July 9: Parlor

This area is accessed by the north-east door in July 8, it is a comfy resting place (14 yards long by 12 yards wide) for mansion residents to have a drink and smoke in the evening. The room features two plush armchairs, a well-made cushioned couch, a large coffee table, three wooden end-tables, a fireplace with mantle, a long wooden counter along the north wall, one large window (allowing people to look through to the outside) on the east wall and a bookshelf at the south wall. There are two doors in this room; one (at the south-west corner of the room) going to the lobby (July 8) and another (at the north-west corner of the room) going to the entrance hall (July 10).

This area is haunted by the somewhat-friendly ghosts of past mansion residents, they will not attack the adventurers. (Don’t bother with monster stats, just assume mental attributes and skills are 12 to 15 when relevant.) The party can talk to them for vague hints and rumours, idle gossip, conversations about various leisure interests, and other not-that-helpful-for-adventuring interactions. However, one of the ghosts is sitting by the coffee table and eyeing the chess set on it with hopeful anticipation. If one of the players indulges him, they can play a game against him – roll a contest of Strategy skill (the ghost has Strategy-14). If the adventurer wins, the ghost is impressed enough to make a special effort and use his magic to gift the adventurer with 50 gold coins before blinking out of the material plane back to the astral.

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