• Location • Umbrage Manor

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Umbrage Manor

Umbrage Manor
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Umbrage Manor has been abandoned for nearly five decades. Rumoured to be haunted, and known to be occupied by scofflaw squatters and Shadow Quarter members hiding out from the authorities, the Manor is only accessible by special keys bearing the name "Umbrage" upon their tab. These keys can sometimes be found around the city, sometimes in pouches full of tavern tokens, or else in half-drunken bottles. Feel free to be creative about how you find your first key, which will open the doors to Umbrage Manor once entered, and once when you exit before breaking in the lock.

The manor is much larger on the inside than the outside, seeming to go up many floors, and down many sublevels, into the very bones of the Mountain or the clouds among the sky. However to the outside, it appears a large abandoned manor house in the Glass Quarter.

Adventures can be had, for those willing to brave the shadowed halls.

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Off Topic
Note about Collabs vs Solos:

Collabs may follow the same rules, with one exception. Instead of facing only one encounter, navigational threat, or reward, collabs double (or triple depending on the number of players involved). Otherwise, going to the Manor in a collab necessarily counts as one of each member's incursion into the Manor.

Rules & Stuff

  • Each season, you may undertake one individual expedition into Umbrage Manor. This can be extended into several, if you opt to find Umbrage keys leading further into the cellar, or up into the attic.
  • For each venture into Umbrage Manor, you must undertake one navigational threat, one encounter threat, and then work out what kinds of injuries you get from it based on skill use/story/difficulty of each threat.
  • You may forgo a reward at the end of the adventure with an acquisition of a key that allows you to venture deeper into the Umbrage Manor. How far these keys allow you to venture, is detailed in the rewards section of this article.
    • Once found in the cycle, an Umbrage Key may not be found again for another cycle, limiting by necessity the number of times you can delve into the Umbrage Manor.
  • For each other venture into the Umbrage Manor, you may claim one reward set, congruent with the lowest Encounter or Navigational threat you undertook.
Navigational Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the Manor as you wish. Navigational threats are curtailed and dealt with generally with survival and or movement skills. Rupturing/fieldcraft/hunting/logistics, depending on story and how you approach the challenges, and how well your approach matches up to the challenge.

Novice: The foyer to the Umbrage Manor, which has creaky floor boards and doors with unoiled hinges that alert some vaguely hostile residents. Easy locks barrinig passage. Splinters in the wood work. Minor traps.
Competent: A deeper room in Umbrage Manor, which has some noisy hallways where sound carries, alerting more of he denizens and inviting a larger amount of encounters. Average locks that bar passage to deeper levels of the Umbrage Manor. Competently crafted and hidden traps.
Expert: A wine cellar or attic in Umbrage Manor, which has some noisy hallways where sound carries and noxious fumes that fill the air, alerting more of he denizens and inviting constant encounters. Good-Quality locks that bar passage to deeper levels of the Umbrage Manor. Expertly crafted and hidden traps.
Master: A smelly and noxious sewer, filled with acrid fluids and darkened passages that a torch barely illuminates. Sound carries absurdly well in this sewer, inviting a constant stream of large encounters. Master -Quality locks that bar passage to deeper levels of the Umbrage Manor. Masterfully crafted and hidden traps.
Encounter Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the encounters as you wish. Encounter threats are curtailed and dealt with generally with combat and combat support skills (such as magic, strength, athletics, etc.). Which skills will help most depend on story and how you approach the challenges, and how well your approach matches up to the challenge.

Novice: An echo ghost just emerged from the Beneath, A drunken squatter that thinks he knows how to brawl. Small animals (rats, small dogs, spiders, snakes), one or two problins, and maybe a vino slime.
Competent: A phantom ghost, glutted with ectoplasm and ready to inflict its misery upon anyone it finds. A drunken squatter that is a washed up brawler who placed moderately on the brawling circuit. Medium animals (Dogs, large numbers of rats, Spiders, and snakes), a dozen problins, and vino and stout slimes of moderate stature. Shadow Quarter prospect that is looking for treasure.
Expert: A powerful phantom ghost, bearing expert ghost skills to cause mayhem with any interlopers, A group of squatters that are expert brawlers or fighters of various stripes. Shadow Quarter goon squads. Medium animals (Dogs, large numbers of rats, Spiders, and snakes), a few dozen problins, large numbers of vino slimes and stout slimes.
Master: An Empty or Risen ghost, with master level ghost skills and some combat or social skills to meddle with invaders. A pair of brawling champs that are masters of combat of various weapons and styles. Shadow Quarter Soldier with a few prospects accompanying. Large monsters or animals (Bears, infinite number of rats, Spiders, and large snakes), 300 problins, a flood of vino slimes and stout slimes and maybe a moon slime.
Injuries
Apply injuries with varying severity as determined by your skill level, the story, and the level of the threat faced.

No Injuries: Going to underskilled areas with underskilled threats will generally result in fewer or no injuries.
Light Injuries: Injuries including but not limited to paper-cuts, sprained ankles, exhaustion, or dizziness or disorientation.The least you can expect in an adventure into the Umbrage Manor. For each aspect encountered that matches your skill level, you can expect to get one of these.
Moderate Injuries: Injuries including but not limited to temporary disability, hurts needing immediate medical attention, major exhaustion, hunger, or thirst, and minor twists of bad luck. You can expect an adventure into the Umbrage Manor to result in one of these if the threat exceeds your skill level by one or more.
Serious Injuries: Injuries including but not limited to life-threatening hurts, trauma, broken bones, starvation, dehydration, or unconsciousness, and minor curses. You can expect an adventure into the Umbrage Manor to result in one of these if an encounter or navigation results in expert or higher level threats unless you are one or more skill levels higher than the associated threat.
Extreme injuries: Injuries including but not limited to death, permanent trauma, dismemberment, permanent maiming, or horrible curses. You can expect an adventure into the Umbrage Manor to result in one of these if an encounter or navigation results in master level threats or if you are underskilled by two or more levels.
Rewards
Rewards should be appropriate to the risk involved and the level of threats encountered. You may choose one set of rewards, not to exceed the lowest navigational or encounter threat level you undertake. Please do not abuse this system.

Novice: Small household items and trophies. 1 Basic-quality weapon set or armor find. 1 basic-quality tool kit. tier 1-4 materials or resources. , a flimsy key to Umbrage Manor (enough for 1 more foray into the Umbrage Manor). Treasure worth 1 wp.
Competent: Masterwork household items and trophies. 1 average-quality weapon or armor find. 1 average-quality tool kit. Tier 5-6 materials or resources. A key that can be used to unlock the door, in order to make 2 more forays into the Umbrage Manor, Treasure worth 2 wp.
Expert: Precious household items made from uncommon materials, and rare trophies. 1 good-quality weapon set or armor find. 1 good-qualtiy tool kit. Tier 7 materials or resources. Class 1 wells that can be found in or near the foyer of minor fractures. A sturdy key that can be used to unlock the door, in order to make 3 more forays into the Umbrage Manor, Treasure worth 3 wp.
Master (mod input required for these rewards): Incomparable household items and artwork, made from uncommon materials or of unsurpassed quality. Rare trophies and artifacts (nothing magical). 1 masterwork-quality weapon set or piece of armor. 1 masterwork tool-kit. Tier 8 Resources. Raw wells (quantity determined by appropriately assigned gathering skill)which are appropriate to find deep around minor fractures. A hardened key that can be used to unlock the door, in order to make 4 more forays into the Umbrage Manor,, Treasure worth 4 wp.

Flora



Any / all Flora identified in Rharne Lore may be used or found where appropriate.

Fauna



Any / all Fauna identified in Rharne Lore may be used or found where appropriate.

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Submitted for Development: August/ 17/ 2022
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