Lovejoy Summer Mansion

The Lovejoy Summer Mansion is one of the many mansions of the Lovejoy Family. It is located somewhere in Hyranor, although its specific location is unknown. The building is one of the main locations of Arc 2, and its basement serves as a kind of dungeon for this arc.

## Description

The Lovejoy Summer Mansion is a secret mansion, that not even the children of the family know about. It is heavily guarded and only accessible for Gem Lovejoy herself through a teleportation circle, for which she has to identify herself with her diadem. Additionally, a specific set of runes is necessary to teleport to the right destination.

### Outside

The Summer Mansion is built in the shape of an upside down U when looking from above, and inside the U is the courtyard, which is about two hundred feet long. On the other side of a courtyard is a grand maze.

On the entrance to the mansion there are two big statues, one of Gem and one of Jack, standing at the sides. Also, there are two staircases that lead up to the second floor, where there is a balcony that stretches all the way around.

On top of the building are some decorative stones and two Gargoyles, which are husbands.

#### The Maze

You can find a detailed videodescription of the maze, including a sketch, uploaded by Gus on his TikTok: https://vm.tiktok.com/ZML2a87f2/

The teleportation circle one arrives at when visiting the Summer Mansion is situated in the middle of a hedge maze. This hedges are made of tall, shifting and moving vines, but the ways through the maze don't change. The hedges have spikes on top, and the vines try to pull in anyone that touches them: anyone that touches the walls takes 1d10 piercing damage, and has to succeed on a DC 14 Strength save or be restrained as the vines reach out.

Mechanically, to get out of the maze, an Investigation check with a DC of 15 has to be hit by the person leading the search. After 5 successes, with Nat 20s counting as two, and a fail by more than 5 (meaning when DC 10 is not hit) leading to a loss of one success, the way out is found.

The maze is patrolled by monodrones, flying robots that can throw javelins and immediately produce a new one. To not be seen by the monodrones on the search for the way out, everyone in the maze has to succeed on a DC 10 Stealth check. If they spot an intruder who is not Gem Lovejoy (wearing the crown doesn't fool them), they fly away, and the players inside the maze have 5 minus their number of successes rounds time to stop the monodrones.

If the monodrones get away, they reach a button outside the maze that sets the maze on fire once pressed. Everyone still inside the maze then takes 2d10 fire damage at the start of each round. This button also activates two animated suits of armour that each stand ten feet away from the exit of the maze, one to the left, one to the right.

Upon exiting the maze, one lands in the courtyard.

#### The Courtyard

The courtyard is patrolled by a swarm of monodrones, and upon exiting the maze, the party is immediately spotted by them, and one of them presses the button to set the maze aflame and activate the suits of armour. Additionally, the gargoyles from the top of the building will also try to defend it.

The courtyard is vast, glorious, and beautiful. In its centre, there is a reflection pool, and on either side of the pool are eight stone pedestals that follow it. Next to the pedestals are gorgeous gardens filled with lush trees and greenery, big boulders, and moss covered stones. Before the pool, there is an archway with Elvish script written on top: "When the sky falls to the ground, may no Lovejoy find safety below without their family beside them".

Engraved on the pedestals are the names of the sixteen Lovejoy children, and on top of them are pressure plates. When the pressure plate is activated, a musical note, a single humming tone, can be heard. Every pedestal has another tone. Activating all of them at once leads to a harmony, and the pedestals start shaking and trembling. The whole courtyard changes its form, the water in the pool recedes, and the pedestals are lowering and the ground around them as well. They form a staircase, with the pedestals for the oldest two children at the bottom, and the ones for the youngest two at the top, and lead underground towards a giant stone wall with a single doorway in the middle of it. This door, wide enough for one person to go through, leads into a hallway, and into the hidden bunker.

### The Hidden Basement

\*\*Please note there are more rooms, each Lovejoy child has their own room, but not all of them were explored so they're not all noted

#### Room 1: Hallway

The hallway that leads into the basement is 40 feet long and about 5 feet wide. At first, there is some water on the floor that has washed into it through some cracks from the reflecting pool, but advancing into the hallway, this water is soon replaced by (very flammable) grease or oil. The hallway leads to a doorway, behind which a room can be seen.

#### Room 2: Living Room

Directly behind the doorway to the living room is a pressure plate in the floor. Stepping onto the pressure plate sets the grease in the hallway on fire.

The living room is a cozy room that is surprisingly small for a Lovejoy construction, but very comfortable. The walls and floor are made of dark stone. It is furnished with green plush furniture with dark, intricately carved wood. Atop a fine and beautiful elliptical green and gold rug stands a custom little coffee table made of dark wood. The rug was stolen by Ash and Sasha during Arc 2. On the backwall there is a magical fireplace with a continuous fire that provides heat, but isn't actually burning. It is a lovely place to sit down in and relax.

There is a doorway to the right leading to room 3, and a door in the back of the room, right next to the fireplace and across from the entry, leading to room 4.

#### Room 3: The Kitchen

The kitchen is in the shape of an L. There is a big long dining table placed in it that has nineteen different place settings and chairs. No names are on the place settings or chairs, but etched into every chair is the same magic glyph. Taking a seat on a chair activates the glyph, and immediately, food appears on the plate in front of the chair, and the glass is filled with water.

There is also a big long counter with some cabinets running across the back wall. The cabinets are stocked full of different ingredients and good, nothing fancy, but everything necessary to cook basic things.

The chicken appearing on the table is pretty bland, and there is no wine, but the food does provide sustenance.

#### Room 4: Another Hallway

On the left of the hallway, there is a door, and after that, there are pairs of doors on both sides of the hallway that extend all the way down to the back. There are names written into each of these doors. The first door on the left has "Gem and Jack" written into it, and the others the name of one Lovejoy child each, in descending order of age.

Standing outside each of these doors is a tridrone, a human-sized robot in the shape of an inverted trigonal pyramid with legs sticking out. Each side of the pyramid has a face, and they are made of a mix of organic material and metal. They are all dormant, standing there with their eyes closed and holding javelins in each of their arms.

The hallway has no other exit than into the room of the various members of the Lovejoy family. Not all rooms got a description on podcast, but those that did are described with the children's rooms first, in descending age order, and the room of Gem and Jack last.

#### Room 5: Richard's Room

Richard's room includes a bed with red bedding, a big mirror, a nice little armchair and an endtable. On the endtable there is a giant, leather-bound book, that says "The Boys" on the front. It's a photo album that shows the viewer the people or person most important to them. When a page is ripped out of the book, the picture doesn't change.

#### Room 6: Clay's Room

This room includes a pottery wheel with a pole in the middle, and a calendar on the wall that says "The Sexiest Potters of Hyranor". This calendar was stolen during Arc 2 by Ash.

#### Room 7: Robyn's Room

The room is 10 by 15 feet big and includes a comfortable, but not super lavish or high end looking bed with black bedding, a place to sit, a desk, and a shelf. In the room, an empty notebook can be found, as well as some things for birdwatching:

* A big book on the shelf that is titled "The Great Avians of Hyranor": The book has been hollowed out in the middle and includes some rolling paper, some tobacco, and a flask of wine.
* A very fancy looking pair of binoculars on a display stand on the desk: They have an aura of Divination magic.
* A bag of birdseed: They have an aura of Conjuration magic. When throwing some birdseeds to the ground, choose from the following: warhorse, pony, camel, elk, or mastiff. A spirit in this form appears. The spirit can be seen by everyone, and can telepathically communicate with the person that summoned it. Until the spirit dies, it can be summoned and dispelled at will, and when it dies it can be summoned again by using more birdseed. As Robyn summons it, she decides for an elk, and names it Cardinal.
* A birdwhistle: When blowing it, it doesn't make a noise, but takes away all the noise in a room.

#### Room 8: Hope's Room

In this room, there is a lovely desk with a place to write letters and a large quill. It also includes a calendar with different pictures of Sugar and a place where she can pray to her goddess Pelor.

#### Room 9: Gem and Jack's Room

This room is a bit larger than the ones of the children, and has an L shape. It is made up out of a section that is 20 feet long and 10 feet wide, and then turns around and there is another section on the side. In the centre of the room, there is a curtain that can be drawn.

On the entry-side of the curtain, there is a bed on the side that is probably meant for one person, and that has pretty sturdy metal hooks above it in the wall that are meant to hold up something very heavy.

Behind the curtain, there is a larger bed for to people. There are also two desks in this room, one for Gem, which is pretty empty and spotless, and one for Jack, which is full of knick-knacks, tools, books, and supplies.

Around the bend, there is a massive painting of the entire immediate Lovejoy Family in formal wear on an obnoxiously long couch. Their outfits are all very classy and aligned, and they look serious and dignified. The painting takes up the whole wall and is stuck on it, there is no way to look behind it. When casting Detect Magic, the painting has a Illusion and Abjuration aura.

When someone that has taken something from one of the children's rooms approaches the painting, the person in the painting that the thing was taken from melts away and reveals a hole in the wall that one can go through and enter room 10.

#### Room 10: Behind the Painting

Walking through the painting reveals another extension of the same room. There is unfinished stone floor running ten feet back, and then a big stone wall. Along the bottom edge of this one wall they are facing, there is a seam. The wall can be lifted and held up by succeeding on a DC 20 Athletics check, and behind it there is the vault (room 11). The wall is very heavy and could probably destroy a piece of furniture put under it. To continue holding it up, a DC 10 strength save has to be made every round. The DC increases by 5 each round, and if the character trying to hold up the wall fails the save, they can either decide to let go of the wall, or take a level of exhaustion.

#### Room 11: The Summervault

You can find a detailed videodescription of the vault, including two sketches, uploaded by Gus on his TikTok: https://vm.tiktok.com/ZMR3oVVwK/

Behind the wall is a 40 feet long and 20 feet wide vault. Three rows of shelves go around the perimeter of the room at five, ten and fifteen feet above ground. The shelves are full of precious gems and jewellery, but not many heirlooms, and on the top shelves are boxes made of the same type of metal as the shelves. Immediately behind the wall, there are 5 feet of empty room. After that, the next 35 feet of room are filled with prismatic lasers, magical beams of energy that are being shot out from different spots on the shelves. Fifteen feet into the room, there is a circular platform in the room, about a foot off the ground. A bit farther in the back and higher up, there are two other platforms.

To advance through the lasers, an Acrobatics check has to be made. To get through the first 10 feet of the lasers, the DC is 12, after that, the DC increases by 3 for each round. If a character succeeds on their check by 5 or more, the DC does not increase for the next round. If they succeed by 10 or more, the DC goes down by 3. (The variable DCs were suggested by Tali on patreon.)

If this check is failed, the character is hit by a laser and has to roll a d8 to determine the effect from the Prismatic Spray table, although all damage is reduced to 2d6. On an 8, they take damage, and additionally, the security system is activated. (The prismatic lasers were suggested by Grid on patreon.)

When the alarm is triggered, all the lasers turn into acid launchers spraying acid into the room, filling it with 6 inches of acid per round. Everyone inside the acid takes 2d6 acid damage at the start of their turn. An audible alarm starts, and on the circular platform, a pentadrone falls down, a robot with five parts splayed out like a starfish and an eye on each of its five parts. On the other two platforms, quadrones fall down, which have wings and a bow each.

On the bottom shelf of the back wall, there is an arcane control panel with runes etched into it that can shut off the security system, including the drones. To work on the panel, a character can roll either Arcana or Investigation. If the result does not hit a DC of 5, the alarm is triggered if it wasn't before. Succeeding on a DC of 15 leads to a total magic shutdown, which stops the alarm, but also all other magic of the mansion, including the teleportation circles. On a success of at least 20, the total magic shutdown is optional. Only when hitting a DC of 25, the security system is disabled without shutting down the rest of the magic.

On the top shelf of the back wall, there is a locked box with three different non-magical locks on it. Inside the box is a rough looking rock crackling with fire: the Ember Gem. It takes a DC 10 Athletics check to climb the shelves and reach the box. The box cannot be taken down from the shelf, it is part of it. All of the locks can be picked with a DC 12 Thieves' Tools check, but one of them is a trick lock that will set the alarm off. To find the trick lock, one has to succeed on a DC 20 Investigation check. (The trick lock was suggested by Mimbles on patreon.)

To leave, the same way out is being taken as in, if the Teleportation circles still work.