Sunday, 18 May 2025

The Total Theatre of the Petty King - Second and Third Floors


First floor here.


Second and Third Floors - click to make clearer!

The encounter table for the Second Floor is identical to that of the first floor, with the following substitutions:

  • All Cloth Manikins are replaced with Wooden Manikins.
  • The Old Soldiers (21+) are replaced by the Wire Body. If it has been slain, then a 21+ gives no encounter. 


Room Key

  1. Second Floor Landing. Large, open, and airy. The windows are often open to the elements. Lit with chandeliers, and decorated with four large 'chaos scenes'. The ceiling is mirrored, and entities will not enter this room willingly. 
  2. Western Upper Passage. Spare, clean, well lit. Smells slightly of oil and acrid chemicals. 
  3. Light Room. A small workshop dedicated to the production of strange lanterns, and the grinding of lenses. There are many sheets of multicoloured coloured glass in here, and 6 lanterns of masterwork quality. A locked steel box is built into the wall; it contains two small Forever Lanterns. The Ray Caster sits on on of the workbenches. See Magic Items, below, for details. 
  4. Costuming. A larger workshop and fabric store where the costumes are constructed. There are 6 full costumes in this room, draped over (inanimate) dressmaker's manikins, as well as all of the haberdashery and dressmaking supplies one would expect. The floor space is mostly taken up by four broad wooden work benches. The walls are covered in sketches of garments, both costumes and fashionable items in the capital style. 
  5. Jeweller's Chambers. Locked. The chambers of The Jeweller, a ten foot tall Terror Bird Noble, with splendid opalescent plumage, manacled to the south wall by a great, taloned foot. He is now a rotting carcass, lying on a rude mattress of rags, having long ago been refused food by the Butler. The chain is long enough to have once given him full access to the room, which is otherwise solely dedicated to the production of fine jewellery. There are two workbenches fitted with tiny vices, magnifying glasses and optics, cut and uncut stones (many worthless, but d10+5 worth 200s each), and two trophy stones ready for setting: large diamonds worth 500s and 650s each. In addition, the worked precious metal, ingots, and other settings in the room are collectively worth 800s. None of the pieces in this room are finished. 
  6. Sun Room. A room with unusually large glass windows that take up nearly the entire outward facing walls. Full of almost fifty potted plants of all sizes and varieties, kept in lush good health by the attention of the Butler. An Iron Manikin holding a halberd stands guard in amongst to greenery, and will block access to the stairwell leading up to the Western Tower. 
  7. The Writing Room. Locked. Large, well ventilated, heavy bars on all the windows. A small library arranged on bookshelves, mostly Dramaturgy, History (lots on the Old Capital), and Aesthetics. Very large writing desk, covered in papers. In  this room there are 2 normal plays and 4 difficult plays. Sitting at the desk is the corpse of The Playwright, wrapped up and strangled in wire, which has been possessed by its own entity, Degradation. Degradation believes itself to be the still-living Playwright, and will try to talk with you if you enter, but the corpse that it puppets is no longer able to form language with its ruined throat. When it hears its own gurgling voice, Degradation will panic and attack in a terrified rage. See Dramatis Personae, below, for stats.
  8. The Gentle Oubliette. A nicely furnished living space, with a comfortable bed, rich furnishings, and beautiful paintings on the wall, mostly of bucolic land- and sky-scapes. Uniquely in the manor, these seem to have been done by another painter, not whoever has been painting the 'chaos scenes' more usually displayed. Beneath the pillow is a crude shiv, made from a broken pen sharpened to a long, deadly point. Beside the bed is a dresser filled with two full suits of expensive clothing. 
  9. Eastern Upper Passage. Immaculately clean and well lit. Halfway down the corridor, an Iron Manikin holding a halberd stands guard, blocking access to rooms 12, 13, and 14. It will attack you if you try to pass it.
  10. Jackets. A walk in wardrobe with a large mirror making up the back wall. The walls are lined three or four layers deep with beautiful and expensive jackets, of many colours and cuts. There is probably 10000 worth of fine goods in here. If you take a jacket from the racks, a Cloth Manikin will step out from behind the mirror, and stand to attention. If you place the jacket on the manikin, it will pose and slowly turn for you, until you remove the jacket. If you attempt to remove any of the jackets from the room, the manikin will pull a long steel misericorde from behind the mirror and try to kill you with it. As it does so, a second Cloth Manikin, armed with a silk cord, will step out from the other side of the mirror, and likewise attack. A silk cord can only be used as a weapon when grappling, but does d8 strangulation damage if it hits. For each turn you are strangled in this way, you gain a point of fatigue. 
  11. Makeup and Jewellery. A large mirror dominates the back wall. Four Cloth Manikins stand in the corners of the room. The walls are festooned in the most exquisite jewellery imaginable - truly a treasure house for royalty. There is 20000s worth of lucre in this room, and (as a treat, if you are amenable to such things) each player may describe their own most coveted item - it will be there. There is also a large glass amphora of acid standing to the side of the mirror. If you take a piece from the wall, the closest manikin will step towards you are allow itself to be adorned with it. It will then pose and turn slowly, until you remove the jewels. If you attempt to take anything from the room, two of the manikins will grapple you and the other two will attempt to pour acid on you. If you are grappled and they accomplish this, both you and anything grappling you take 2d10 acid damage for each turn they have you held down beneath the deluge.  
  12. War Room and Study. Stocked bookshelves, focused on Time Travel, Logistics and Strategy (especially of the White City), Diseases and Poisons, and Speculative Theology. Several large desks, covered in maps and timelines (lots of timelines). An exquisitely inlaid crossbow and a rapier +1 lie to-hand on one of the tables. There is also a mirrored mask, a lantern that can be loaded with coloured lenses, and 15 crossbow bolts, each of which delivers a random disease to anything that it wounds. Detailed study of the material in this room will slowly reveal a thorough and meticulous plan to attack the Material Hell using Returner Demons as unwilling attack vectors for biological and chemical warfare. 
  13. Eastern Staircase. A bare and silent stone room. The staircase continues up into the tower Observatory. 
  14. Master Bedroom. A beautiful bed, several dressmakers manikins (inanimate) with various jackets and jewellery on them (2000s silver all told) - choice picks from down the hall. Above the bed, resting on brass hooks, is a star weapon rifle - repeating and sighted, with twelve shots remaining. 
  15. Upper Reception. Plush seating for around 60, two large chandeliers. a Stage has been set up, but is unattended. The doors to the theatre are guarded by an unarmed Iron Manikin
  16. The Circle. The second level of the theatre seating. The northern border of the room opens into empty space above the stage, and affords a view down. Seating for around 100. As in the theatre downstairs, the floor space is taken up by rows of seating which will restrict movement. There are clear channels down the middle, along the back, and at the sides of the room. There is also a spotlight installed at the northern balcony, which can be opened and shut with a lever at its side, and pivoted on a turret mount. It can be shone down onto the stage during performances, and some plays will require someone to control the spotlight to be successfully completed. If you open the spotlight, you will discover that it contains a Forever Lantern inside. 
  17. The King's Box. Prime seating above the stage. Contains seating for two, a bottle of white spirit, and three large spools of wire. 
  18. The Baroness' Box. The seating in this box has been smashed to pieces, and the walls and floor have been deeply gouged into. If it has not been slain, you will find the Wire Body here.
  19. The Western Tower. Possibly a guest room. Now bare, except for a humble bed and an easel with a small wooden board. A strange and terrible figure stands in front of the easel - the False King Magda. The False King is completely inert, and will remain so unless certain conditions are met. See below for details. The painting on the board is a very beautiful portrait of the Baroness as a younger woman. 
  20. The Observatory. A room built around a large iron telescope, pointed through the roof at the sky. Not focused on anything at the moment, but can be calibrated using the settings at its side. If you have studied the material in the War Room, you will have certain coordinates that you can input into the telescope - distant stars that pulse strangely. There are MANY warnings in the notes that tell you that this is a terrible, terrible idea, and that it might kill you in the worst way imaginable. If you spend more than 10 seconds looking at them, they will look back and see you. From now, you will be visited by one Returner Demon every d3+1 years, each more horrible than the last. 

BESTIARY

Wire Body. This horrible thing is human-shaped but made completely from twisted coils of steel concertina wire. Technically it was once a demon, but it no longer remembers this, or anything about Hell or the future, after years of torture at Magda's hands. It has been bound into this shape, and can no longer form coherent thoughts. If it sees a living thing it will attempt to touch and embrace them, with invariably fatal results. It cringes and flees from pain.

HD6, Wire Cutter (see below), armour as chain, speed: twice human, disposition: confused, frightened, cringing, dissociative. In addition:
  • Wire Cutter: If you are grappled by the Wire Body, you immediately take d4 slashing damage. If you attempt to escape the grapple, and when you start your turn grappled, you take an additional d4 (this means that you can take multiple d4s per turn). If the Wire Body begins its turn grappling someone, it will squeeze them for d8 slashing damage. If you are wearing heavy armour, all damage taken from the Wire Cutter is halved, rounding up. 
  • Steel Body: All physical damage reduced to 1. The Wire Body is completely immune to fire and cold damage. 
  • Once Helpless: The Wire Body does not feel pain, except from psychic, acid, electricity, and other rare damage types determined by the DM. If you can cause it pain, it will immediately flee the encounter, shrieking horribly. Keep its HP consistent across encounters. 

DRAMATIS PERSONAE

The Playwright, Degradation

A young prodigy artist of the capital, kidnapped by Magda long ago and held in the Gentle Oubliette. Her corpse is now possessed by her still conscious entity, Degradation, who believes itself to be her. 

If angered of frightened, the entity will lash out and attack.

HD1 (hp 6), unarmed, unarmoured, speed: wire-wrapped zombie shuffle (about 1/4 human walking speed), disposition: scared, desperate for this nightmare to end.  

Degradation adds d6 psychic damage to its unarmed attacks, and additional inflicts 1 psychic damage per turn to all enemies in the same room. The body feels no pain, and all physical damage against it is halved. 


False King Magda

One of Magda's ill-fated immortality projects.

A magnificent puppet-body built entirely from star metal, at unbelievable price. It stands about 8 feet tall, and has been expertly painted to resemble a female body in plate armour. The face is Magda's face, stern and serene. It wears around 2500s worth of necklaces and bracelets, mostly in diamonds and gold. It is inert, unless the PCs bring the Magda-puppet from Magda's Needle, and insert it into the cavity at the back that has been built for the purpose.

If this happens, an entity brainwashed into believing that it is Magda's consciousness will take over. It is a good facsimile, but not quite as subtle, intelligent, lucid, or cruel as the original. Will respond very badly (and with great violence) if you ever say that it is not the original.

Will probably demand fealty if you wake it up, and give you good terms. Working with Magda is a very bad idea, as the state of the theatre will hopefully show. 

HD8, star metal fists (d10 x2), Energy Lance, armour: as Plate +2, speed: as human, disposition: intelligent, manipulative, charming, driven, utterly ruthless. The False King is not really a monster, it is an NPC and its agenda will be to consolidate power and restart its campaign against the Material Hell. 

Energy Lance: may spend d6 HP to fire this weapon. Arcing red lighting erupts from the mouth of the puppet, and blasts whatever is in front of it with awful heat and force. This is a cone attack that deals 2d10 lighting damage to a range of 40ft. Anything flammable in the cone is set alight. 

Star Metal Body: All physical Damage reduced to 1.


MAGIC ITEMS

Forever Lantern. Small hand lamps that burn indefinitely without fuel, and give off a strange, harsh white light. Anything invisible that falls beneath this light is made visible. The lantern gives off an unpleasant, high-pitched buzzing noise. 

Ray Caster. 2 Slots. A device that looks something like an iron rifle, with a wide barrel, and a bulky compartment that takes up most of its structure. If the compartment is opened, you will see that the 'barrel' is a series of lenses. The compartment is designed to secure small lanterns of various kinds in place, and anything so secured with emit light from the barrel at 4x the range it would normally, but in a narrow cone, like a searchlight. This light has any properties that it would normally have (if you find a way to project sunlight, it will hurt anything that regular sunlight hurts) when projected this way. The Ray Caster can additionally be fitted with coloured filters and lenses along its length to change the focusing range: a wide cone at 2x range, a narrower cone at 4x range, and a very narrow cone at 8x range. If a Forever Lantern (or similarly powerful source) is placed inside the compartment, the light can focused and used to start fires up to ranges of 100ft. This takes a steady hand, a combustible surface, and about five minutes of holding the barrel in place. 


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