House of Stone Properties

Fog Cloud

The House of Stone can not be seen. It is always covered by a thick fog that never blows away. This is a magical field created using a large number of permanent "Guards and Wards (Confusion)" "Solid Fog" and "Gust of Wind"spells. This has ensured privacy for the mad inhabitants of the House. All together there are 30 of these spells cast on areas surrounding the house. There are 20 in a circle around another circle of 10  that are right up against the House. They were all cast by a mage with a Int bonus of 4+1d3 and so will be hard to dispel. A dispel magic will make 1 of the 3 spells in a single area, so it will be hard to get rid of them. Each spell requires a roll of DC 15 to avoid the effects.
The cloud surrounds the house to a distance of 150' East/West to 200' North/South. The slower this distance is covered the more Saving Throws will need to be made against the Confusion spell.

Outside Ventilation Holes

As any digger knows, the first thing you do to prepare for any excavation is to provide a second way out that is built into the plan. This may be removed when the digging is over, but it was there none the less as is this case. Another thing that are always ventilation holes.
They need to be large enough to put significant air through them but secure against intruders (mostly water and pests & vermin). To this end, they are all 4 of a similar design. They go steeply down 90' then there is a loop like a J bend that goes back up steeply (70deg angle) for 60' to a point where it drops down again to meet the dungeon area in the room ceilings 130' below. Each of the 4 holes has a different spot where it meets the open area below.

At the point where the tunnel drops down there is a grid designed to keep the vermin out. This is only large beasts as it was considered that the smaller creatures wouldn't be able to get up that far (or have the motivation to do so!).
The grid is made of lead bars that won't rust or be easy to either remove. Though the metal is easy to bend it is 1" thick which would prevent animals from getting in.

General Conditions of the House Contents
The last time the HoS was opened to the air was 140 year ago. The damage from the years of disuse or misuse has not been kind to the cloth and leather items in the house. Although they have been  protected from the elements, they have been exposed to air and in some cases a lot of use.  The light fabrics like cotton, hemp, flannel and linen will be discolored, thread broken and easy to tear. Leather is cracking but still intact. Wood is warped, paper is discolored, dry and very flammable. These generalities are intended to cover situations where the room details do not cover the conditions of the items in the room.

Walls and Floors Properties

The House of Stone is a living creature imprisoned in the Wax Stone that the house is made of. The wax stone is really stone, but it has several unique properties.
Looks Like: White marble with very pale gray thin 'veins" running through it. There are no square corners. At each place where there is an intersection of walls (like floor and the walls or the wall and the ceiling) the stone has a rounded, organic look. An example of this is your hand. Make an "L" shape with your thumb and forefinger. That's is how two walls come together.
Smells like: The rock has a subtle smell of it's own. The party will notice it immediately on entering, but it is a smell you get used to. The inside of the lower floors smells like a wet, furred animal. This is caused by the Wax Rock and is present all over the lower 2 floors. Anyone intentionally smell the wall will discover this.
Feels Like: When you touch the wall you can see why it's called Wax Rock. The stone feels like wax. It's kind of slippery and not cold like rock. It is even possible to use a finger nail to put a crescent shaped indentation in the wall or floor. This is something below the consciousness level of the House and will not be reacted too. However, these marks go away withing an hour as the House repairs itself. Remember that wall damage more severe than a small mark is strongly reacted to.
Sounds Like: It's very quiet. Most sounds are muffled by these walls. Any sound quieter than a battle with the clash of weapons can not be heard if the listener has a wall and/or a door between the sounds source. Even loud sounds con only be heard with a single wall in between. Sound can not pass through 2 wall/door barriers. Some spells may be exempt from this (DMs option).
Rule Definition: These walls are rated "Hewn Rock" and "Magically Treated". This give them: Thickness 3', Break DC 70, Hardness 16, 1080 HP,  Climb DC 25

If the walls or bottom level floors are attacked the House of Stone will fight back.

The Special Magical Properties

Detect Magic: The stone the house itself is built from is extremely magical. It has a number of effects detailed below. The magic is so strong that casting a Detect Magic inside the House will not work as everything is glowing with a magical aura. If a character casts a Detect Magic spell inside the house, they must make a Will save at a DC 20 or be blinded for 1d4 hours. An additional save must be made every round the Detect Magic spell is continued. The magical aura is so bright that the caster is forced to voluntarily dismiss the spell as soon a possible. It isn't unusual for a scream of pain and surprise can occur inadvertently the first time a character experiences this effect.

Plane Travel

The Wax Stone the house is made from prevents any kind travel through it and passage out of it to another plane. Any spell similar to Plane Shift will fail without any negative effect. Any spell that will create an extra dimensional state like Create Demiplane inside the house will fail the same way. However any extra dimensional item brought into the house will function normally. This includes items like Portable Holes, Bags of Holding and so on will work.
Also spells that use outer planes to work like Contact Other Plane or Gate will fail. This effect can be defeated using special spells known only to the Norman/Normad family members. The spell is cast on an item like a picture, mirror or something to work; they couldn't make a spell work that was not related to a physical item.

Teleport

The magical property of the stone prevents any kind of teleport that passes through a wall or other Wax Stone item. An attempt to do this will not just fail, it will leave the caster in the Sickened state for 1d12 minutes. This includes Teleport,
Interplanetary Teleport and even Blink. Any of these spells WILL work as long as the destination is within line of sight.

Doors

The doors in the house are all of the same stone as the house itself and are also "alive". As a decorative touch, all of them are made of thickly blue veined stone and most are carved.  The hinges are "Barrel" Hinges. The post is part of the wall and the barrel is on the door.  The doors swing both ways. The barrel is slightly curved so the door will always swing shut.  It is possible to unhinge them be opening them up all the way, then using great strength or a lever to pop them over the top of the post. This is not easy as the doors fit tightly and weigh 300lbs. There is 1/4" of space between the bottom of the door and the floor.
They aren't as strong as walls. However when a door is attacked (not just opened or used, but damaged) the house will begin to grow over it as protection. This process begins in 1d4 rounds after the first attack. It takes 4 rounds to grow the wax stone over a door that has been attacked. Once the door has completely been covered over, it the damage continues the House of Stone will fight back.
House of Stone Door    4 in. Thick    Hardness 8    60 hp     Break 28

Locks

Every door has a lock. But the lock is not engaged on all doors. The type of lock and its state is specific to the room its in and is detailed in the room descriptions.
There are 4 types of lock: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).
Outside Lock: All door connected to the outside are Superior
Valuables Room: Any room used for storage of valuables (even if the room was occupied) has a Good lock.
Store Room: Any room use for storage of less valuable goods (like food or wine) have an Average lock.
Other rooms: All other rooms have simple locks.

Pillars

There are several types of pillars in the House. Some are a part of the House of Stone creature (made of Wax stone). Others were added to enhance either the stability of upper floors or as decorative items.
Wax Stone Pillars: These are easily recognizable as the are obviously made of the same stone as the walls. These pillars have the same stats as the Walls of the house.
Statue Pillars: These are thick stone columns that have been carved to represent a person, animal or monster.  They are usually made of marble which could be colored green, gray, white, pale green, brown and gold.
Game rules - as Reinforced masonry    Diameter 3 ft.    Break 45     Hardness 8    180 hp    Climb 15
Support Pillars - These are pillars that are here for architectural reasons. They are not particularly attractive. They are thicker than the other types of pillars and are made of granite. They may be painted, but if they aren't they are a charcoal gray color. There is often a wide "capitol" or pillar top where the pillar meets the ceiling.
Game rules - as Hewn stone  -  3 ft.  Around,  Break 50   Hardness 8    540 hp   Climb 25

Fireplaces

There are many fireplaces and stoves around the House. All of them are magical as they have a permanent "Wall of Fire" cast on them so they will burn forever. The fireplaces in either residences or formal rooms are all made of river stone like cobble stones. The ones in kitchens or hallways are made of bricks.  If the fireplace is destroyed the flame will go out. All of the fireplaces in residence rooms have metal shutters that block the heat. The brick fireplaces never do. The fireplaces in the formal rooms have glass shutters with fanciful etched designs on them.

Windows

Rainbow Diamond: Those on the ground floor are made of Rainbow Diamond. They are about as thick as a normal window but almost unbreakable. The are usually at eye height (5' up), oval shaped about 18" high and 24" wide. Because of the thick fog, light never comes through from the sun. However if someone goes outside with a light, this can be clearly seen if the person watching is within 2' of the glass. Further away than that and all that is seen is the rainbow like diffractive pattern.  Their stats are as Iron  1/4 in.    Break 30  Hardness 10    90 hp
Normal Glass: The windows on the upper floors are of normal glass. While some are etched or colored or lead bound stained glass, they has the normal stats of glass: 1/4 in. Break 10  Hardness 1  15 HP unless noted otherwise in the room text.

Fixtures

Beds These come in different sizes, but they are all made of the same stuff. They are made of a wooden frame with rope net strung between the wood parts. A mattress of straw with a layer of cotton on top. The mattress is covered with material. This can be linen, flannel, silk or satin depending on the place in the hierarchy the user occupied.

Chests

There are 6 basic kinds of chests still remaining in the house. Although the size is variable.  The size of the chest should be determined by the size of the contents. Any kind of decoration may appear. Most beds have a c hest at the bottom even if one doesn't show on the map. These are always the wood chest with no lock.
Steel Lockbox - Integrated lock Disarm DC 26 Break 40, HP 65, Hardness 10
Iron footlocker - External Lock - Disarm DC 22, Break 25, Hardness 6 HP 45
Stone Chest - External Lock - Disarm DC 20, Break 30, Hardness 10 HP 60
Iron Bound Wooden Chest - Integrated Lock - Disarm 18, Break 15, Hardness 3 HP 25
Locked Wooden Chest - External lock - Disarm DC 15, Break 10, Hardness 2, HP 20
Wood Chest W/No lock - Break 10, Hardness 2 HP 15

Magic Items
Dark Skull - Unholy aura
Eyes of Charming - Glasses that cast a Charm spell on one looked at
Serpentine Owl Figurine - Flies and telepathic connection allows sight through its eyes
Mage Hand - A mummified hand that casts Mage Hand
Hat of Disguise - Casts a Disguise spell on wearer
Mask of the Skull - Files to attack on command
Phylactery of Undead Turning - Turn at +4 levels
Robe of Eyes - The wearer sees in all directions
Silversheen - A treated weapon has silver properties

Paintings

BEAUTIFUL CREATURES
Appearance: This is a watercolor painting done on parchment. The artwork depicts a beautiful dryad shyly peeking out from behind a tree to see a handsome male centaur bathing in a forest pond. Many of the technical aspects of the painting are wrong.
Appraise Information: DC 10. The actual artist of this piece is unknown, because it’s one of hundreds sold through a now-defunct College of Fine Arts. The piece contains nothing noteworthy, and it’s unlikely to interest anyone but a peasant or lower class merchant.
Value: 1 gp
Special Notes: None.

FULL MOON TERROR
Appearance: This is a crudely done oil on birch wood painting two feet on a side depicting two terror-stricken gnome girls running from a werewolf along a moonlit road. The background shows a moon and stars. The gnomes, werewolf, and moon are painted on cutouts of wood that stand off the painting. This painting is as much a mechanical device as a piece of art. Awinding wheel on the side of the canvas controls a series of cogs and wheels at the back of the painting. When the wheel is wound, the gnomes and werewolf move toward the left side of the painting until the werewolf catches the gnomes while the moon moves right. This creates a unique three dimensional effect. Turning the winding wheel in the opposite direction returns the cutouts to their starting positions.
Appraise Information: DC 15.
A gnome village exported these clockwork paintings several hundred years ago as novelties. Most have been destroyed over time and only a few that still exist even work. Value: 225 gp (25 gp for the craftsmanship, 200 gp as a collector’s item).
Special Notes: Each time the painting is wound, the clockwork mechanism has a 5% cumulative chance of breaking. Repairing the painting requires a successful DC 20 Craft (clockworks) skill check.

SEDUCTION
Appearance: This is a series of three paintings, enamel on ceramic, each one foot in length and width. In the first image, a succubus transforms into a beautiful elven maiden wearing a thin dressing gown. The second image shows the succubus in elven form flirting shyly with a cleric of a god devoted to the destruction of demons and devils. The final image shows the cleric and the succubus embracing in a passionate kiss. One of the succubus’s hands has reverted to claw form and is poised near the cleric’s exposed neck.
Appraise Information: DC 20. More famous for his glazed plates than his paintings, the dwarven artist Olstral Verthan nevertheless painted this series in his early years. Twice in history the pieces have been separated, only to come together again up to thirty years later.
Value: 650 gp for the set (150 gp per painting, 200 gp as a collector’s item).
Special Notes: None.

THE RULERS
Appearance: A 6-ft. by– 4-ft. oil painting on wood, this artwork depicts a tall crenellated stone tower. Standing at attention atop the battlement are serious guards holding pikes and crossbows. Playing on the crenellations are a litter of kittens of various markings. One of the kittens hangs by its front paws from one of the crenellations while two others engage in a playful fight on a merlon. Another stands on the shoulder of one of the guards, playing with a tassel hanging from her pike.
Appraise Information: DC 12.
Scholars scoff at the works of the human artist, Daelma Ter, calling it crass and commercial. Nevertheless, her works were and still are very popular with the merchant class.
Value: 1,000 gp (200 gp for the craftsmanship, 800 gp as a collector’s item).
Special Notes: None.