Arcane Manor
Environment overview
An old noble estate warded by subtle magic, misdirection, and deliberate restraint.
Potential adversaries
Features
Passives
passive-
Lingering Misdirection
Supernatural signs are engineered illusions and lingering arcane effects.
On a failure with Fear while investigating, the GM may:
• Apply Dazed (temporary) as sensory illusions overwhelm the PC, or
• Reveal a false supernatural threat that distracts the party.When you gain the Dazed condition, your senses are momentarily overwhelmed by pain, light, sound, magic, or sudden impact.
While Dazed:
• You have disadvantage on your next action roll.
• If you roll with Fear on that action, you must mark a Stress.Questions- What dangers were meant to be seen—and which were meant to remain hidden?
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Sealed Descent
The hidden passage resists discovery with layered defenses. When a PC attempts to force or bypass the mechanism:
On a failure, the PC takes 1d8 magic damage as sigils flare.
On a success, the passage opens, but the manor’s wards weaken elsewhere.Questions- What failsafes activate once the secret is exposed?
Actions
action-
Echoing Halls
The manor amplifies sound and motion through magical resonance.
Choose a hall or chamber. All PCs within Close range must make an Instinct Reaction Roll.
• Failure: Become Dazed and mark 1d4 stress
• Success: Mark a Stress.Questions- What happens when the house listens back?
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Shifting Stonework
Floors, walls, or staircases subtly realign.
Choose a PC interacting with architecture. They must make an Agility Reaction Roll.
• Failure: Take 1d6 physical damage and become Restrained by moving stone.
• Success: Mark a Stress and avoid the trap.Questions- Which paths were meant to close forever?
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Guardian’s Awakening
The final ward stirs. Spend a Fear to cause tremors, falling debris, and arcane surges throughout the manor.
All PCs must make a Instinct Reaction Roll.
• Failure: Take 1d6+1 physical or magic damage (GM’s choice).
• Success: Mark a Stress.Questions- The guardian does not hunt. It waits.
Reactions
reaction-
Arcane Glyphs
Runes etched into stone, furniture, and archways react to movement and intent.
The first time each PC crosses a warded threshold, the GM may trigger a glyph.
The PC must make an Instinct or Knowledge Reaction Roll
• Failure: Take 1d6 magic damage and become Vulnerable.
• Success: Mark a Stress and sense where the glyph is anchored.Questions- Do the glyphs protect the manor… or guide intruders away from something worse?
About this environment
An old noble estate warded by subtle magic, misdirection, and deliberate restraint.
Arcane Manor
Tier 1 Exploration
An old noble estate warded by subtle magic, misdirection, and deliberate restraint.
Impulses: Deter intruders, punish recklessness, preserve secrets
Difficulty: 12
Potential Adversaries: Construct
Features
- What dangers were meant to be seen—and which were meant to remain hidden?
- What failsafes activate once the secret is exposed?
- What happens when the house listens back?
- Which paths were meant to close forever?
- The guardian does not hunt. It waits.
- Do the glyphs protect the manor… or guide intruders away from something worse?
Arcane Manor
An old noble estate warded by subtle magic, misdirection, and deliberate restraint.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Arcane Manor Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.