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Mad
The Menagerie of Aristos the Mad is a side-trek designed to be placed within the
first half of the Out of the Abyss adventure with the intention of giving a little more
quirky madness to an adventure clearly inspired by Alice in Wonderland. It is
designed for a party of 4-5 adventures of level 5-7.
Introduction
The Menagerie is an ancient place, said to have been built by a mad wizard; an elf
from the long-forgotten age. Named Aristos by historians, he was said to have been
unmatched in his mastery of conjuration magic. Through the decades his power
grew, as did the jealousy of his peers who in their cruelty had him banished for a
crime he did not commit. He fled his homeland - never to return - with naught but
the robes on his back and a trusty rod at his belt. Historians believe he wandered
much of the world; from the depths of the underdark to the lost shores of Maztica,
and in doing so amassed a sizable fortune. In his waning years he disappeared,
believed to have left the bright world above to build his resting place in the dark
world below. Though few claim to have ever discovered his final resting place, those
that do have fallen to madness themselves and only speak of a bizarre menagerie.
Knowing this, who would be foolish enough to seek out the resting place of the mad
mage? And who could return to tell the tale without going mad themselves?
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General Features
As characters explore the Menagerie, keep in mind the following features:
Ceiling. Unless otherwise noted, ceilings in the tower are 15' high. Some
chambers such as the Ball Room and the King's Throne Room have vaulted ceilings
as high as 40 ft.
Floor & Walls. The Menagerie is made of an unusual marble, placed in slabs
that form large 5ft square sections. The walls are sheer and generally windowless,
with few if any handholds.
Light. Except as otherwise noted, the Menagerie is dimly light by magical
orbs and the colored light that spills out of the towers various portals.
Faerzress. The tower of Aristos is suffused with the magical energy that
pervades much of the underdark. Areas with large concentrations will be noted
individually as well as any unusual or specific affects of the faerzress.
Companions
Out of the Abyss makes heavy use of companion NPCs. They are not used in this
side-trek, though as to why is up to the GM or players who are controlling them.
Perhaps they were afraid of the tower and the tales of madmen who escaped it. Or
they have their own goals they are working toward at the time the PCs decide to
explore it.
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Stepping 'into' one of the mirrors immediately teleports the PC to the level of the
tower associated with it. It is highly recommend that the group not split up but
rather take each 'floor' as a group.
3: Aristos Statue
A large statue that is believed to be that of Aristos himself stands tall looking over
the first floor of his macabre tower. The statue is made of the same strange dark
marble as the rest of the tower. An inscription in an ancient dialect of Elvish hints
at the major puzzle of the tower. It reads:
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Clever characters are likely to notice that these goods reflect the colors that shine
out of five of the six mirrors in the room. Indeed they are linked magically and an
Intelligence(Arcana) check reveal this connection. With an active Detect Magic
spell, the items have a faith aura of conjuration. These items are meant to be
consumed before entering the like-colored portal. See details on each floor for the
effects of doing so.
5: Second Mirror Room
This room is one of two that contain portals to the other floors of the tower. On
three dais stand three mirrors roughly the size of a doorway they stand at an
unusual angles; each slightly different and without any apparent support to keep
them there. Out of each mirror emits a specific colored light. Purple to the west, red
to the north and green to the east. As with the other mirror room, the mirrors are
permanent portals that lead to different levels of the tower. The colors are clues as
to what lies beyond. The three portals lead to the following locations:
Purple - Aristos' Treasury
Red - The Ballroom
Green - The Clockwork Maze
Any PC wishes to investigate a mirror may roll a Investigation or Arcana checks,
revealing that the mirrors do not reflect anyone that stands before them, only a
blurry image of the opposite side of the room. The 'glassy' surface is slightly flexible
and clings to whatever touches it lightly. The mirrors also shows a strong aura of
conjuration to anyone with an active Detect Magic spell.
PC's are likely to quickly notice that the western most mirror; the purple mirror, is
shattered. Several large shards of the mirror are missing, as if a sharp force struck
the center and sent shards scattered. The riddle at the statue of Aristos hints to
these shards, which are hidden throughout the Menagerie, the first of which is
lanced into the tip of the rod on said statue. Finding and placing all six shards
restores the magic of the mirror, allowing the party to enter Aristos' Treasury.
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Statistically the PCs act as if under the effects of a Animate Object spell, retaining
their alignment and personality but having the statistics of Tiny sized animated
objects. Consuming a cupcake before entering retains their normal statistics.
Getting to the shard of glass and then onto the dresser to exit will not be easy
because of the limitations of their current form. It's made even harder by the
presence of Mrs. Fluffykins, a persian cat that sleeps on the left-hand bed next to
the satchel that contains the shard (passive Perception 15). If wakened the cat gives
chase, attacking the animated toys with abandon. PCs may defend themselves with
improvised weapons they find in the room (let them use their imaginations) or any
defensive or offensive capabilities their form may have. Toy soldiers can use their
tin weaponry or toys on the dresser could push things off to hit the cat below.
An extended fight with the cat makes enough noise that the twin girls eventually
enter the room to determine what has caused Mrs. Fluffykins to become so
aggravated. One girl is quiet, kind and studious while the other is loud, mean and
plays roughly. Run a scene between the girls and their 'toys' as you see fit, though
they will react in the expected manor of they see their toys are animated. If the PCs
mean to fight them, use Hill Giant statistics for the twins just re-flavored.
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The goal here is to give the king an item they believe may appease him and the
more they speak with the other adventurers or watch the kings reaction, the more
they can learn what he likes and what he doesn't. Those who bring him a gift he
dislikes are beheaded on the spot by the headsmen near the throne, the dark blood
of the body seeping into the red carpet before fading, the bodies are then thrown
into one of the two brightly flaming braziers as fuel.
The character's can discover the following potential mannerisms and preferences of
the king by watching him, what gifts he is given and speaking to the various
anthropomorphic adventurers waiting in line.
The king is more likely to reward the adventurer if they tell an interesting story about
their gift.
The king is not opposed to bargaining but all such rolls to persuade, threaten or cajole are
at disadvantage (see Aid above), and he especially deplores prostration or begging.
The king somewhat enjoys gifts of a less physical nature. A poem from a far away land
for example.
The king hates gifts of gems or jewelry unless especially rare or exotic.
Several of the adventurer's carry gifts of exotic spices and incense, once known to be a
favorite. But he is growing tired of such things.
The king has a special fondness for wondrous magic items.
Use a system similar to the Drow Pursuit level to determine if the PCs give him a
gift he enjoys and rewards. The higher the number (0 to 5) the more likely he is to
reward, the lower the number the less likely.
Once the PCs are rewarded the sword they can leave the way they came. Attempts
to steal the weapon or other treasures through subterfuge, stealth or magic are
likely to get them sentenced to beheading to be carried out immediately. Failure to
give the king a proper gift will also end in beheadings. Any PC who is 'beheaded' in
this way instantly appears before the statue on the 1st floor, their HP restored to
what it was prior to entering the 3rd floor.
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Here lies Aristos, master conjurer of the sylvan enclave, triple vested wizard of the
fifth tower. Banished from his homeland and doomed to walk the world. He saw the
sunrise off the coast of Evermeet the day he was died, the midnight hues of the
Menzoberranzan as an inquisitive young wizard, the sunlit fields of the heartlands;
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breadbasket of the Realms when he first opened his eyes and wandered the rosequartz mines of Maztica as a wizened elder.
The second room of the tomb is a large round chamber with a tall natural-stone
pillar in the center roughly 4 inches in diameter and 6 ft. tall. Carved into the pillar
are 4 slots for candles facing the cardinal points. These slots are carved about 2 ft.
above the floor. Below the pillar is an engraving not unlike a flower, or a compass
rose. On the far wall from the entrance is a hall going north a short ways but it is
blocked by a massive square slab of marble.
The puzzle here is to place the candles - one of each color - into the slots facing the
four cardinal directions and light them. There are four different colors of candle;
pink, blue, orange and yellow and their flames burn the same color. These represent
the four points in a day. Pink = dusk, blue = midnight, orange = dawn, and yellow =
noon. Reading the text in the first room they also connect to the four cardinal
directions and the life of Aristos. West where he was died in Evermeet. North where
he spent his youth in the underdark at Menzoberranzan. East to the heartlands
where he was born and finally 'south' to the island kingdom of Maztika at the 'dusk'
of his life. The directions line up with the map, north at the top, south at the
bottom, etc.
This isn't just a puzzle however, as the moment the first four candles are set, vents
open in the ceiling and dump cold water into the room. The 5 ft. hall behind them is
blocked as a slab of marble falls into place, flooding 1 ft. per 30 seconds. Getting the
candles in the right spots and lighting them may become challenging and require a
skill check or two. To hinder this task, if the candles are placed in the wrong slots
they burn away instantly and as the water rises, it covers the candle slots. Each
time this happens, new slots appear. First at 4 ft. and finally at 6 ft. Giving the
party 3 chances (or more if they are fast) to try and solve the puzzle. If the party
doesn't solve the puzzle within 3 minutes, they fail the puzzle. Soon after the water
rushes out of vents in the floor and the marble slab to the south-west rises into the
ceiling, allowing them to escape. It's up to the GM if you wish to allow them another
attempt.
If they solve the puzzle the water drains, both slabs rise up and reveal the
sarcophagus chamber. Inside are the bones of Aristos and a shard of mirrored glass.
It's possible the PC's may wish to use skills to aid them. Nature perhaps to get an
idea of which direction is north. History to recognize the locations mentioned in the
text above, and their location within the Realms.
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Their fellow dancers are all simple marionettes of carved wood, with faces and hair
painted on them, dressed in renaissance ball-room clothing. Each one is subtly
different and clearly painted to represent various races, with Drow elves being most
common but other underdark races fairly common as well with surface races least
common. As the PCs dance they find themselves dancing in a large interweaving
circle where they switch from partner to partner roughly every minute or so.
On a dais in the north section of the room are four musical instruments that are
playing themselves via some unknown magic. A harpsichord, curved horn, cello and
harp play a loud and upbeat tune that seems to drive the dancers in their dance
ever faster.
The goal of this chamber is for the PCs to stop the music, which is impossible while
they are forcibly dancing with their fellow marionettes. They need to create enough
combined strength to break the hold of the strings. Alone the PCs aren't strong
enough to break them, but with more help and a pull at once they could escape. Add
up the PCs strength modifier, this number needs to exceed 20 before the lines can
be broken. They are very unlikely to have enough, and must gain aid, from
somewhere.
As the PCs dance longer and longer they are likely to notice subtle changes in the
painted appearance of the marionettes. At first they are painted with smiles or in
the midst of laughter but as they come upon the same marionette multiple times
that appearance change; to sadder looks, tears in the eyes, anger on the face. In
reality these marionettes are people, who have been trapped here. Like the PC's
they were once exploring the tower and with each new day performing the dance
they grew less like themselves are more like wooden marionettes until the
alteration was complete.
The marionettes cannot speak and are are utterly unable to control their own
bodies. Somehow the marionettes must aid in the combined strength check, but
how? Each PC that has a rose can gift it to a marionette, who automatically returns
to their original form. Marionettes have a strength modifier of 2. Adding up enough
to 20 they can break the string. The moment they do so the music stops and the
reflective orb above them shatters into a million pieces and a mirrored glass shard
floats down to the floor. The marionettes revert to their natural state. Most of the
people are completely insane. If the PCs do not aid them most will wander away.
There may be other ways the PCs manage to stop the music, but the details are left
to the GM.
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The goal of this floor is to find the clockwork minotaur at the far top-left of the maze
and destroy it. However, in its current state it is impervious to all harm as it's in
magical stasis. In order to destroy it the PCs must bring it back to working
condition. They can do so by achieving the following goals:
Gather a gallon of water from the flower-motif fountain near the start of the maze and
pour it into the minotaur's steam engine - accessed at the back of the neck.
Gather both canisters of oil and oil the joints of the clockwork minotaur.
Light the steam engine by igniting the coal furnace set in the minotaur's back.
Once these goals are accomplished, the clockwork minotaur will come to life and
attack any intruders to his maze, specifically the PCs. The hostile plant-life is
considered part of the maze and so the minotaur will not attack them.
Accomplishing them however is another thing all together. Any time the party
nears a concentration of faerzress - marked on the map as a tuft of pink mist - there
is a chance that their presence will attract a hostile plant. Roll a d12, on a result of
4 or greater, an encounter takes place. Use the following combinations each time an
encounter might take place. Encounter A is likely to be a surprise round.
Encounter A
3 Vine Blight
2 Ascomoid
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Encounter B
4 Bloodsuckle
Encounter C
1 Gnarlwood
Aristos' Treasury
For all who have passed his mad menagerie, one last test is laid out before them.
Four treasures stand temptingly in four corners, but which one rewords the truly
exceptional?
Aristos built his tower to test the strongest, swiftest, smartest and fastest on their
feet. Only those that are able to complete the five tests and recover all six shards
manage to find Aristos' treasure. One final puzzle remains, in this large room with
four large treasure chests in the four corners of the room.
In the center, upon a large dais stands a brazier burning bright. Inscribed in a ring
around it is the only hint the party has to which of these chests contains Aristos'
horde.
There are four chests in for corners of this room. Each contain a treasure worthy of
those who brave the five floors of my menagerie, but only one contains my horde. On
each chest a clue is scribed, but only one reads true.
This is a classic logic puzzle. Three of the chests writings lie, while only one is
written true.
Chest 1: Aristos' horde is in chest 2.
Chest 2: Aristos' horde lies within.
Chest 3: Chest 1 contains the horde.
Chest 4: Chest 2 has no treasure.
Three of the chests speak of chest 2, and so they are lying as they are contradictory.
Therefore chest 3 reads true.
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If the party successfully solves the puzzle and opens chest one, it reveals a switch
inside. Pulling the switch opens several groves in the ceiling and the real treasure
pores out onto the floor around the central bonfire. If they choose the wrong chest
they gain a separate and notably smaller amount of treasure that is contained
within that chest. After a chest is opened, the others disappear.
Reduced Treasure
Coin: 1640 sp, 876 gp
Gems: Pouch of mixed gems (330 gp)
Art Objects: Brooch set with Lapis (270 gp), Leopard Fur Cap (50gp)
Masterwork Gear: Cold Iron Weapon (GM choice)
Magic Items: Boots of Elvenkind
Full Treasure
Coin: 3257sp, 1672ep, 835 gp, 150 pp
Gems: Diamond (500gp), Large Pearl (100gp), Fist-sized Garnet (100gp), 7 assorted
semi-precious stones (70 gp).
Art Objects: Bolt of Cloth woven of Angel Hair (750gp)
Masterwork Gear: Cold Iron Weapon (GM choice)
Magic Items: Boots of Elvenkind, Immovable Rod, Weapon of Insanity (GM choice)
Weapon of Insanity
This weapon has a strangely curved and wavy shape, and gives a +1 bonus to hit
and damage to the wielder. When the wielder rolls a natural 20, the creature hit
must roll on the short-term madness table in the Dungeon Masters Guide. That
creature is then immune to the effect for 24 hours.
Note: Aristos' horde is especially large for the level range and rewards more than
the DMG random tables would suggest. It is just a suggestion for fellow GM's to
adjust to their own need. I found that the first 1/2 of Out of the Abyss contains
significantly smaller amounts of treasure than suggested in the DMG.
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