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Re: Strongholds of Sorcery

Posted: Sun Jan 05, 2014 4:44 pm
by Solomoriah
Oh, excellent!

And perhaps one or more of the dolls are enchanted, or maybe cursed...

Re: Strongholds of Sorcery

Posted: Sun Jan 05, 2014 5:27 pm
by PapersAndPaychecks
... because they're the animated dolls from Tia's enchanted dollhouse. :idea: They got loose and went mad, so they were causing trouble but Arcan paralyzed them, so they can speak but not move. On seeing the party they try to persuade the players to release them with some kind of remove curse or remove paralysis or whatever appropriate mechanism BFRPG has.

They're wooden dolls, originally tiny but now the size of children. They're wearing dirndls with matching polka dot capes, and clogs, and their names are Lucy Lavender, Mary Strawberry, and Su. And they have switchblade straight-razors that do 3d6 damage. :twisted:

Their "mother" is Claudette Pineau, the castle's, errrr, I don't know... Marshal, if we haven't had one. If we have, she can be the Herald or Blazoner or something. She's got some kind of heraldry-related madness, where she can't see people who have the wrong kind of device on their shield.

We can put the actual creche in another part of the castle too. :D

Re: Strongholds of Sorcery

Posted: Sun Jan 05, 2014 5:29 pm
by Dimirag
There's a lot of dolls, all female, all with the same name (ex: alice) so the mother would say something that; "they are my doughters, thats alice over there playing with alice, that the little alice, and that are alica and alice and alice".

The hounted/cursed dolls was the first thing I thought after thinking of the dolls.

Re: Strongholds of Sorcery

Posted: Sun Jan 05, 2014 5:33 pm
by Dimirag
Or maybe the doll's curse comes from the mother's madness that somehow animates them.

Re: Strongholds of Sorcery

Posted: Sun Jan 05, 2014 11:46 pm
by Solomoriah
Dang, this is some good stuff. I'll get it swept up and bash it into shape soon. P&P, love the names!

Re: Strongholds of Sorcery

Posted: Tue Jan 07, 2014 12:46 pm
by PapersAndPaychecks
86, catacombs. Say it's where the Duke stores (mummy-equivalents from some Egypt-analogue culture appropriate for Glain). Two of the mad people have decided it's completely inappropriate that the mummies are naked, so they've dressed them all up in clothes and jewellery.

The players are going to go into super-paranoid mode expecting the mummies to come to life but they don't, the real hazard is from the mad people who want the party's clothes to dress up the remaining naked mummies in... and get upset if no clothes are forthcoming.

We want stats and names for two NPCs to fill the room...

Re: Strongholds of Sorcery

Posted: Tue Jan 07, 2014 1:22 pm
by Dimirag
Room 90: Room o'clock (or another name)
Its a big, beautiful room without any single bit of dust on it, its fully adorned with ancient clocks, all marking the actual time.
Depending what time it is, the clocks will start sounding and every listening and awake/conscious character must save vs spell or suffer an effect:

08:00: Morning Joy: The character will be charmed by the music and stand absorbed by it for 1-4 rounds.
12:00: Lunch time! The character only wants to eat a full lunch and refuses to do anything until he has eaten it or until 1d4 hours have passed.
16:00hs: Tea time! The character will prepare a tea party during which he will behave with extreme manners. If anybody refuses the tea or acts agains the "tea protocol" the character will not speack with him for the rest of the day. This last for 1 hour.
22:00: Bed time! The character is afflicted as if with a sleep spell until the next morning.
03:00: Bad time! The character suffers 2d4 damage from the loud sounds.

Re: Strongholds of Sorcery

Posted: Tue Jan 07, 2014 2:03 pm
by Dimirag
Room 86: Gazebo:
This is a white marble corridor with cubicules at the sides. If a character enters one cubicle he will see thru three glass like windows:

1st cubicle: A purple grass prairie, pink sky and golden clouds.
2nd cubicle: A shore on a beach, there's people walking and playing over the water, and other swimming on the sand.
3rd cubicle: 5 frogs, dressed on tuxedo, doing breack dance, in psychedelic colors.
4th cubicle: Two sloths playing chess.
5th cubicle: A tall man whith white smock, grey upward heir and glasses, looking at the character and taking notes on a pad.
6th cubicle: The picture of a gobling nobbling a sign. The sign says "do to technical problems this channel is out of air momentairily".
7th cubicle: A red land filled with flames and horrible creatures crawling.
8th cubicle: The character will see himself from behind, with strings comming from his hands, feets and head ans a dark cloud-like hand moving the string as the character moves.
9th cubicle: The cosmos.

Re: Strongholds of Sorcery

Posted: Tue Jan 07, 2014 5:53 pm
by Solomoriah
Man, Dimirag, you're good with the tricks...

I'm tied up with another project right now, but I'll get these bits all swept up soon. I've volunteered to run a game at Quincon in Quincy, IL in July, and I'd like to run a session of Castle D'Angelo. No way they'll see it all, but I'm not sure any regular party would ever see all of it.

Re: Strongholds of Sorcery

Posted: Wed Jan 08, 2014 4:27 pm
by dymondy2k
OK let me know when you come up for air Solo and I'll give this a good proofreading. You've been on a tear with adding cool stuff!