Sunday, September 24, 2017

Mother Malice

The Grandfather Clock
Before you is a magnificently crafted wooden grandfather clock, with horrific motifs of monsters chasing and eating comically depicted adventurers. A large golden pendulum swings side-to-side from behind a locked, glass-case, ticking away each second with ominous precision. The face of the clock itself has thick Algerian-styled numbers, but is otherwise undecorated.
 

The clock has several features that the PCs might explore.

The lock on the case seems incredibly simple at first glance. Anyone attempting to pick it finds that the internal mechanism seems impossibly complex for such a small lock. Players may only attempt to Open Lock if they have an appropriate set of tools. No improvised tools will work. Three successful Open Lock checks over the course of nine minutes are resulted in a satisfying “click” noise, only to immediately result in a loud locking noise as the lock resets. The player may continue on in this fashion for as long as they wish, with the same results continuing for 12 attempts. If a persistent player attempts a 13th try, he finds the lock stays open this time. He may reach in and attempt a DC 30 search check to locate a very tiny heart-shaped key hanging from a thread in the upper part of the clock, hidden from view by various gears. If the player fails the check by 5 or more, he must make a Reflex Save DC 30 or take 1D4+1 points of damage as his hands are nicked by the internal gears of the clock. This failure has additional consequences as listed below.

Alternatively, the glass on the case is nothing special. A PC may chose to break it, but doing so causes the clock to attack. Having no “appendages” to swing with, the clock slams whoever attacked it by forcefully falling on top of them, and then magically standing itself back up to repeat the process. It attacks the first person that broke it’s glass case, until they are dead, and then moves on to the next person who attacked it, until all threats are destroyed.
The Grandfather Clock
-Need stats based off of Animated Object-

If the clock is destroyed, it collapses into a heap of wood and gears. PCs may attempt a Search Check DC 30 to dig through the rubble and discover a very tiny heart-shaped key.

If the clock goes undisturbed, it rings normally at every appropriate hour, in a normal manner, which usually cannot be heard except by those in neighboring areas. Every night at midnight, the ring echoes throughout the house, waking any sleeping guests and striking terror into the weak willed, Will save DC 20 or shaken until the end of the upcoming encounter.
As the sound reverberates throughout the room, a monster of an appropriate CR is released into the house from the Demiplane of Terror. Usually, it is a single predatory monster, but the GM is encouraged to use his imagination. Anything from a Vampire Lord to a small gang of goblin rogues might come through. Regardless of what it is, it knows the PCs general whereabouts and it arrives at the PCs location in 1D6+2 rounds. Any PCs who failed their Will save know exactly how many rounds before the monster arrives (even though they do not know what the monster is) as the fear within them mounts.  Predatory monsters fight to the death, while more intelligent beings might flee into the house before they are slain.

If the case of the grandfather clock was successfully unlocked, but a character failed the above mentioned search check by 5 or more, and failed the reflex save, taking damage from the gears of the clock, he finds that at midnight, a clone of himself accompanies the monster that emerged from the Demiplane of Terror.  The clone has the opposite alignment as the character, but access to the same gear, spells, feats and other stats of the character. Change such things as appropriate to reflect the sinister and evil nature of the clone, holy weapons become unholy, cure spells become inflict spells, etc. etc. The evil clone should fight alongside the monster(s) that came with it from the Demiplane of Terror.  The clone targets it’s “creator” version, doing it’s best to kill him, and will fight to the death, even if the summoned monster does not.

If the clone is defeated, it shouts in agony as it dies, it’s body melting into the same tiny droplets of blood that fell into the grandfather clock. 

The Inhabitants
Over time, a large number of unfortunate souls have found their way into Mother Malice’s House. Some of them were good-natured heroes who sought to close the gateway between their Material Plane and the Demiplane of Dread. Very few ever succeeded in leaving alive. Some were driven mad by their experiences inside the place, others succumbed to the call of evil and gave into their darker sides; most just died, either from starvation, or at the hands of some heartless monsters.

Most of those who came to Mother Malice’s abode, did so because of the Call of Evil. Their own nature mystically guided them from their home, to this place, where they eagerly took up residence. Below are several powerful inhabitants who the PCs may run across.

Adams, Caretaker of The House-The first being inside of the house that the PCs will meet, Adams is awaiting them as soon as the door closes behind the first PC.
   Appearance: Adams is an undead human male, wearing a moldy butler’s outfit with knee-length tails. He has a crown of thin, raggedy hair, although the top of his head is bald. His skin is grey, and only slightly bloated, his eyes indicate an existing and knowing personality, but feel devoid of soul. He has no obvious wounds on his body, which shows minimal signs of decay. The smell of death coming of him is unpleasant, but not overwhelming.

   Personality: Adams is pleasant and polite for the most part. If given the chance, he acts as a watcher, following the PCs wherever they may go. He never attacks the PCs or aids them, and is as perfectly content watching them be disemboweled by monsters as he is feigning interest in who they are. He never aids the PCs, although very  rarely he might offer them a bit of advice about the house, and even rarer still, a bit of lore. He never laughs or mocks the PCs, remaining impartial to whatever they do.
Adams often refers to himself as Matron Malice’s manservant, or caretake of the house. Closer listening to his exact words suggests that he serves both The House and Mother Malice as both separate and different entities, a paradox that does not have him the least bit concerned.

  Use: As mentioned, Adams follows the PCs as they explore the house. He keeps quiet unless spoken to. Any advice he might offer on his own accord is vague, never specific. (“Oh do be careful good sir, that room has a very nasty surprise in there, and I would hate for you to stain the carpet with your entrails!”) Adams is also the only inhabitant of The House that knows about it’s origin, although he never gives out this information. Occasionally, if pressed, or if he feels the desire to, he might comment on recent events within the house, telling the PCs exactly why something is where it is. (“Oh yes, this pile of swords did once belong to a group of paladins of the Heironian Order. They came in here, determined to find Mother Malice and destroy her.  They were all killed, except the last two. They fell into madness, and one killed the other, and then cannibalized his body.”)

  Combat: Adams does not fight back, under any circumstance. If attacked, he politely requests that the PC refrain from assaulting him. If destroyed, he crumbles to the ground, a lifeless heap of flesh and rotting clothing. The PCs find him the next day, standing idly by awaiting for them to explore The House further...




History of The House of Mother Malice
To say that the House of Mother Malice has a history is an understatement. Having been connected to hundreds of various Material Planes and being thousands of years old, with thousands of inhabitants over the course of its time, The House has more stories than even the oldest, most experienced elf adventurer.  But it does not yield its tales so easily. Nowhere in the house (or in existence for that matter) can one find a true, accurate, written collection of information of all the events that have occurred in The House.  But, intrepid adventurers who are willing to risk their very souls to plumb it’s depths can garner a wealth of information about the latest events to have taken place in The House by exploring the clues left behind by former (or even current) inhabitants. And, if they can convince some of the hostiles to parley, they may even gain a bit of insight as to how these unfortunates became trapped.
                And although no great written record exists, Adams, The House’s alleged caretaker must certainly have some amount of information in that rotting skull of his.