Game Recap: Magic Mansion

With Dov at her side, Nim poses as a werewolf expert, skillfully bluffing the mayor and Protector Nikanor into immediately releasing the village’s prisoner into their care. They discretely dislodge Doumen the Despondent Druid and usher him out of the village to freedom, somehow without fuss or fanfare .  It’s an impressive feat. Before he escapes into the forest, the druid “Nature Wizard” expresses his gratitude; he will not forget the deed.

After that, Daisy and Nim recover for the rest of the day while Dov scopes out Hawksperch, the estate of one Trimphid Chrygora, Gridean wizard-nobleman and all-around jerk-face (official title).  It’s funny that it’s called Hawksperch since it’s at the base of a valley – not exactly living up to its name.  Dov in his stake-out sees no sign of any occupants.

Anafrid Pugis, Trimphid’s steward, is relieved to receive the magical cowl you found in her  family’s demon-purged homestead. When everyone’s ready, she leads you as promised to the front door of Hawksperch. Anafrid warns that she’s pretty sure Trimphid is into some pretty dark stuff, but that he will likely hide it well.  “Don’t be fooled into thinking he’s just a regular old transmuter,” she says. “He takes guests to his workshop frequently, but I can’t imagine that’s his only workshop.  That one has far too many secrets he wouldn’t want people to know.”

Anafrid then faces the door of the mansion and simply knocks on it. A carved owl, set above the entryway to leer down at visitors, suddenly comes alive for a moment and says, “Hooo is it?!” in a menacing voice.  It seems to recognize Anafrid, croaking, “Oh, Hello Little Mouse”.  This is apparently the wizard’s pet name for her, though not an affectionate one, more like a predator to its insignificant prey.

The door, now unlocked, is opened by Anafrid. She then turns to you to bid you a final farewell.  She admits she is confident that Trimphid will seek his revenge for her betrayal, but she is unfazed.  One day, she states, all will know the name Anafrid Pugis, for she will be a great wizard! And with that, she puts on her cowl and escapes into the night.

You begin searching the various rooms of Hawksperch, and Dov concentrates on perceiving any traps or threats.  There seems to be an endless sequence of guest rooms, decorated with Chrygora colors and family crest (a flying griffon).  You learn that Trimphid is quite the enthusiast for the arts: There’s a lounge for watching theatricals and a whole art gallery filled with sculptures and paintings. Dov could tell you all about the historical significance and background of the work. And he does so – at length – perhaps the most Daisy and Nim have ever seen him speak.  It’s clear from the wizard’s taste that Trimphid has an obsession with power and predators – and most especially, himself.

Other discoveries in the house raise a few eyebrows.  The servants’ quarters has hidden peep holes, for example. One room is particularly mysterious: mostly empty except for a chest at the back wall, Dov discerns that it conceals a cunning trap, which he deftly disables.  Any would-be thieves attempting to open the chest are propelled down a hidden chute behind the wall after the floor rotates underneath them. It is unclear where the chute descends into, and no one in the party is willing to investigate further.

One room’s door proves to be difficult to unlock. A failed attempt to disable its trap by Dov  triggers the appearance of a mouth on the door, which warns in a mocking tone,  “I wouldn’t do that if I were you!”   When access is finally gained, the room turns out to be Trimphid’s study. Numerous objects in the room come alive upon entry, and a few – a tapestry on the wall, and two flapping books from the shelves – even attack you. Once these animated items are hacked into immobility, you find a secret staircase behind the large desk, leading down into and underground level below.

Dov goes first, and about half-way down, fails to withstand a magical trap on one of the steps. It teleports him instantly into a small cell room in the pitch black.  Daisy and Nim continue down the stairs, avoiding the trap-step, and find another art gallery below.  This one is clearly meant for the macabre and morbid items in the wizard’s collection – the ones he probably doesn’t want his peers to know he appreciates.  Two hallways lead out from the gallery – one leading to a cozy master bedroom and a griffon’s sleeping chamber (the griffon is thankfully asleep). And the other to a walkway leading to an elevated platform set up with a chair and table, overlooking a circular arena and an outlying ring of cells. As Daisy and Nim step out onto the platform, magic lights illuminate the whole space, Gridean gladiatorial music plays, and each of the cell doors open at once.  Dov is in one of the cells. He steps out and sees Daisy and Nim up above.  What he doesn’t see is the zombie sabre-toothed tiger down in the arena there with him, lumbering toward him.

To Be Continued…

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