft away. Causes disadvantage on perception and stealth while worn.

In the records room is a ton of dossiers, many so old they are rotted away. Many of the remaining ones have "DECEASED" written on them, though some say "LICH" instead.
There is a door that says "SECURE RECORDS" on it.

In the secure records room is...nothing.
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 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, 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.