Home of the Stem Family


Title Detail
Type Palace
Sub-Type Family Home
Service Limited Hospitality
Location -
Region Feywild
Owner Valour
Guests/Employees Kazrai Stem

Description
A massive palace subtly hidden by thin mist.

Inside the palace has very high ceilings, Very well furnished with servants on every 2nd corner.

Location
Located in an isolated unclaimed part of the Feywild. The land around is peaceful grass fields and light forest forever drowned in the light of twilight.

Trying to approach the palace as an unwanted guest will have you lost in the mists for what seem like years. While only hours pass years of your life will be drained away as the mist eats away at your life.

The palace itself is surrounded by cobblestone wall with plants growing through it.

It holds a massive well tended garden

There are one hundread and one bedrooms.

Twentie one bathrooms

Four stories tall including an attic.

Basment

Ground floor hold living room and kitcken

MAP

Services Provided Cost Extra
Hospitality Nil* The Palace offers hospitality to Warlocks of the Arch-Fey or friends to the owners. All those unwelcome will be lost in the mist for eternity.

The palace is considered a Lair under control by the Arch-Fey and his Wife. with partial control given to their children and passive control given to their guests.

Misty Forrest
a 2 mile radius around the palace is light forest with constant mist. The mist appears light when first entering with little hinderance to sight

Passive Control
Guests to the Palace have a room assigned to them. The room is initially empty but will conform and change to the guests deepest desires over the course of 30 seconds.
Guests will also have a butler assigned to them that will serve them meals and show them directions as they wish, They will not be able to conduct any other tasks responding with “Sorry sir/Madam, I am afraid I cannot do that, Perhaps something else?”

Lair Actions

Protect our Home:
Summons xDx Kraken Knights as the various suites of armor hanging from the roof drop down around the target.

  • Kraken Knight: Large Suits of armor full of writhing Tentacle flesh.
    • Melee Attack:
    • Spell Attack:
    • Conter Spell:
    • Grapple and Consume:

Leave Our Home:
Banishes a target as if the Imprisonment Spell was cast. DC = 00

Operation

The party are lead to the palace with Ketelsteen's guidance allowing them to bypase the effects of the mist.
Should they loose Kettelsteen or dilibritly stray from the path they will suffer the effects of the mist seen above.

Entry is through a gate then a large set of doors, The party will be greeted by a severnt or two but they do not speak, merely gesture towards whatever room Kazrai may be in.

The party have free roam of the mansion as soon as they enter but any party member who strays from the gestured path will have to wait their turn, anyone following the path will have propriety.

Kettelsteen brings the party to a main room where Kazrai is busy reading. the room is well decorated with paintings and ornate expensive looking items on display. main feature being a jade scultpute iof a maze in the middle of a room.

Kazrai, A tall woman with a larger than life figure. Short blone hair very wide hips, her simple beige complextion is docorated with markings
(Any warlocks or characters with an Arcana bonus of 8+ will reconise them as Magic markings, further skill checks are required to determin what each one do)

She is quite pudgy but holds herself well.
But all the features in the world fail to draw the gaze away from the ridiculously large breasts she carried. Her swollen belly gives away that she is at least 3/4 of the way through her currently maternity.

Characters may have noticed a child or two has been following them quietly from behind.
Kazrai will adress the pair of children by name before telling them to greet the guests properly then either return to thier day or wait patiently .

Kazrai will introduce herself to the party as well as any children that are in the room
She will thank them for dispatching Slackjaw then question if they are planning to dispose of the other two,

Kazrai will offer the party rewards if they succeed in ridding the feywild of the hags and explain that she and her Husbaned are trapped here until the hags are removed.

The party will only meet Valour if they request to see him which Kazrai will initially be hesitant for. A persuasion check of DC4 or higher will convince her and she will lead the party up to thier room on the top floor.

Valour will be otherwise incoherent, to sad and moopy to have any semblance of convocation with. covered in an odd greasey slime, naked and looking rather sickly. The party won't get any information out of him and if they persist Kazrai will forcefully pull them out. Any party member that refused Kazrai's demand to leave the room and had to be forced out will downgrade in hostility becoming neutral (See above)

Kazrai will inform the party of the next hag's location. letting them know that the nation or Jardin's is inaccessibly the party will have to avoid the country at all costs to to to the next location of Gift tower

Character Specific

  • Arno
    • If Arno makes any perception check at all in the presence of Kazrai he will notice that one of her bracelets has the same moon gems as the one from his mother. If Arno fails to notice (Not make any Perception checks at the right time) Then before he leaves his tinket will vibrate slightly or glow to grab his attention and Kazrai's will do the same.

Investigation

  • The Valubales
    • If the party were to investigate either discreetly or not, On successful skill checks they will find almost all to items on display are highly valuable worth a small fortune.
  • The Jade Maze
    • They will notice there seem to be small dancing lights running around the Jade maze sculpture mentioned earlier but cannot discern anything further then that.
  • Rooms
    • They will notice that almost all the doors have a name on them, These names are the names of each child as each room is their bedroom. All the bedrooms are locked by Arcane Lock Upcasted to 5th Level. Requiring a dispel magic of greater to remove it, To force or pick the door open requires a DC check of 26 or higher. any failed attempts or successful will alert the masters of the house as well as the Child's whos room it belongs to
  • Kraken Knights
    • Any active perception check will reveal the large suits of armour hanging from the roof unable to discern anything else without a Perception check higher than 20 revealing the suites seem to pulse and quiver ever so slightly.

Detect Magic
Use of the detect magic spell or similar will reveal the entire mansion as a blinding source of magic, unable to discern any particular types despite any attempt the party may have.

  • location/palace_vrugbaar.txt
  • Last modified: 2 months ago
  • by Cinder