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Arcane Manor

Tier
1
Type
Exploration
Difficulty
12
Impulses
Deter intruders, punish recklessness, preserve secrets

Environment overview

An old noble estate warded by subtle magic, misdirection, and deliberate restraint.

Potential adversaries

Construct

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?
  • 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?
  • 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?
  • 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

Lingering Misdirection - Passive: 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.
  1. What dangers were meant to be seen—and which were meant to remain hidden?
Sealed Descent - Passive: 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.
  1. What failsafes activate once the secret is exposed?
Echoing Halls - Action: 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.
  1. What happens when the house listens back?
Shifting Stonework - Action: 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.
  1. Which paths were meant to close forever?
Guardian’s Awakening - Action: 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.
  1. The guardian does not hunt. It waits.
Arcane Glyphs - Reaction: 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.
  1. Do the glyphs protect the manor… or guide intruders away from something worse?

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