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The Fleeting Manor

Environments Designed by Silver's Cloud • Art by The Gemmy Raven
Tier
3
Type
Exploration
Difficulty
16
Impulses
Find a new settlement Bring more guests within Show guests what they really want to see Draw in the greedy or needy

Environment overview

A vanishing manor that leads those who seek something precious to it, transforming them into its permanent guests.

Potential adversaries

Demons (Avarice & Jealousy) Merchant Baron Courtesan Petty Noble Shapeshifting Fiend Commoners

Features

Passives

passive
  • Doomed To Serve

    Countdown (4). When the party enters the Fleeting Manor, activate the countdown as the Manor's halls and rooms begin to transform into what the party hopes to find. It ticks down for each rest the party takes within the Manor. When it does so, you gain a Fear and each PC gains 2 Hope. When it triggers, the party becomes bound to the Fleeting Manor, forever forced to become its servants and defenders.

    Questions
    • What makes the Manor so appealing to the PCs?
    • What cost does it take for the Manor to shift its spaces and appearance?
  • Multi-Faceted Space

    The Fleeting Manor is a wondrous, almost never-ending Manor with much in store. Choose two out of four Environments that can be found within it. They use the Manor's Difficulty and contain their own Potential Adversaries along with the Manor's:

    • The PCs are Ambushed!, as ambushers composed of various Inhabitants of the Manor strike them when they are at their most vulnerable. When the Event is triggered, you gain a Fear for each unassuming PC caught up in it.

    • A Cult Ritual, led by the proprietor, is occurring within the Manor's basement, to summon fellow demons to partake in preying upon the souls of the Manor's Inhabitants. When The Summoning triggers, a Demon of Avarice or Jealousy appears instead of a Minor Demon.

    • A Grand Feast where only the most delicious meals prepared just for the party is happening in the Manor's banquet hall. The proprietor has set an unnaturally long table for the Manor's Inhabitants and guests.

    • A Masquerade Ball hosted by a patron to the Manor, an unnerving Petty Noble, is occurring. The PCs are invited, and must bring their own mask. The proprietor has prepared a special sequence for the Manor's guests to dance in.

    Questions
    • What makes the Manor's inhabitants unsettling?
    • What part of the Events hosted within feel strange?
    • What figure lurks in the shadows of each room within the Manor?

Actions

action
  • A Grand Welcome
    Fear 3

    When the party meets the Fleeting Manor's proprietor, a Shapeshifting Fiend in a form appealing to them, spend 3 Fear to welcome them inside along with two Inhabitants dressed as servants, immediately giving the party 2 Hope each. The proprietor asks the party to leave their equipment into rooms designated for them as a warm meal or a grand bounty awaits them in one of the Manor's rooms.

    Questions
    • What grand gesture does the proprietor make for the party as soon as they enter?
    • What servants welcome the PCs along with the proprietor?
    • What odd movements and uncanny faces do the servants make as they smile for the PCs?
  • Shifting Hallways

    Spend a Fear to shift the hallways within the Manor's walls, moving rooms to be in a different space than it was beforehand. Each PC must make an Instinct Reaction Roll. Targets who fail do not notice the changes in the halls. Targets who succeed notice certain characteristics of the hallways being slightly different from before.

    Questions
    • What identical features do each hallway host?
    • What statues can be seen amongst these endless halls?
    • How do succeeding PCs tell that the hallways have shifted?

Reactions

reaction
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About this environment

The Fleeting Manor

Tier 3 Exploration

A vanishing manor that leads those who seek something precious to it, transforming them into its permanent guests.

Impulses: Find a new settlement, Bring more guests within, Show guests what they really want to see, Draw in the greedy or needy

Difficulty: 16

Potential Adversaries: Demons (Avarice & Jealousy), Merchant Baron, Courtesan, Petty Noble, Shapeshifting Fiend, Commoners

Features

Doomed To Serve - Passive: Countdown (4). When the party enters the Fleeting Manor, activate the countdown as the Manor's halls and rooms begin to transform into what the party hopes to find. It ticks down for each rest the party takes within the Manor. When it does so, you gain a Fear and each PC gains 2 Hope. When it triggers, the party becomes bound to the Fleeting Manor, forever forced to become its servants and defenders.
  • What makes the Manor so appealing to the PCs?
  • What cost does it take for the Manor to shift its spaces and appearance?
Multi-Faceted Space - Passive: The Fleeting Manor is a wondrous, almost never-ending Manor with much in store. Choose two out of four Environments that can be found within it. They use the Manor's Difficulty and contain their own Potential Adversaries along with the Manor's:
  • The PCs are Ambushed!, as ambushers composed of various Inhabitants of the Manor strike them when they are at their most vulnerable. When the Event is triggered, you gain a Fear for each unassuming PC caught up in it.

  • A Cult Ritual, led by the proprietor, is occurring within the Manor's basement, to summon fellow demons to partake in preying upon the souls of the Manor's Inhabitants. When The Summoning triggers, a Demon of Avarice or Jealousy appears instead of a Minor Demon.

  • A Grand Feast where only the most delicious meals prepared just for the party is happening in the Manor's banquet hall. The proprietor has set an unnaturally long table for the Manor's Inhabitants and guests.

  • A Masquerade Ball hosted by a patron to the Manor, an unnerving Petty Noble, is occurring. The PCs are invited, and must bring their own mask. The proprietor has prepared a special sequence for the Manor's guests to dance in.

  • What makes the Manor's inhabitants unsettling?
  • What part of the Events hosted within feel strange?
  • What figure lurks in the shadows of each room within the Manor?
A Grand Welcome - Action: When the party meets the Fleeting Manor's proprietor, a Shapeshifting Fiend in a form appealing to them, spend 3 Fear to welcome them inside along with two Inhabitants dressed as servants, immediately giving the party 2 Hope each. The proprietor asks the party to leave their equipment into rooms designated for them as a warm meal or a grand bounty awaits them in one of the Manor's rooms.
  • What grand gesture does the proprietor make for the party as soon as they enter?
  • What servants welcome the PCs along with the proprietor?
  • What odd movements and uncanny faces do the servants make as they smile for the PCs?
Shifting Hallways - Action: Spend a Fear to shift the hallways within the Manor's walls, moving rooms to be in a different space than it was beforehand. Each PC must make an Instinct Reaction Roll. Targets who fail do not notice the changes in the halls. Targets who succeed notice certain characteristics of the hallways being slightly different from before.
  • What identical features do each hallway host?
  • What statues can be seen amongst these endless halls?
  • How do succeeding PCs tell that the hallways have shifted?

Discussion

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