Tailored Encounter: The Gallery of Lucien Châteaux

This is intended to be a 3-4 hour one shot for 3-5 15th level characters. 

Any and all feedback is appreciated.

 (ノ◕ヮ◕)ノ*:・゚✧

Backstory (To be read aloud to your party or given as a handout):

At first Lucien Châteaux started his art career with painting postcards and little sketches. He was able to charge them with his latent psychic ability causing them to take a life of their own for a short time. The novelty of them grew and grew until he was approached by a patron of the arts wanting to put their work into a proper gallery. The artist was ecstatic at the prospect, he would be able to work with bigger media than just postcards. 


He worked tirelessly into the nights, sleeping only a few hours here and there in order to fill the gallery with portraits, vistas, and all manners of painted art. He was happy and content for a time, until something in his mind shifted.


The artist who contributed to his gallery went mad over time as he worked. The paintings became more sinister and twisted revealing his mind to be slipping into homicidal rage. The public who visited his gallery loved it as they thought they were seeing a living genius share his greatest work, and in many respects they were right. However the artist couldn't handle it anymore, the voices and the screams of his art rang in his head like a constant tolling bell of doom.


He Snapped.


His art sprang to life on the unveiling of his newest piece... a painting covering the entire backside of the room with several other smaller more contained paintings lined the sides. 100 people instantly were set upon by the paintings, the door locked behind them and the greatest of their mages were unable to unlock the door. The artist was laughing along with their screams of agony as they were crushed by the enclosing room perishing with the public who had come to view his greatest work. His spirit still haunts this gallery trapping all the other spirits of his victims. His spirit and psychic abilities are interlinked with his art, even in death. 


So now here I am: A broke curator with only an abandoned gallery to his name saved by the luck of being sick the day of the premier. You can pass me by and do nothing or you can help me out and give a man some peace and maybe some prosperity. Be warned though, everyone I sent so far has either died in there or barely came back with a shred of sanity. All the survivors say the same thing, though... The paint brush is his power.

(ノ◕ヮ◕)ノ*:・゚✧


Entrance 1

You are admitted to the entrance stricken by its chic atmosphere. But it feels like you're being watched...”

Entering the gallery the players immediately notice how normal it seems. The desk sits there with papers and a book on it. A Perception or Investigation check (no need to roll) on the desk will reveal the book to be a “Death Note” with a scribble on the front, opening it reveals that the entire thing is filled with names you can’t read and eventually drawings. The papers are brochures with information on Lucien’s Gallery. Reading it reveals that Lucien was enamored with the statues he recently created, and insisted they be included in his newest exhibit. The other paper will say in a badly written scribble, as if the writer couldn’t control himself: 

 “The paintbrush is the key." 

The players can make a Perception or Investigation on the shelf but they need to make a Wisdom saving throw or be affected by either one of four vexing sketches and roll initiative. The players can also make a Perception or Investigation check on the painting in the room but it will reveal itself to be a grand painting and an initiative roll. 



The Studio 

The studio is a mess and the floor seems to be strange. There are five skeletons milling about. They instantly set themselves upon you.”

In between the gallery and the entrance is the studio where Lucien stored his art supplies and would publicly create some of his works. It was emptied out for the showing but there are benches and there are 5 reforming skeletons milling about the room. As soon as the players walk into the room the skeletons notice the players and initiative should be rolled. There is a message that speaks into the players' minds as soon as a skeleton is "defeated" that says the following:
"They'll keep coming back... they always come back... only holy rites can truly defeat us."
This is intended to introduce the players to the concept of a group ritual. Non-divine casters can help with a Religion check DC 20; martial characters likewise can make the Religion check. There needs to be at least 3 out of 4 successes but a divine caster (cleric, druid, paladin, or ranger) reduces this number to 2 out of 4 successes. 

As well, there are three shapes on the floor (circle, triangle, and rectangle), which when pressed in the correct order will reveal a secret passage with loot in it. Here are the possible combinations:
  1. triangle-rectangle-circle
  2. triangle-circle-rectangle
  3. rectangle-triangle-circle
  4. rectangle-circle-triangle
  5. circle-triangle-rectangle
  6. circle-rectangle-triangle
Either choose a combination or roll 1d6 to choose. This combination should be the same as the gallery's combination.

Secret Room

This tiny cramped alcove has progressively more erratic writing covering the walls and floors, as well, there are some journal entries strewn about the floor. There is a covered canvas on the wall.”

There's a covered canvas in this room that is unable to be removed by some strong psychic force, as well as progressively insane writing on the walls and papers on the floor. There's a handout for this as well.
 
The Gallery

You are set upon by the beauty and grandeur of the modern art pieces lining the walls. The statues are large and imposing geometric shapes, obviously put there as an offset to the large fresco at the end of the room.”

Entering the gallery nothing seems amiss, at first. The paintings will stay inert until the fresco is activated by a player. The room activates as soon as the paintbrush is interacted with in any manner (i.e. picking it up, touching it, attacking the paintbrush, attempting to cleanse the spirit from the brush). The paintings all focus their efforts to attack, the room has a psychic force field at the end of the room that can’t be passed and blocks all attempts to teleport out of the area  (thereby making spells such as dispel magic or remove curse ineffective), and the fresco will start moving 5 ft. every turn. The key to escaping this room is touching the statues in the correct order. Here are the possible combinations:

  1. pyramid-cube-sphere

  2. pyramid-sphere-cube

  3. cube-pyramid-sphere

  4. cube-sphere-pyramid

  5. sphere-pyramid-cube

  6. sphere-cube-pyramid


Either choose a combination or roll 1d6 to choose. 

 

How to make this encounter harder:

The statues, as a work of art created by Lucien, can also be animated by him. However this makes the encounter exponentially harder, which depending on the group may be fun or frustrating. If you choose to run the encounter this way then you may use the stat block for the adonis statues at the end of the post.  


Entrance 2

You are surprised to see an inky black void on the floor near the door. This is Lucein Châteaux himself come to collect the one thing he cares about most: the paintbrush.”

After your players successfully retrieve the paint brush, they can exit into the triangular entry area. Here the spirit of Lucien Châteaux himself will be, an inky black void with only a mouth as his feature. He has psychically locked these doors as well and the party cannot escape without first dealing with him. The party can attempt to parley with Lucien but one thing is clear: he is insane and dangerous. Lucien has the ability to read minds as well, so if players attempt to plan in this room amongst each other psychically he will be privy to their thoughts. He will even let the players know this with: 

I can hear you think, just so you know...” 

Ideally in the middle of a player communicating a plan they have yet to share with the party. Talk too long and he will attack the party (10 minutes max), plan against him and he attacks the party (referring to him as a obstacle isn’t enough but actively trying to turn against him will trigger him to attack), the only way to convince him to stop is to relinquish the paint brush willingly to him. In receiving the paint brush it slips through his fingers and he realizes that his time is done. He bids the party farewell with “I see I have done many wrongs, perhaps it is time for my punishment...” Alternatively your players can fight him, however unless the area is sanctified in some way by a high level cleric, druid, paladin, or ranger (any divine caster) then your players can avoid him reforming 4 days later. However the divine caster cannot do it all by themself: Non-divine casters can help with a Religion check DC 20; martial characters likewise can make the Religion check. There needs to be at least 3 out of 4 successes but a divine caster reduces this number to 2 out of 4. 

(ノ◕ヮ◕)ノ*:・゚✧
Adonis Statue
medium undead, neutral evil
AC 31 (natural armor)
HP 60 (12d8)
Speed 0 ft.
STR 30 (+10)   DEX 1 (-5)       CON 10 (0)
INT 10 (0)        WIS 10 (+2)    CHA 20 (+5)
Damage Immunities             Fire, cold, lightning
Damage Resistances           Slashing, piercing
Damage Vulnerabilities        Bludgeoning, Acid, Thunder
Condition immunities           All
Senses                                Truesight 5 ft. (blind beyond this radius)
Challenge Rating                 8
Languages                           Common, but can't speak
Proficiency Bonus               +4
False Appearance (Object Form Only). While the statue remains motionless, it is indistinguishable from an ordinary object.
Legendary Actions
Adonis Push. Recharge 3-6. If a creature is within 5 ft. of the statue then, as a reaction, that creature is pushed 20 ft. in a random direction (1d4: 1 North, 2 East, 3 South, 4 West; 1d6: 1 Northeast, 2 East, 3 Southeast, 4 Southwest, 5 West, 6 Northwest) and must make a Dexterity save DC 16 or be knocked prone.
Lair Actions
Manifest Spirit. As a reaction, if the statue is in its object form when hit by an attack or spell, the statue destroys itself and summons 2 enigmas. A new statue is created after the enigmas are defeated at the original place of the statue.


Lucien Châteaux

Large undead, neutral evil

AC  16

HP  240 (20d10 +120)

Speed 0 ft.

STR 10 (0)   DEX 22 (+6)       CON 10 (0)

INT 10 (0)        WIS 14 (+2)    CHA 20 (+5)

Damage Vulnerabilities       Radiant

Damage Immunities            Necrotic, Poison

Damage Resistances         Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

Condition immunities           All

Senses                                Truesight 120 ft. (blind beyond this radius)

Challenge Rating                 17

Languages                           Common

Proficiency Bonus               +5

Passive telepathy. Lucien in life was always aware of the thoughts of others. This ability still is with him in death. This means that Lucien is privy to any psychic communication, as well as auditory. 

Actions

Psychic Assault. Ranged Weapon Attack: +10 to hit, reach 25 ft., one target. 32 (8d6 + 5) psychic damage.

Legendary Actions

Manifest Painting. Recharge 5-6. Lucien can summon one of the following monsters as an action at will: vexing sketch, lovely painting, or dreadful painting. They appear on the closest unoccupied wall and go right after Lucien in initiative order, in order of their creation.

 


Reforming Skeleton

Medium undead, neutral evil
AC  12
HP  28 (4d8 + 8)
Speed 30 ft.
STR 10 (+0)   DEX 14 (+2)       CON 15 (+2)
INT 6 (-2)        WIS 8 (-1)    CHA 10 (0)
Damage Vulnerabilities       Bludgeoning
Damage Immunities            Poison
Condition immunities           Exhaustion, Poisoned
Senses                                Darkvision 60 ft., Passive Perception 9
Challenge Rating                 8
Languages                           Understands all languages it knew in life but can't speak
Proficiency Bonus               +4
Reform. When the skeleton hits 0 hit points roll 1d6: after that many rounds, if the inert skeleton isn't consecrated, then it reform at full hit points.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d6) bludgeoning damage.
Psychic Assault. Ranged Weapon Attack: +4 to hit, reach 15 ft., one target. 4 (1d6) psychic damage.
(ノ◕ヮ◕)ノ*:・゚✧ 
 

Lucien's Paintbrush

Wondrous Item, Legendary, Requires Attunement

You can use one of 4 charges to cast one the following spells as an action:

  • Major Image

  • Hallucinatory Terrain

  • Phantasmal Killer

  • Programmed Illusion

  • Mirage Arcane

You can also cast Silent Image at will.

2 charges of the paintbrush recharge at dawn.

An Arcana check DC 19 will reveal the nature of the paintbrush. Each use of the paintbrush drives your character towards insanity. Roll 2d6 each time a charge of the paintbrush is used, adding that many tally points towards your character going mad. Madness is capped at 100 points, at which point your alignment shifts to neutral evil, and erratic and schizophrenic behaviors are evident to all. Reference the table for the effects the paintbrush has on you.

 
(ノ◕ヮ◕)ノ*:・゚✧ 
Here are all the maps, including gridded and non-gridded versions. As well, there are all the assets used included in that link. Link also contains the handouts, paintbrush item description, and a little skull token to be used for the reforming skeletons.




 
 


 

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