teeth straightening seville

By admin

Magic Car Sales is a leading car dealership that specializes in selling high-quality used cars to customers at affordable prices. With a wide range of makes and models to choose from, customers can find the perfect vehicle to suit their needs and budget. At Magic Car Sales, we believe in making the car buying process as seamless and enjoyable as possible. Our team of friendly and knowledgeable sales professionals are dedicated to assisting customers in finding their dream car. Whether it's a sleek sedan, a spacious SUV, or a sporty coupe, our inventory has something for everyone. One of the key aspects that sets Magic Car Sales apart from other dealerships is our commitment to providing transparency and honesty.


There are no comments for Enchanted Rock At Night. Click here to post the first comment.

It was a labyrinthine brick building dating back to 1805, came complete with ghosts, and while no pets were technically allowed, several windows at night were silhouetted with incandescently backlit cats casting their noble shadows on the passersby below. The crux of the riddle is that, as the note was written backwards, the opposite of the written tasks must be performed in order to deactivate the animated objects in the room.

Witch puzzle company enchanted banquet

One of the key aspects that sets Magic Car Sales apart from other dealerships is our commitment to providing transparency and honesty. Each vehicle on our lot undergoes a thorough inspection to ensure that it is in excellent condition and meets our high standards. Additionally, we provide a comprehensive vehicle history report for every car, so customers can have complete peace of mind.

Through an Enchanted Castle

This short adventure is designed to take a group of players through a castle-themed “dungeon” where mundane items are more than they seem. I ran this for a group of 4 level 6 characters; it should be fairly easy to tune for a range of levels by swapping for appropriate monsters. For example, a lower-level Helmed Horror could be Animated Armor, while a higher-level could use the stats of a Golem. I’ll also be making use of the Angry GM’s “Paragon Monsters,” which you can read about here ( https://theangrygm.com/return-of-the-son-of-the-dd-boss-fight-now-in-5e/ ). Maps, including images, Dungeondraft files, and VTT export, are available using this link: https://drive.google.com/drive/folders/1Y47Ooh8IVzwlLwBqIyoiHdAtCFBfWDp8?usp=sharing

Backstory:

Much of the backstory and setup is pure suggestion; this should be easy to drag and drop most anywhere, changing the details to suit your needs. Maybe this is an abandoned ruin, from which no upstart thief or desperate tomb robber has ever returned. Perhaps this is the home of a mad enchanter, and you are promised lavish pay to make a “simple” delivery. In this case, I ran it as a lordly keep, the owner of which the party sought out, pursuing rumors of his magic weapon.

The Lord (knight) was once a daring adventurer, but in his retirement has returned to his ancestral keep, where he watches over the road and provides shelter to the peasantry in times of strife. He lives with a gardener, a stable hand, a cook (all commoners), and an old hedge witch (druid) under his employ. If the party approaches by the front gate, they will find the outer gate open and the inner closed. Historically-minded PCs may note that this is an old-fashioned practice from times of peace; travelers could expect to take shelter in the space between gates, even if the lord wasn’t home or didn’t hear them request entry. If they shout or knock, they will shortly be greeted by one of the staff, who will let them in and offer to take them to the Lord. Specifically, they will lead them from the Courtyard (2) north through the Storeroom (3) and Kitchen (4), then down the Painting Hallway (9) to the Great Hall (10). The party will see a simply-adorned throne (more of a large chair, really) at one end of the feast table, behind which stands a resplendent suit of armor.

The Lord himself is not at his throne, but is seated at the feast table, with an assortment of documents (titles to land, disputes between neighbors etc.) arranged before him. He is well-mannered and jovial, and will offer the party a warm meal in the Great Hall and a place to stay on the grounds for the night. If the party asks of him a small favor he is likely to grant it, for larger favors, he proposes a challenge. In this scenario, the party will likely be asking to borrow a Rare weapon (such as a Giant Slayer or Flame Tongue), one of his family’s relics. The sword in question is mounted high on the wall of the Great Hall, behind the throne and above the armor, clearly in view of anyone in the hall.

The Lord’s proposed challenge is that the PCs must exit the keep, and then “simply” retrieve the sword from the wall, with the keep’s defenses in place. This could be changed to sitting on the throne, or some other task within the Great Hall if the PCs aren’t after the weapon. The second floor of the Great Hall is off-limits, as that is where non-combatants will be staying for the test. He will not answer any other questions about the keep, citing that it would be “unsporting,” but he will offer that the task will be strictly non-lethal*. He will leave the room to allow the party to plan, but will insist that they attempt the challenge before the end of the day (no running back to town for a ballista!). If the party accepts, the game is on!

*Mechanically, this means that any creature that fails its death saving throws will, instead of dying, be teleported to a bed on the second floor of the Great Hall (11) and subjected to the Spare the Dying spell. They will be able to spend hit dice after resting in this fashion for the duration of a short rest, or choose to remain for a long rest.

1: The Gates

To start the challenge, the party will begin at the front gates. The walls of the keep are made of well-maintained, cut, and mortared stone. The walls around the Courtyard are 15 feet high, those around the Garden, Great Hall, and the towers are 20ft high. Climbing the walls without equipment requires a DC 20 Strength (Athletics) check for every 5 ft of travel. Failing the check by 5 or more results in the PC falling, taking 1d6 damage for every 10 ft.

The front gates can be broken through with a DC 25 Strength (Athletics) check each. Give Advantage on the check for creative use of tools, like using a tree as a ram or pry bar, but keep in mind that the gates are very large and normal adventuring equipment may be useful. They cannot be “picked” per se, as they don’t have a lock, but rather are barred from the inside; any thievery-minded player would know this, and can make a DC 15 Dexterity (Sleight of Hand) check to open the gate from the outside with appropriate tools such as a crowbar, length of wire, etc. Normal Thieves’ Tools will not work in this instance. The gates can be easily unbarred from the inside; the bar of each weighs 25 pounds.

2: The Courtyard

Inside the walls is a grassy courtyard. In the Northwest and Southwest corners are guard towers, they contain 4 torches, and nothing else. Attached to the Southwest tower is a small storeroom containing 9 spears and 10 shortbows with 10 arrows each.

In the South of the courtyard is a stable with 3 horses. If the party brought horses with them, the Lord would offer to let them stay here.

To the North is a door leading to the Storeroom and Kitchen, the path they were led through earlier to meet the Lord. The door is unlocked.

In the Southeast corner, leading to the gardens, is an ornate metal door, with relief sculptures of two horses rearing above a tangle of startlingly realistic snakes. In front of the door there is a large metal plate. The door has no handle, and no obvious mechanism to open it.

The metal plate is a pressure plate; it requires ~2000 lbs to activate, and opens the gate. When a horse is brought within 5ft of the pressure plate, the tangle of snakes on the door appears to “come to life,” as with the Major Image spell. They writhe in place, hiss loudly, and lunge at any who approach. They are harmless, but will spook the horses. Horses can be coerced onto the pressure plate with a DC25 Wisdom (Animal Handling) check. Failing this check will cause the horses to flee back into the courtyard - they will need 10 minutes to calm down enough to be handled again. Preventing the horses from seeing and hearing the snakes lowers the DC by 10 each; the illusion can also be dispelled.

Hints:
DC10 Intelligence (Investigation): The metal plate in front of the gate is a pressure plate.

DC15 Wisdom (Perception): The plate moves slightly with a person’s weight, but it seems like it will need at least 10 people to actually set it off.

DC15 Intelligence (Nature): The snakes don’t look like any found in the local area - or any area for that matter.

DC10 Intelligence (Arcana): The snakes move in the same pattern over and over - they are likely an illusion.

DC15 Wisdom (Animal Handling): Sometimes blinders are used to keep young horses from getting spooked on the trail.

3: Storeroom

This area includes a larder, as well as many crates and barrels full of dry goods. It is clearly more food than the inhabitants of the castle can eat; insightful individuals may realize that it is emergency storage. In the Northwest corner, underneath some crates and barrels, there is a trapdoor that leads down to the Cellar (5). This can be noticed by any character with a Passive Perception of 15, an Investigation check of 12, or by anyone searching the barrels and boxes. An open archway in the eastern wall leads to the Kitchen (4).

4: Kitchen

In the kitchen, you can see a large table, and a fireplace set into the North wall. There is a small, smoldering fire going, and a stack of split wood nearby. The table has a large set of silverware and plates stored in an open box, as well as a large bag of sugar. A set of four matching chairs have been pulled away and are scattered about the room. The eastern door is barred from this side with a bundle of 3 broomsticks. It is otherwise an ordinary kitchen.

Any character who examines the table notices a handwritten note. The text is illegible. An Insight or Investigation check (DC 8) notices that the writing is backwards (a physical prop is highly recommended for this section). The note can be translated with a DC12 Investigation check, or automatically if a mirror or something similar is used. The note is a “to-do” list, as follows;

  1. Put the fire out so it doesn’t get hungry and singe the tablecloth again.
  2. Put away the table setting, we’re expecting guests for dinner.
  3. Pull out all the chairs so nobody trips.
  4. Make sure not to spill the sugar on the floor; it’s our last cup.

The crux of the riddle is that, as the note was written backwards, the opposite of the written tasks must be performed in order to deactivate the animated objects in the room. The hearth is an Animated Fireplace (fire snake) that must be fed a piece of wood. Describe the smoldering fire leaping out to “eat” at the new piece. The table must be set with the silverware in the box. Describe the utensils settling and straightening up once they are set out. The chairs must be pushed in under the Animated Table (animated table). Describe the table legs reaching out to pull the chairs in tightly. Some of the sugar must be spilled onto the floor. When it is, the brooms barring the door will leap up to clean it, and then settle against the wall.

The eastern door is magically sealed. It will open itself if all of the tasks on the “to-do” list riddle are performed. Otherwise, if someone attempts to force the door open (DC28 Strength (Athletics) check), the following will occur depending on which tasks were not performed.

  1. The fireplace (fire snake) will leap out and attack.
  2. The box of silverware will explode outwards. Everyone in the room must make DC 15 Dexterity saving throw. A creature takes 1d8 slashing and 2d6 piercing damage on a failed save, and half on a success. This does not affect the animated objects.
  3. The table (animated table) will attack.
  4. 3 brooms (animated brooms) attack.

When either the puzzle is solved or the attacking objects defeated, the door to the Painting Hallway (9) opens.

5: Cellar

The cellar is cool and dry, and smells faintly of alcohol. The walls and floor are set with well-fitted cut stone. A 3-ft round area at the base of the ladder is darkly stained - inspection reveals it is the remains of some spilled wine. The western end of the cellar is stacked to the ceiling with crates and barrels. They are full of provisions, similar to the Storeroom (3), with the addition of wine and ale.

Against the eastern end of the southern wall is a pair of large chests. One chest is ornately decorated with menacing metal fittings - countless teeth, claws, and tentacles rendered in dark steel. About a foot of space around the chest is spotlessly clean, totally devoid of cobwebs and dust. The handle of the lid is set into the wood, requiring the user to place almost their entire hand inside the fitting to grip the handle. The second chest is plain wood, and unremarkable, with a tasseled rug set in front of it. Both chests are Mimics, and the rug is a Rug of Smothering. They will all attack if someone attempts to open one of the chests. If the chests are defeated, they can be opened - inside the ornate chest is two Potions of Healing, and inside the plain chest is 2d10+5 gold and a bottle containing Oil of Slipperiness.

A hallway leads east to the Crypt (6). It is narrow, with a low ceiling - about 5 feet square. At the end nearest the Cellar there is a metal grate set into the floor - the grating is tight enough that it can be walked across easily, and is sturdy enough to support 800 pounds. Beneath the grating is a 10-foot hole with earthen sides and bottom - it is otherwise unremarkable. Careful observation of the hallway will show that it is spotlessly clean of any dust or debris. A Gelatinous Cube occupies the end of the hallway joining the Crypt (6). If the Gelatinous Cube passes over the grating at the west end of the hallway, it will ooze through the grating and fall into the pit, rendering it harmless.

6: Crypt

The crypt is constructed of smooth panels of cut stone. The air is cool, almost cold, and slightly damp, with a draft from the south. In the center of the room is a 15 by 15 foot stone carving depicting knightly men and women in repose. Each knight is decorated with gold and silver, gems, and gleaming weapons. A horizontal seam runs around the lower third of the statue, indicating some sort of lid - or perhaps an entrance to a lower level (an adventure for some other time). Small piles of gold coins have been placed at the feet of the statues.
The entire statue - including the precious metals, gems, and weapons - is a Living Tomb (Shambling Mound with Necrotic Absorption instead of Lightning Absorption*)*, and will attack if any attempt is made to disturb the tomb, including any of the “treasure.”

At the east end of the crypt is an alcove containing a ladder that leads to the Great Hall (10). A close inspection of the southern wall (Investigation (Intelligence) check, DC15) reveals a cramped tunnel that leads to the Cistern (8).

7: Garden

Inside the garden wall is a well-maintained flower garden, a well, a vegetable garden, and an open shed in the southeast corner. There are several old trees, as well as some trimmed shrubs near the walls of the Great Hall.

The well is in the middle of the gardens, and has several buckets of varying size nearby, along with a functioning winch.
In the east of the gardens, the vegetable patch has onions, carrots, turnips, and common herbs. No weeds can be found.
The shed has herbs and vegetables from the garden hanging to dry. A DC10 Perception (Wisdom) or Investigation (Intelligence) check will reveal a trapdoor in the floor of the shed leading to the Cistern (8).

In the Northwest corner of the garden is a flower garden, which contains several hip-high statues. The flowers are arranged in squares, forming a grid. Statues sit among some of the patches of flowers; a man wearing a crown in white stone, a woman wearing a crown in black stone, a tower of white stone, and a robed man in black stone. The locations of the statues and the colors of the flowers are as illustrated below.

Black Queen, Red Flowers White Flowers White Rook, Blue Flowers
White Flowers Orange Flowers White Flowers
Black Bishop, Pink Flowers White Flowers White King, Green Flowers

At the north end of the gardens is a pair of grand doors that lead to the Great Hall (10). Attached to the door are four brass handles, shaped like vases, pointing directly upwards. There’s a brass plaque on the door, engraved with a riddle:

A knight has two allegiances; the Lords and the Lady.

To protect, body and soul.

The crown is in danger, but what will stand for him?

To solve the riddle, the correct flowers must be placed in each of the vases. When the correct flowers are chosen, the vases will automatically rotate 45 degrees, and a loud mechanical noise can be heard from within the door. If the wrong flowers are put in a vase, it rotates 180 degrees and dumps the flowers out, and remains stuck downwards. The same mechanical noises can be heard within the door - this will still contribute to opening the door, but there will be progressively more severe consequences, listed below.
Riddle Solution:
First vase: A red flower and a green flower.
Second vase: A red flower and pink flower.

Third vase: A pink flower and a blue flower.
Fourth vase: One blue flower

Hints:
Insight (Intelligence) DC10: The statues closely resemble chess pieces.
Insight (Intelligence) DC20: In chess, players can use a technique called castling, which uses the Rook to protect the King.

Religion (Wisdom) DC10: The robed man is carrying religious icons that belong to several gods, all male.

Religion (Wisdom) DC15: The gods the robed man appears to be worshiping all go by the title of “lord” e.g. Lathander the Morninglord.

Consequences:
A trio of Awakened Vegetables (Two twig blights and a vine blight) leap out of the vegetable patch and attack.
Three Awakened Shrubs come to life around the gardens and attack.

Two Wood Woads step out of trees in the corners of the garden and attack.
Two trees come to life as Animated Trees (as from the Treant statblock) and attack.

8: Cistern

The floor, walls, and ceiling cistern is simply well-packed earth. The air is cool, damp, and smells like sweet water. The water in the cistern itself is 15 feet deep, but is very clear. An elegant bottle (a Decanter of Endless Water) is visible at the very bottom. A crack can be seen in the wall opposite the ladder - it looks large enough that a person could squeeze into it. The crack leads to the Crypt (6).
Navigating around the edge of the cistern requires a DC15 Acrobatics (Dexterity) check to avoid slipping on the wet ground and falling in. Falling in, or touching the water, will trigger the resident Water Weird to attack. It will not chase up the ladder.

9: Painting Hallway

This long hallway is richly decorated, with a long, beautiful carpet running the length, a trio of ornate sets of armor set into alcoves, and beautiful pastoral paintings hanging opposite the armors.
When someone reaches the center of the hall, the armors (Helmed Horrors) spring to life and attack. The paintings are magically connected - the armors will leap into one and come flying out of another as the situation calls for it. The armors are not sentient, but possess some degree of intelligence and tactical reasoning - they will target the opponent with either the lowest HP or lowest AC (DMs choice).

The door on the east end leads to the Great Hall (10).

10: Great Hall

The Great Hall is a large and stately, with grand archways and glass windows. The windows are beautifully decorated with stamped metal - they are only about 6 inches wide.

The 30ft ceiling is supported by sturdy pillars of simply carved stone.

When someone enters the Great Hall, it triggers the final line of defenses. The Lord’s Armor (2 paragon Helmed Horrors) will activate and take the weapon from the wall to use in combat. It cannot be truly disarmed - successful attempts to remove the sword from its grasp will instead result in the gauntlet of the armor detaching from the arm, while remaining tightly gripped onto the handle of the Lord’s weapon until it is either reclaimed by the Armor or the Armor is defeated. Meanwhile, two Flying Glaives (2 paragon Flying Swords) will leap from their racks on the wall to assist. The throne joins the battle as an Animated Throne (Animated Table that can cast the following spells; 1/day Bless, 3/day Command). While the throne can move, it will prefer to stay still and cast spells unless someone is adjacent to it, or it has no more castings available. Verbal components of the spells it casts are heard as a booming voice coming from the throne.

11: Great Hall 2nd Floor

This area is not mapped, as it is strictly not a part of the challenge. A pair of spiral staircases lead here from the south end of the Great Hall. It contains the living quarters for the Lord and his retinue, as well as 3 rooms for guests with 2 beds in each. Any living individuals who fail their death saving throws will instead be teleported to one of the beds and stabilized via an automatically-cast Spare the Dying spell. The Lord and the staff will stay here for the duration of the challenge. Attempting to enter the second floor during the trial will first result in a Sending spell from the Lord reminding them of their arrangement - continuing to attempt to enter will result in the Lord calling off the challenge and asking the participants to leave the castle.

Victory!

If the players successfully defeat the Lord’s Armor and claim the weapon, the Lord will descend from one of the spiral staircases, applauding the whole way, followed by the rest of the staff. He will heartily congratulate all of the participants, and insist that they stay for the night, or at least a celebratory meal.
During the celebration, the Lord will excitedly ask them to recount their experience in the challenge, inquiring if any obstacles seemed too easy to overcome or bypass. If any players ask about the various animated objects in the castle, the Lord will offer the following explanation; many generations ago when his forefathers settled this land, they were guided to this very site by a wise druid who sensed powerful magics. A bargain was struck between a brave knight, the druid, and the natural spirits of the land - who were particularly powerful at this location. The knight would defend the land and the people who lived there, and the spirits would in turn defend the castle. What was soon discovered was that the spirits seemed to have a generous definition of what constitutes an “appropriate defender.” While certain techniques and rituals allowed the inhabitants of the castle to direct the spirits towards arms and armor, they seemed to additionally possess objects at random, including (but not limited to) chairs, cutlery, clothing, bedsheets, plants, and (regrettably) chamber pots. Despite this, a relatively peaceful coexistence was had, and the bargain has been kept to the present day. The current Lord is descended from the original knight, and the hedge witch is from a long line of apprentices to the original sage.
The Lord and his staff are very knowledgeable about local dealings, and will freely offer information they know when asked. Equipment can be purchased at the rate in the Player’s Handbook.
When the players are ready to leave, the Lord will ask for a personal favor. He wants the weapon to be personally delivered back to him when they are finished using it. The implication is that he wants it returned because it is a family heirloom, and personally delivered because he’s seen far too many young heroes come home on their shields. As they leave the castle, the residents will wave goodbye from the walls.

Failing the Challenge

If the players fail to complete the challenge, the Lord will commend them for giving it their best shot, and will offer to let them spend the night camping within the walls. The Lord and staff will remain friendly, but the Lord will be disappointed they weren’t able to complete the challenge. If asked about happenings in the local area, the Lord will freely share information, but may be reluctant to share information that he thinks will lead to danger as he isn’t sure the party can handle it.

Religion (Wisdom) DC15: The gods the robed man appears to be worshiping all go by the title of “lord” e.g. Lathander the Morninglord.
Teeth straightening seville

In addition to our impressive selection of used cars, Magic Car Sales also offers flexible financing options to help customers make their car buying dreams a reality. Our finance team works closely with customers to find the best financing solution that suits their individual needs and budget. We understand that each customer's financial situation is unique, and our goal is to assist them in securing the most favorable terms possible. Furthermore, Magic Car Sales also offers a range of after-sales services to ensure that customers receive ongoing support and assistance. From routine maintenance and repairs to vehicle upgrades and customization, our certified technicians and skilled mechanics are here to provide top-notch service. With our extensive experience in the car sales industry, Magic Car Sales has earned a reputation for delivering exceptional customer service and top-quality vehicles. We aim to create long-lasting relationships with our customers based on trust, reliability, and satisfaction. In conclusion, whether you're in the market for a reliable daily driver, a family-friendly vehicle, or a luxurious car, Magic Car Sales is the dealership to visit. With our wide selection, competitive pricing, and excellent customer service, we are confident that we can help you find the perfect car to meet your needs. Come visit us today and experience the magic of Magic Car Sales!.

Reviews for "teeth straightening seville"


Warning: foreach() argument must be of type array|object, string given in /home/default/EN-magic-CATALOG2/data/templates/templ04.txt on line 198

teeth straightening seville

teeth straightening seville