Original House of Stone
This adventure was the center of my gaming for about 6 years. It
started out as a Judges Guild module called Tigel Manor (PDF).
As you will see, it is very much a old style D&D adventure. Most
of the rooms had a one or two sentence description. Character
descriptions were limited to the basic 6 attributes and maybe a
class and level. The pictures are rather crude and the printing is
of indifferent quality. But the maps were great. This allowed me a
lot of opportunity to improvise and invent details on the fly. I
even formalized mistakes made during play! It soon became clear that
this house was alive and responding to the actions of the party.
I loved this adventure. I loved it so much I used it in 3 different
ways. When the heart of the house was destroyed, the whole house was
pulled into different planes. It was sucked into the realm of
Ravenloft. It also went to a pocket plane from which it
returned to the same spot it was in originally. Each time the same
map was used but the rooms were changed and the appearance was
different too.
The house was located in the land of the Forgotten Realms. It was
found in a small village named Katina that was about 60 miles SE of
Waterdeep. The people ofLatina never went ino the fog that
surrounded the House. They originally contacted the players to
eliminate the evil of the house as occasionally a monster or undead
creature would emerge from the fog and kill folks. This was
developed tremendously over time and ended up with a detailed map
that was 4' by 8'! The players made this village their home town and
erected their own personal homes, temples and schools. They also
investigated a lot of the area for miles around the village. They
used Katina as the location of a yearly festival and faire.
Inside there were several Gates that would teleport people to Waterdeep
and even to other planets.
I really wish I could include the text of the original adventure,
but the only copy I have is a PDF file with just images without any
text. Using the original as a guide, I wrote new text for the
adventure.
Here are some links that are interesting but not directly related to
the adventure itself. They may be interesting color though.
Weather,
Side
Adventures, DM
Notes for the HOS
The main building it the House of Stone itself. However there are
several other out buildings within the fog cloud
An Encounter roll should be made every time the party enters the fog
on the hill. Consult the listing below for results if encounter is
indicated.
1) Zombies (2d10)
2) Skeletons (2d12)
3) Poltergiest (1d4)
4) Regular Outdoor Encounter
5) Regular Interior Encounter (From Pictures)
6) Building Encounter (See chart below)
- 1) Gazebo
- 2) Hermitage
- 3) Outhouse
- 4) Garden Grotto
- 5) Court
- 6) Crypts and Tombstones
The village
of Katina and the area and
villages near by are almost as much of the campaign as the
House itself.
The House of Stone is always hidden under a dense fog cloud that is
magical in nature. I also had information on other places and
people in the larger area around the House.
Somehow (the party never did find out how or why) what began as a
normal building made of stone became a living creature. It was the
ultimate evil and sought only to torment the creatures inside it.
When any part of the stone was attacked the house would retaliate
with psudo-pod that formed and would attack. IT was almost
indestructible. the only way it could be killed was to find and kill
the Heart
of the house which was well hidden inside.
More
Rooms
Pictures
Micro
Adventure
Return to
the HOS
THE STONE HOUSE
The area around the Stone House has been inhabited for a very
long time. The history in the scrolls of the Temple of Tyr go back
for 1500 years, but there are vocal histories in the town and
surrounding area that go back 1500 years before that. The fortunes
of those here have risen and fallen just as any area.
The founding of the town of Katina goes back to before the
Cataclysm.
It was one of the first settlements set out by the settlers of
Watersdeep. This was in the year -1359. This valley was a flood
plain for the river that flow to the east of town. At from -1200 to
0 (the Catyclism), this was of the most fertile places on the
planet. Every spring, this area would become a very shallow lake,
receiving the top soil run off. So every summer, it had new soil for
the crops to grow on. The 3 square miles around the village was
cultivated. The village of Katina became a town, but it was never
highly populated as it was not well situated in the trade lanes.
Watersdeep with its harbors and navicable river served for the main
town. But the Nobility of the village (it passed through the hands
of 7 noble houses as its value change through the first 1500 years)
always had their royal residance located at the top of the hill to
the east of the present village. The original site of the village
was located on the rise where the temple of Tyr now stands. There
are some ancient ruins located at the very top of the hill. At one
time the hill was covered with houses and businesses. Now the
remaining stones are used to fence in the areas around the town
fields.
The Caticlysm destroyed this area. The tidal forces caused a great
flood to cover the town completely with a rapidly moving river. The
town went from a flourishing town to a river plane in a matter of
one day. There was great loss of life. For a period of three years,
the town was completely underwater and the buldings made of wood
disintegrated and the foundations were covered with mud and silt.
Only the very top of the Temple Hill were left dry for the summer
and winter months.
After a hundred years, the course of the river had changed far to
the West (it is now called the Dessarian). What remains is a now a
small tributary to the Dessarian. No longer does the fresh soil
rejuvinate the farm lands here, and the ground is almost farmed out.
If it were not for the irrigation of the crops in the spring, the
land would be completely fallow.
The House of Stone was built by the great mage Relratze. He was a
visionary amoung mages and had some prophetic abilities as well. His
speciality was the properties of life giving. Animation, Stone to
Flesh and Necromantic spells were perfected under him. When he
achieved his animation spell, and his Permancy spell, he was able to
use these to create the House of Stone. Originally, it was designed
to be a sentient house. It was capable of "feeling" where the
inhabitents were and creating doors to make it easy to get from
place to place within. It could also clean itself because it was
designed to "eat" dust and debris. Because it is a living thing it
is capable of healing itself. It could "grow" new rooms as needed or
allow rooms to "fade away" and fall into ruin. This ability was kept
hidden from those not part of the royal family inhabitating the
house. They knew that it made the place impossible to remove the
people who live there if and would lose much of its effectivness if
its abilites were commonly known. Thus, until the Caticlysm, the
house was just a secret.
The Caticlysm destroyed much of the intellegence of the house. It
retained its healing and shifting ablilty, but it seemed to be stuck
in one shape. For 1200 years it kept its shape creating or
destroying rooms.
The family Rolmph were the last occupant of the house, and for 400
years they ruled wisely and well. At the time just before the
dissoultion of the nobility of the Fallen kingdoms, the land was
good and not overworked. Although the Rolmphs were a distant
relation, they became higher and higher in the nobility do to the
many deaths. Finally, they were forced to move to the city of
Lathara, the capitol of the fallen kingdoms. After the kingdom fell,
the Romlph family returned, but they were evil now. For 50 years
they held the area around captive. Then they all died at once
suddenly and only their evil remains. Some writings in the house
would lead one to beleave that the insanity of the inhabitants
finally drove the the house insane. It killed the remaining Rolmphs
and now acts at random.
The stone house is constantly shifting and chainging it’s shape.
This is reflected in it’s ever changing entrance. There is only one
etranceo or exit from this building at any one time. The door can
sense the proximity of someone coming from outside. It will always
be near the party as the enter. But there is no such abilityon the
inside. While waiting for someone to approach from the outside, the
actual entrance appeaers at random. So, each time the party
aproaches the entrance, they will find a differnent starting point
inside. Roll 1d10 and then consult the map to see where the entrance
is in respect to the rest of the building. While the party is
inside, roll 1d10 for the location of the exit. As the walls heal
themselves when they are damaged, a hole made by the party in any
wall will dissappear in 1d6 hours. The healing is sudden.
Sometimes the rooms will appears as the players left them. Other
times the places may appear just the same. Other times roooms that
looked like they were in good shape will appear to have aged
centrys. Other very distroyed looking rooms will seem to get younger
and may have completely treasures inside.
Doors will appear and disappear as the party moves through the
house.
This can be reflected in a number of different ways. If there is a
mistake made in creating the map (this will be an interesting
prospect as the map to the house is extensive and complex) it can be
corrected simply by giving them the right dimensions ect. and
letting them think the area has changed. If a door is secret, it can
be made to appear and dissappear at the will of the DM or at random.
To make a door act at random, it will be visible 50% of the time.
Any time a player enters a room, the "variable" doors will be
visible on a roll of 1-3 on a six sider, and a 4-6 indicates the
door is not visible. All secret doors are variable, and all room
interior walls are variable.
Further confusing the players is the strange bank of fog which
surrounds the mansion. The countryside around the Stone House is
perfectly normal, but the fog is obviously not normal. This fog is
visible from the top of the fortress and from the temple. It is
magical and has completely coverd the building since the death of
the Rolmphs. From the outside of the fog bank you can see a maximum
of 30’ into it. Once inside the visibility decreases rapidly to a
maximum of 5’. Of course, night or bad weather decreases the
visibility further. As the top of the hill is approached, the
moisture in the fog gets thicker and thicker, until all the partys
gear is slightly damp. This will occur in 30 min. If the party
spends more time in the fog, they will become soaked. It helps
breathing to have a cloth at ones nose to filter the air somewhat.
Special Encounters Outside
These encounters will only occur within the fog. Roll 1d6 upon
entering the fog. A roll of 1 indicates and encounter. Roll a d6
again to find the encounter listed below.
1) BANDIT/BRIGAND (x26);
All of these seem to be possessed somehow. Their faces
are contorted and some of them are wounded but none notice this.
They will make normal morale rolls of 12. Upon a morale failure,
they will dissappear completely into the mist.
AC SEE BELOW; MV SEE BELOW; HD 1D6;
HP 4(x6), 2(x8), 5(x3), 1(x6), 6(x3);
#AT SEE BELOW; DMG BY WEAPON; INT AVERAGE; AL N; SIZE M; THAC0:20
(x3) AC 4, SWORD (1-8), MED. HORSE (MV 18")
(x2) AC 7, SPEAR (1-6), LT. HORSE (MV 24")
(x2) AC 8, LT. CROSSBOW (1-4), LT. HORSE (MV 24")
(x14) AC 7, SWORD (1-8), MV 12"
AC 8, POLE ARM (2-8), MV 12"
(x3) AC 8, LT. CROSSBOW (1-4), MV 12"
AC 8, SHORT BOW (1-6), MV 12"
TREAS 120 GP
XP 363
HUMAN, LVL 3 FTR
AC 4; MV 9"; HD 3D10; HP 19; #AT 1; DMG BY
WEAPON; SA SEE
BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18 USES LONG SWORD (1-8)
TREAS 120 GP
XP 363
HUMAN, LVL 3 FTR
AC 4; MV 9"; HD 3D10; HP 19; #AT 1; DMG BY
WEAPON; SA SEE
BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:18 USES LONG SWORD (1-8)
TREAS 5 SP
XP 136
HUMAN, LVL 8 FTR
AC 2; MV 9"; HD 8D10; HP 36; #AT 3/2; DMG BY
WEAPON; SA SEE
BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14
PRIMARY WEAPON LONGBOW (1-6X2), SECONDARY WEAPON BROAD SWORD (2-8)
TREAS 4 GP
XP 1332
HUMAN, LVL 2 FTR (x6); AC 5; MV 9"; HD 2D10; HP 13(x2), 16, 14,
9, 11; #AT 1;
DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL
VAR; SIZE M; THAC0:20
USES BROAD SWORD (2-8)
TREAS 80 CP
XP 438
HUMAN, LVL 7 FTR AC 2; MV 9";
HD 7D10; HP 31;
#AT 3/2; DMG BY WEAPON
SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M; THAC0:14 USES QUARTER
STAFF (1-6)
TREAS 5 EP
XP 685
2) VAMPIRE
AC 1; MV 12"/18"; HD 8D8+3; HP 29;
#AT 1; DMG 5-10; SA SEE BELOW;
SD-SEE BELOW;
INT EXCEPTIONAL; AL CE;
SIZE M;
THAC0:12
18/76 STRENGTH
HIT DRAINS 2 LIFE LVLS
REGEN 3HP/MELEE ROUND
ASSUME GASEOUS FORM
SHAPE CHANGE TO BAT
IMMUNE TO: SLEEP, CHARM, HOLD, PARALYSIS & POISON
½ DMG FROM COLD & ELECTRICAL ATTACKS
+1 OR BETTER WEAPONS TO HIT
SUMMON WOLVES (3-18) & OR BATS/RATS (10-100 EACH)
2,500 GP WEIGHT, TELEPORT WITHOUT ERROR,
GATE 1 OF ITS TYPE (25%), CHANGE SELF,
INVIS, SPECTRAL FORCE
DARKNESS, GATE
CHARM WITH EYE CONTACT (-2 TO SAVE)
XP 4148
3) BAR-LGURA
AC -3; MV 9"@15"; HD 6D8+6; HP 46; #AT 3; DMG
1-6(x2)/2-12; SA SEE BELOW; SD CHANGE COLOR;
MR 45%; INT HIGHLY; AL CE; SIZE M; THAC0:13
SPELLS AT 6TH LVL:
DARKNESS 10" RADIUS, CREATE WATER,
CAUSE FEAR BY TOUCH, DETECT ILLUSION & INVIS,
DISPEL MAGIC, ENTANGLE,
PLANT GROWTH, TELEKINESE
CAN DIVIDE ATTACKS AMONG 3 OPPONENTS;
TYPE IV OR GREATER ARE IMMUNE TO NON-MAGICAL WEAPONS;
CAN’T BE SUBDUED; INFRAVISION; HALF DMG FROM COLD, ELECTRICITY,
DRAGON OR
MAGICAL FIRE, AND GAS. CONVERSE WITH ANY INTELLIGENT CREATURE.
4) PALADIN NAME:RUNIC RULMPH
RACE:HUMAN
SEX:MALE
LEVEL:7
HIT POINTS:48
ALIGNMENT:LAWFUL GOOD
SEC. SKILL:ARMORER
STR [ 17 ] TO HIT:+1 DAMAGE:+1
INT [ 12 ]
WIS [ 16 ] MAGICAL ATTACK ADJ:+2
DEX [ 14 ] REACT/ATTACK:+0 DEFENSE:+0
CON [ 15 ] HITS:+1 SYS:91% RES:94%
CHA [ 17 ] REACTION ADJ:+30%
HEIGHT:6’0" MOVEMENT BASE:12"(6")
WEIGHT:147LB CARRYING CAPACITY:1000GP
THACO:13 ARMOR CLASS:3(4)
LANGUAGES:COMMON, LAWFUL GOOD, GARGOYLE, FIRE GIANT, HOBGOBLIN
SPECIAL:
DETECT EVIL, 60’ RANGE
+2 ON ALL SAVING THROWS
IMMUNITY TO ALL FORMS OF DISEASE
PROTECTION FROM EVIL 10’ RADIUS
CURE 2 DISEASES/WEEK
LAY ON HANDS FOR 14 HP
TURN UNDEAD AS LVL 5 CLERIC
TURN UNDEAD AS LVL 5 CLERIC
SPECIAL WARHORSE
SPELLS:
CLERICAL SPELLS:
TURN UNDEAD: SKELETON:T, ZOMBIE:T, GHOUL:T, SHADOW:4, WIGHT:7,
GHAST:10,
WRAITH:13, MUMMY:16, SPECTRE:20
SAVING THROWS:
PARALYZE, POISON OR DEATH MAGIC:10
PETRIFY OR POLYMORPH:11
ROD, STAFF OR WAND:12
BREATH WEAPON:12
SPELL:13
PROFICIENT WEAPONS:MORNING STAR, TRIDENT, DAGGER, SHORTSWORD,
LONGSWORD
WEAPON IN HAND:DAGGER (1-4+1)
ARMOR WORN:SPLINT MAIL, SHIELD
EQUIPMENT:DAGGER, TRIDENT, SPLINT MAIL, SPELL COMPONENTS, LEATHER
BACKPACK,
WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, SHIELD,
LANTERN, OIL FLASK,
GRAPNEL, MIRROR, TINDER BOX, POCKET KNIFE, WOODEN MALLET &
STAKES
MONEY:
PLATINUM:29 GOLD:1
ELECTRUM:352 SILVER:19
COPPER:24
EXP 2435
5) CAMBION (x3)
; AC 6; MV 15"; HD 8D8;
HP 37, 43, 28;
#AT 2; DMG BY WEAPON - SHORT SWORD (3-8)
SD IMMUNE TO SILVER ATTACKS MR 20%;
INT EXCEPTIONAL; AL CE;
SIZE L; THAC0:12
CAN DIVIDE ATTACKS AMONG 3 OPPONENTS;
TYPE IV OR GREATER ARE IMMUNE TO NON-MAGICAL WEAPONS;
SPELLS: DARKNESS, TELEPORT (NO ERROR), AND GATE.
CAN’T BE SUBDUED;
INFRAVISION;
HALF DMG FROM COLD, ELECTRICITY, DRAGON OR MAGICAL FIRE, AND
GAS CONVERSE WITH ANY INTELLIGENT CREATURE.
XP 4905
SU-MONSTER (x14);
AC 6; MV 9"; HD 5D8+5; HP 28(x4), 27(x4), 19(x3), 26, 22(x2);
#AT 5; DMG 1-4(x4)/2-8;
SA SEE BELOW;
INT AVERAGE; AL CN; SIZE M; THAC0:13
ATTACK RATE IS DOUBLE IF MATE IS ATTACKED
XP 5232
SPINED DEVIL (x4);
AC 3; MV 6"/18"; HD 3D8+3; HP 19, 11, 15(x2);
#AT 2; DMG 1-4(x2)/BY WEAPON; SA SEE BELOW;
SD SEE BELOW; MR 25%; INT LOW; AL LE;
SIZE S; THAC0:16
PRIMARY WEAPON MILITARY FORK (1-8), SECONDARY WEAPON FLAMING
SPINE DARTS (1-3)
SPELLS: AFFECT NORMAL FIRES,
CHANGE SELF,
COMMAND,
PRODUCE FLAME,
SCARE,
SUMMON ANOTHER OR ITS TYPE (5%)
IN MELEE AUTOMATICALLY HITS WITH FLAME DART SPINES
MOVE MC:C
SPELLS: CHARM PERSON,
SUGGESTION,
ILLUSION,
INFRAVISION, TELEPORT (NO ERROR),
KNOW ALIGNMENT,
FEAR,
ANIMATE DEAD,
SUMMON DEVIL (SIMILAR TO MONSTER SUMMONING).
CONVERSE WITH ANY INTELLIGENT CREATURE;
HALF DMG FROM: COLD AND GAS
TAKE NO DMG FROM: MAGICAL OR DRAGON FIRE
6) LYCANTHROPE WOLFMAN (x3);
AC 7; MV 30";
HD 2D8+2; HP 7, 13, 12;
#AT 3; DMG 1-2(x2)/1-4;
SA BITE CAUSES LYCANTHROPY;
INT AVERAGE; AL NE; SIZE M; THAC0:19
XP 246
There were special monsters and creatures that lived inside the
house. These were not so much part of the dungeon as Residents.
Here is a list of the Monsters
inside.
FOG HILL ENCOUNTERS AND BUILDINGS
The buildings listed below are within the area of fog that
surrounds the stone house. An Encounter roll should be made every
time the party enters the fog on the hill. Consult the listing below
for results if encounter is indicated. 1) Zombies (2d10)
2) Skeletons (2d12)
3) Poltergiest (1d4)
4) Regular Outdoor Encounter
5) Regular Interior Encounter (From Pictures)
6) Building Encounter (See chart below)
1) Gazebo
2) Hermitage
3) Outhouse
4) Garden Grotto
5) Court
6) Crypts and Tombstones
STONE HOUSE INTERIOR
This is a listing of all the rooms contained in the Stone House.
It includes the listing of the second story rooms and the tops of
the towers. It does not include anything of the levels below the
surface.
Rampaging Rooms
Room A1 - 30x70x40
Master Foyer
READ TO PLAYERS:
This large room is lit by torches resting in ornate sconces along
the east and west walls. Inbetween these tourches are paintings. In
the center of the room are 6 stone columns that are sculpted to look
like there are stone ivy growing up them. The ceiling is 40’ high.
In the SE corner of the room is a fountain. There is a basin 8’
around and 2’ high. In the center of the basin, there is a statue of
a leaping dolphin whos mouth is spouting water that spills into the
basin. In the NE corner of the room is a coat rack with several
expensive looking garments hanging from it.
PLAYERS
The coat rack is moving toward you walking stiffly on wooden legs.
It is covered with long pegs from which hang a number of garments. 5
of the pegs have nothing on them. On the rack at this time are:
A fur coat made of giant otter fur. (100gp)
A finely embroidered mans evening coat. (30gp)
A jewled ladies summer wrap (70gp)
DM
The coad rack has been animated, and as soon as the party enters the
room, it will approach them and in a voice using an old dialect,
will say "I will take your outer garments if it please you". If a PLAYER
takes off an outer garment, the rack will walk to that PLAYER
and extend a psudopod to take it. The rack has no real intellegence,
but has been programmed to do these things. It will protect the
garments as well as it can. Anyone attempting to remove a garment
that does not belong to them will cause the hat rack to attack them.
The rack stats are below:
COAT RACK: HD 5 AC 4 HP 17 Att. 5 Dam. 1d6 (Club psudopods)
Move 6 (Will not leave room)
The fountain is magical. As with the rest of the magical fountains
in this building, the effects of are random. Consult the fountain
charts if a character drinks from it.
PLAYER
The tourches are resting in metal sconces that lean them forward at
an angle of about 30 degrees. Although they are burning, the tourch
material is not black and is not being consumed.
DM
The torches are secured and a roll vs open door is needed to rip
them off the sconces. Once this is done, the light goes out as the
magic that keeps them constantly lit relies on their physically
touching the walls of the building.
The pictures are magical as are most of the pictures in the House of
Stone.
Picture 40
Rushraf the RainMaker
PLAYER:
This picture is of a mage in a grey robe. The man has grey hair and
is old but still firm. He is looking strait ahead and his arms are
stretched forward with the palms up. Inbetween his palms is a cloud.
Rain is falling on his hands, and a rainbow stretches from one palm
to another.
DM:
If activated, the PLAYERs will see a cloud appear over the
head of the one examining the painting. In one round, it is puffy
and white and about 5’x5’x5’ large. Round 2 will see the cloud
darken to black lined with glowing silver. In round 3, the cloud
will begin to rain and the PLAYER will begin to get wet.
Round 4 the rain continues and the PLAYER is soaked now.
Round 5 and lightning comes from the cloud and will always strike
the character acting as a Magic Missle spell from a level 1 mage.
The lightning will strike once every 5 rounds as long as the PLAYER
remains in the room. If the PLAYER leaves the room, the
cloud goes away.
Picture 41
Relain the Wracker
PLAYERS:
The picture shows a man dressed in black leather armor. A black
leather executioners mask covers his face making it impossible to
see his features. In the backround is a sceen of a dungeon torture
room. This is a painting of how Room G3 looked at the time it was
being used. In the foreground is a beautiful woman stretched on a
rack. She is nude, and her face is twisted in pain.
DM
Anyone looking at this painting must make a ST vs a suggestion
spell. Those that fail will become very sexually aroused by this
painting. The effect in game terms is that the PLAYERs INT
is reduced by 2 for 1d100 turns. During the time the spell is
active, the
DM should mention how good the NPC’s and PLAYER
characters of the opposite sex looks, how aroused they are and how
distracted from the business at hand they are. If the PLAYER
engages in a sexual act the spell will go away. This may cause
allignment problems for PLAYERs of LG or NG allignment.
Watch for proper role playing at this point and give them EXP
bonuses for playing it correctly.
Picture 42
Rumpash the Rover
PLAYERS:
This is a picture of a religious pilgrim. The figure is wearing a
brown hairshirt robe with a hood that is up. The feet of the figure
are bare. The backround is of a blasted landscape. There is nothing
living in sight, just blackend rock, smoking craters and still
smoldering tree stumps. The ground the figure is walking on is
covered with sharp stones and the feet are bleeding from cuts.
Despite the injury, the figure walks upright. In the hand facing
outward the figure carres a scourgin whip for self flaggalation.
DM:
Anyone examining this picture must save vs spell, or a cause light
wounds spell effects them. It will cause cuts to appear on the
characters feet, and they will take 1d8 of dammage. In addition they
will feel vaguly guilty about something. If the
DM remembers something the character should be guilty about
(like stealing from the party or an evil act from the past) this
memory should be mention to the PLAYER.
Picture 43
Rivona the Radient
PLAYERS:
This picture is of a very beautiful woman. She is saintly in her
bearing, but very unsaintly in her form. She is large breasted and
wide hipped with a chaste alure. Her virginity and innocence only
makes her more beautiful. She is dressed in a white satin robe with
a high neck that clings closely to her body. In the backround is a
alter to the god Torm.
DM:
This is a scein of Room K1. The viewer must save vs charm, or that
character will refuse to leave the examination of this painting for
2d12 hours. Only a Dispell Magic will lift the curse from the
character. If the PLAYER stays at the painting for the
alloted time, then the statue to Torm in K1 will always heal
everything that is ever wrong with him. It will even ressurect that
character.
Picture 44
Rorkand the Rare
PLAYER:
This picture is a portrait of a wise looking old man. The man is
non-discript in his features with only his bald head as something of
notice.
DM
The character studying this picture will see the face come alive. It
will speak saying "Go to the Mead Hall and stand outside the main
door. Say the words "All honor and glory to Oroborous the worm that
eatith his own tail". and a great wonder will appear" The face will
then become as it was before, except that it now wears an expression
of satisfaction that was not there before. These magic words will
cause the entrance to the multi-plainer bar the World Serpent Inn to
appear.
Picture 45
Romanish the Watchful
This is a portrate of a martial man. A old fashioned helm with a
ornate nose bridge covers his head but leaves bare his strong
featured face. Only the head and sholders of the person are depicted
here.
DM
The painting has no magical effect other than in the mind of the PLAYER.
From the time the PLAYER looks at the painting as long as he
stays in the room, it will feel to that one that someone is watching
them. The eyes of the painting will seem to follow them around the
room, although no one else will notice this effect.
Picture 46
Count Rolmphala the Vampire
PLAYER:
This picture is of the head and shoulders of an exceedingly handsome
man in his middle years. The hair is radiently black, and the eyes
are knowing and deep. He wears a fine black cloak over a doublet
with a large ruffle in the front of a fashion abandoned 200 years
ago.
DM:
This is a picture of the vampire that stills seeks the blood of his
victems to stay alive. Anyone looking at this painting must save vs
Fear or run screaming from the room through a ramdomly chosen door.
Those that save will feel fear but are able to master it. Somehow,
they fear not just death but the destruction of their soul. They
know the man in the picture is evil, dangerous and somewhere in this
house.
Picture 47
Sir Rankling the Forthcomming
PLAYER:
This picture is of the head and shoulders of a man with a very noble
face.
The badge of nobility from Watersdeep is worn on the breast.
DM:
If a PLAYER stares at this painting the face will come alive
and say "I am knowledgable about all that passes or has passed
within this house. I will answer any question you may have to the
best of my ability." Then answer the first question the PLAYER
has. This should be treated like a wish. The answer may be litteral,
leave out important details ect. But the answer will always be
accurate and truthful.
Picture 48
Rakto the Raging
This picture shows a man whose face is distorted with rage. The skin
is red, the eyes start from the head, the lips twist back from the
clenched teeth. Only the face is visible.
DM:
Anyone foolish enough to look at this picture need to make a ST vs
spell or they will go into a berserker rage and begin attacking the
party. Spells will effect this (dispell magic, suggestion ect.) but
the attacks at random party members will last for a turn.
Picture 49
Raphod the Reaper
PLAYERS:
This picture shows the figure of Death from the Tarot, complete with
is man-long sithe. The backround is a round ball covered with blue
and green/brown patches. (Roll INT on percentile to recognize this
as the world Kopeta)
DM:
This picture will come alive, step down from the painting and attack
the viewer as a Doppleganger. It will retain its appearance, but
will fight the PLAYER using exactly the same stats.
SOUTHERN EXIT:
If anyone passes through this exit, the sound of evil, maniacal
laughter is heard for 1d4 rounds.
Room A2 - 150x110x40
The Great Hall
PLAYERS:
You see a large room with 6 ribbed columns holding up a 40’ ceiling.
In the center of this room are 2 long tables that run north/south.
Their are 20 chairs around each table. On the tables are dishes and
silverware covered with normal spider webs and thick dust. Their are
silver goblets at each table setting. There are two fireplaces and
numerous statues along the walls. The eastern wall is covered by a
floor to ceiling curtin that is a solid dark purple. Hanging 20’
down from the ceiling and 15’ from the floor is a large chandelier
made of crystal. Over the fireplace on the northern wall is a huge
halberd. It was taken from a giant who was killed in battle by Runic
Rolmph.
DM:
This room is haunted by benign spirits who seek to relive the times
when this room was the center of the social life of the house. When
the party enteres the room, roll 1d10 to determine the number of
rounds that will pass before the spirits appear. The spirits appear
to be eating a large dinner, but they can only mime the actions as
they cannont move anything solid. They are dressed in fine clothes,
and engage in silent but animated conversation with one onother.
Occasionally, one will rise and propose a silent toast. They will
not react to anything the party does, except if they try to remove
anything from the table. If any of the table ware is touched, they
will change into horrible decayed forms and fly up to the ceiling.
They will circle around and swoop suddenly dive down at someone.
Everyone needs to make a save VS their wisdom or suffer the effects
of a fear spell.
The curtin is made of thick wool like a blanket. This hides a couple
of secret doors. It is atatched to spikes up at the ceiling. It is
very old, and will tear if handled roughly. It will burn with
incredable speed if it is put to the torch.
On the floor in the center of the western wall there is a strange
painting. It is a circle with magical runes in the center. This is a
teleportation device. Anyone who stands in the center of the circle
for more than one minute, they will be teleported to the first level
of the dungeon under the house in Room 1B.
In the south western part of the wall is a false door. It looks just
like the rest of the doors in the house, but it can not be opened in
any way as it is fake.
As is true with the rest of the statues throughout the house, they
are old and worn as if by weather. The detail of the statues has
been lost, and only the outlines of the figures remain.
The statues are listed by number below:
18 - There is not enough detail evident on the statue to tell what
it might have been, but it was a humanoid something. Allow the party
to guess what it might have been.
19 - The statue of a woman with her arms at her side, and her head
is tilted playfully to one side.
20 - The statues is partially broken. It looks like someone attacked
the head of the statue with a blunt object, as the left side of the
skull is missing, anda part of a sholder is gone.
21 - This would appear to be a member of the nobility judging from
the rich garments on this statue. The face is not intact so it is
impossible to tell who this might have been.
22 - This is the only magical statue in the room. If it is touched
it will speak saying "I left a chest with gems and silver in the
Grand Dining room to the NW of the center of this room" This is
true. Once activated it will never speak again.
23 - This statue is of a Were-Tiger in its combined shape.
24 - This statue depicts a Were-bear in its combined shape. The arms
are raised as if in benediction.
25 - The statue has been almost comploetely worn away by the
elements eventhough it is still within the house. It would be only
speculation to tell what this might have been.
Room A3 - 40x30x40
Bed Room
PLAYERS:
This room has a high 40’ ceiling making it higher than it is wide.
The room is unfurnished. The only thing of interest is a jeweled
long sword that hangs on the eastern wall in the center.There is a
musty smell coming from the room
DM:
If the party enters this room roll 1d10 for the number of minutes
that pass before faint straines of ghostly music begin to be heard.
It sounds like harp and flute.
A family of stirges has made a home in the ceiling of the room. It
is disguised by placing it in the northwestern corner. As soon as
the party enters they will attack. As nothing has entered this room
in a long long time, they will not retreat.
STIRGES (X4) HD1 AC7 ATT1 DAM1-4 ONCE A HIT IS SC ORED THEY WILL
ATTACH
THEM SELVES AND DRAIN 1-4 HP PER ROUND UNTILL REMOVED OR KILLED.
THIS TAKES
NO ADDITIONAL HIT ROLL.
A 6 B 7 C 4 D 5
Room A4 - 50x70x40
Grand Dining Room
PLAYERS:
This large room is dominated by a table with seating for 16 people
in the center of the room. The chairs surrounding this table are
padded and finely carved. Everything is in a advanced state of
decay. The tabletop is cracked, the legs are at odd angles and some
of the chairs look like they will collapse if sat on. In the
northwestern part of the wall is a fireplace. On top of the
fireplace is a small bronze chest. In the eastern section of the
southern wall is a small 3’ diameter hole in the floor.
DM:
When the door is opened, the party will see ghostly figures sitting
at the table. Roll for surprise. These apparitions will not attack,
they only seek to flee. As soon as they are able, their heads will
turn toward the poarty and with unearthly shreikes, they will
quickly rise up to the ceiling, dissappearing as the go. They
shreiks will allert the spectre that is hiding in the fireplace. He
will wait in hiding until one of the party is nearby, preferabley
searching the chest or the fireplace. Then he will drop out of the
chimney and attack.
SPECTRE ; AC 2; MV 15"/30"; HD 7D8+3; HP 37;
#AT 1;
DMG 1-8; SA DRAIN 2 LIFE LVLS;
SD SEE BELOW; INT HIGHLY; AL LE; SIZE M; THAC0:13
IMMUNE TO SLEEP, CHARM, HOLD, OR COLD SPELLS; NOT AFFECTED BY POISON
OR
PARALYZATION, +1 OR BETTER WEAPON TO HIT
In the chest are:
LARGE BLACK PEARL - 1000 GP
MEDIUM TIGER EYE - 10 GP
SMALL JADE - 30 GP
HUGE HEMATITE - 14 GP
VERY LARGE BANDED AGATE - 100 GP
LARGE MOSS AGATE - 10 GP
VERY SMALL AQUAMARINE - 50 GP
VERY SMALL JADE - 10 GP
SMALL STAR ROSE QUARTZ - 10 GP
VERY LARGE MOSS AGATE - 16 GP
VERY SMALL TOPAZ - 50 GP
235GP
Room A5 - 50x30x40
Kitchen
PLAYERS:
From the furnishings of this room it is obvious that this is a
kitchen. Most startling of all is the fact that there is a fire in
the fireplace in the center of the northern wall. Over the fire is a
steaming pot. The fireplace in the coutheastern corner is unused.
There are 3 cabinets alongs the northwestern wall. There is a table
and large basin along the northeastern wall. There is a bunch of
cutlery on the table there. In the NE corner of the room is a 3’
diameter hole in the floor. A smell of wood smoke is in the air.
DM:
Their are poltergeists in this room. As soon as the party enters
they will begin to attack. First, they will begin to throw the
knives that lie on the table. Then, the boiling pot will levitate
and fly toward the largest member of the table. They will seek to
scald that one with the boiling water.
POLTERGEIST (x5); AC 4; MV 12"; HD 1D8; HP 7(x2), 5, 8, 4; #AT 1;
DMG 1-6;
INT
AVERAGE; AL N; SIZE M; THAC0:19
Turned as a skeleton
Always invisible, though under extreme circustance they may assume
another form.
They attack by throwing objects; hitting as a 5HD monster. A hit may
do dammage, and indicates a ST VS spell or drop what is carried
(50%) and flee for 2d4 rounds Holy Water sprinkled on ground will
prevent P. from crossing, but does no dammage.
All of the cabinets are locked, but none are trapped. The first
cabinet contains mouldering table cloths and knapkins. The second
contains 6 silver platters worth 35gp each and some everyday plates
and saucers. The last has 100gp worth of silverware inside. This
weighs 30lbs. The last cabinet contains earthenware goblets that are
mostly worthless.
Room A6 - 80-110-40
Mead Hall
PLAYERS:
This is a very large room. The walls are covered with wooden
shelving that holds thousands of brown bottles. The northern wall is
covered with normal spider webs from the top of the 40’ ceiling to
the floor and to a depth of 3’. There are statues on either side of
the entrance and in the middle of the east and west walls. A group
of 6 zombies are tearing appart and eating something.
DM:
As the PLAYERs enter the room they will hear a sound like
crackling static. This is the effect of the entrance to the World
Serpent Inn that lies across this entrance.
The zombies are eating a giant rat that they have caught. They will
abandon the rat and attack the party if they enter.
ZOMBIE (x6); AC 8; MV 6"; HD 2D8; HP 8, 9(x3), 10(x2); #AT 1;
DMG 1-8; SD
IMMUNE TO SLEEP, CHARM, COLD; INT NON; AL N; SIZE M; THAC0:16
Once the party is in the room, roll 1d10 for the number of minutes
before the sound of drunken singing is heard. The voices will get
gradually louder untill 5 minutes have passed and the words become
audible. The spectral voices are singing "Infinity bottles of beer
on the wall, infinity bottles of beer. You take one down and pass it
around, infinity bottles of beer on the wall" The singing will
continue as long as they remain in the room. There is no way to stop
it and it will effectivly prevent the use of this room for sleeping.
The infinity bottles of beer on the wall that is refered to is true.
Each of the brown bottles contains some sort of beer, ale, or mead.
It is all of the highest quality. If the bottle is replaced back on
the shelf, in 24 hours, it will be full again. If any of the bottles
are taken from the room, the contents will immediatly go bad and
turn into a stinking mush.
The spider webs in the north are home to a large family of spider.
They will not move out of the webs, and will only attack if the webs
are dammaged.
SPIDER, LARGE (x20); AC 8; MV 6"*15"; HD 1D8+1; HP 5(x3), 3(x6), 6,
9(x6), 8(x4); #AT 1;
DMG 1; SA POISON BITE (SAVE AT +2); INT NON; AL N; SIZE S;
THAC0:18
Hidden behind the webs are a fireplace and two statues. There is
nothing special about them. Just to the left of the left statue is a
trap. If someone walks across this area, a large piece of stone will
fall from the ceiling. The PLAYER needs to make a ST vs DEX
or be struck by the stone for 2d6 dam.
The 6 statues in this room all seem to be warriors. They are all
dressed in plate armor of an old design. Their faces have been worn
away by time, and the detail that was once on the sheilds they hold
is also lost. There is nothing special about them except for the
statue to the right of the entrance. If anyone touches this statue
it will speak although the lips will not move. It will say "Please,
get me out of this place. I don’t want to be here any more. I must
get away..." and so on untill the character who touched it moves
more than 10’ away. It will stop then. The spirit in the statue is
mad and will not reply or be aware of anything the party is saying.
The most special feature of this room however is that it is an
entrance to the World Serpent Inn. This is a multi-dimensional place
that has doors that touch on many different planes including the
outer planes. If a PLAYER stands just outside the entrance
and says the magic words, "All honor and glory to Oroborous the worm
that eatith his own tail" the room will be replaced by the strange
looking entrance to the Inn as described in the Planer Adventures
book.
Room A7 - 30x20x40
Maids Room
PLAYERS:
This room contains a moldering bed in the NE part of the room. The
bed stands some 10’ from each wall, so it is rather in the middle of
the room. This will strike the party as odd. At the foot of the bed
is a chest. Some browned and rotting paper litters the floor. A
unsteady looking rocking chair stands in the SW part of the room.
DM:
This room acts as the lungs of the house. These lungs do not always
pump, and are motionless when the party opens the door. If they
enter the room a small hole can be seen in the 40’ ceiling.
Roll 1d3 to determine the number of rounds before the elves in the
party can hear the sound of faint sighing. Roll 1d3 again and the
sound becomes that of normal breathing. 1d3 and the breathing
becomes panting and the walls begin to quiver. 1d3 and the sound
becomes a deep rushing noise. The walls begin to move 2’ back and
forth. 1d3 and the sound becomes a deafening roar and the walls
pulse 10’ back and forth in time to the sound. 1d3 and everyone in
the party must make a ST vs CON or become deafened for 1d10 hours.
At this time they will notice that the air in the room is getting
thin. In 1d8 rounds from that time, all the air will become
evacuated from the room. Use the Holding Breath rules if they stay
in the room after this time.
The maid whose room this was stole a gem studded gobblet(150gp) and
hid it under her clothes in the chest at the foot of the bed. The
clothes are now mouldering but the goblet is still intact.
Room A8 - 30x40x40
Maids Room
PLAYERS:
This is an irregularly shaped room. The ceiling is 40’ high. In the
south portion of the room is a heap of broken wood and splinters. A
childs chair sits alone in the NW corner.
IF THEY ENTER THE ROOM:
A bed can be seen in the NE corner of the room. The top of the bed
is covered with a rotting bed cloth, and the bed underneith is
lumpy. A chest sits at the bottom of the bed, and a small cradle is
to the left of the head of the bed.
DM:
The spirit of the maid still inhabits this room. Roll 1d3 every
round. If a 1 is rolled, roll 1d5. There are 5 corners in this room.
The spectre of the maid will appear in one of the corners. She
appears quite solid. She is homley and wears a sackcloth dress over
a skinney body. She holds in her arms a small baby. The baby has a
silver dagger progruding from its left eye. Blood covers the baby
and the lower part of the maids dress. She will appear, scream in a
loud heart wrenching voice and disappear again in a single round.
Continue to roll for this occurance as long as the party remains in
the room.
If the bedclothes are thrown back it will reveal 3 small pouches
filled with her life savings that total 341 SP. A sliver dagger
identicle to the one in the eye of the child is also found here. If
the dagger is broken, it will put the spirit to sleep. This will get
the one who thinks of this 100 additional exp.
The chest at the foot of the bed is trapped with a poison needle
that will shoot out of the keyhole. It is Insinuative poison type 3.
Iside the chest are some rotting clothes. Under the clothes is a
small pouch containing 10gp and a gift from the noble father of the
bastard child she holds; a opal necklace worth 580gp.
Room A9 - 45x30x40
Butlers Room
PLAYERS:
In the center of this room is a large green run. There is a bed in
the NE corner. Using bloody fingers as legs a severed hand walks
across the bed toward you. In the SE corner, a backpack hangs from a
wooden peg in the wall.
DM:
The hand will walk to the edge of the bed and then fall off onto the
floor. The green rug is actually a small green slime. It will attack
as soon as someone moves into the room.
GREEN SLIME ; AC 9; MV NIL; HD 2D8; HP 3; #AT 0;
DMG NIL; SA EATS THROUGH
WOOD
& METAL; SD SEE BELOW; INT NON; AL N; SIZE S; THAC0:16
IMMUNE TO MOST SPELLS EXCEPT HEAT & COLD (CURE DISEASE KILLS
IT); PHYSICAL
ATTACKS DO NOT HARM
In the backpack is a golden tiara worth 600gp.
Room A10 - 30x50x30
Kitchen
PLAYERS:
There is a fireplace in the NW corner and in front of it a rocking
chair rocks back and forth. Along the west wall is a table loaded
with crockery. On the east wall is a butcher block table with a
silver bowl on top of it.
DM:
Poultergeits spirits inhabitit this kitchen. Anyone who enters will
be pummeled by flying crockery from the western table. There are 3
poison snakes in the silver bowl who will attack anyone who tries to
take the bowl. This bowl is worth 10gp.
SNAKE, POISONOUS (x3); AC 6; MV 15"; HD 2D8+1; HP 11, 14, 16; #AT 1;
DMG 1;
SA-POISON BITE FORCES SAVE; INT ANIMAL; AL N; SIZE S; THAC0:16
POLTERGEIST (x3); AC 4; MV 12"; HD 1D8; HP 4, 1, 3; #AT 1;
DMG 1-6; INT
AVERAGE; AL N; SIZE M; THAC0:19
Turned as a skeleton
Always invisible, though under extreme circustance they may assume
another form.
They attack by throwing objects; hitting as a 5HD monster. A hit may
do dammage, and indicates a ST VS spell or drop what is carried
(50%) and flee for 2d4 rounds Holy Water sprinkled on ground will
prevent P. from crossing, but does no dammage.
Room A11 - 50x50x30
Bakery
PLAYERS:
This room has utencils hanging from the east wall. There are knives
and large forks and rolling pins and numerous others common to
bakeries. The fireplace in the center of the eastern wall has doors
made of metal on either side of it. The sides of the inner fire area
are lined with metal. A howelling wind shreiks up the chimney. There
is a long table along the western wall. There are several
earthenware bowels here, most of them covered. There is a 3’
diameter hole in the floor in the SW part of the room.
DM:
A giant Stag Beetles wait for someone to enter before it attacks.
BEETLE, STAG (x4); AC 3; MV 6"; HD 7D8; HP 36, 43, 30, 34; #AT 3;
DMG
4-16/1-10(x2); INT NON; AL N; SIZE L; THAC0:13
In one of the covered bowels is a rotting severed head of a young
woman. It has some herbs sprinkled over the shaved head.
The utencils are worth about 5gp.
Room A12 - 30x30x30
Scullery Maids Bedroom
PLAYERS:
A bed is in the SE corner. It is completely broken down and the
matting is torn and tossed around. On the east wall is a chest of
drawers. There are 10 skeletons milling around in the center of the
room. They attack!
DM:
The skeletons will follow the PLAYER out into the corredor.
SKELETON (x10); AC 7; MV 12"; HD 1D8; HP 4(x3), 3(x3), 1(x2), 7, 5;
#AT 1;
DMG 1-6; SA ATTACK UNTIL DESTROYED; SD SEE BELOW; INT NON; AL
N; SIZE M;
THAC0:19
½
DMG FROM SHARP OR EDGED WEAPONS; IMMUNE TO SLEEP, CHARM, COLD
OR HOLD
SPELLS DO 1-6 REGARDLESS OF WEAPON USED
One of the skeletons is wearing a womens golden ring. It has a ruby
stone and is worth 324gp.
Inside the lowest drawer of the chest is a golden wistle. If blown
it will summon a Foo Dog who will perform a single feat for the one
holding it.
Room A13 - 30x25x30
Scullery Maid Bedroom
PLAYERS:
There is a rotting bed in the SW corner of this room. There is a
large painting of a hill beside a flowing river (a picture of this
place 400 years ago) and on top of the hill is a house. Otherwise,
the room is empty.
DM:
The bed concels a Tenebrous worm that will attack as soon as someone
comes within 10’ of the bed.
WORM, TENEBROUS ; AC 1; MV 1"; HD 10D8; HP 33; #AT 1;
DMG 2-20; SA SEE BELOW; SD SEE BELOW; INT ANIMAL; AL N; SIZE
M; THAC0:10 ACID FORCES POISON SAVE AT -3 OR TAKE DOUBLE FROM BITE,
BRISTLES FORCES SAVE VS POISON OR BE PARALYZED There is a Wand of
Cold hidden behind the painting. If this painting is studied, it
will give a better idea of the layout of the house. This will advise
them of the existance of the Gazebo and the graveyard. After the
worm is killed, a faint voice will be heard chanting "Its only a
dream Life is just a dream, Its only a dream Life is just a dream
and death is just a nightmare." over and over again.
Room A14 - 35x25x30
Cooks Room
PLAYERS:
Unlike the other rooms, this one is spotlessly clean. The only thing
in the room is a broom that is propped up against the W wall. A
small pile of debris lies in the NW corner.
DM:
Roll 1d10 as soon as the party enters the room. This is how many
rounds it will be before a demonic laugh can be heard. This laughter
will continue getting louder and louder until after 20 minutes, they
can not hear each other speak.
The broom is animated and if anyone spills something or if their
feet are dirty, it will begin to sweep it toward the NW corner. If
the debris is searched, a Zircon ring will be found. If the ring is
closely examined, a small catch under the stone setting will be
found. Pushing this catch will cause the setting to pop up revealing
inside a chamber holding type 4 injestive poison.
Room A15 - 30x35x30
PLAYERS:
This room has a bed in the NW corner and a small chest with drawers
in the corner opposite. Hanging over the bed is a schimitar and
under the bed are a pair of shoes. The chest is broken and little of
it remains except for the bottom half and around it, the splintered
remains of the top.
DM:
Hiding behind the remains of the chest is a wolverine. It is not
large, but it is dexterious and fierce. It will attack anyone
entering the room, and if the party is small enough, it will go out
into the corredor to attack.
WOLVERINE ; AC 5; MV 12"; HD 3D8; HP 13; #AT 3;
DMG 1-4(x2)/2-5; SA SEE
BELOW; INT SEMI; AL NE; SIZE S; THAC0:12
MUSK ATTACK FORCES SAVE VS POSION (FAIL CAUSES BLINDNESS & LOSS
OF STRENGTH
& DEX), +4 ON "TO HIT" ROLL
Anyone who searches the bed will find the shoes under it. They will
"bond" to the one who touches them first. They appear to be a
worthless pair of old shoes, but they will follow the one they bond
to around. The sound they make as they walk is load, and while they
are following the PLAYER around the party suffers a -1 to
all initive rolls.
The sword hanging over the bed is a +1 Schimitar of Sharpness. The
pummel of the sword is coated with a particularlly virulent contact
poison type #1. It is so powerful that the saving throw is made a
-2.
Room A16 - 30x32x30
Fourzombies, Rotting napkin covers a teacup full of dust oa
appearance. Gasping noise from E corner PLAYERS:
This room has only one piece of furnicture; a table in the center of
the room. On the top of the table is a teacup and saucer. Some
rubble lies in the SE corner but otherwise it is empty. It is
however full of particularly nasty partially rotting zombies!
DM:
This room is crowded with zombies. They have been told to attack
anyone that enters, and will follow a party out of the door if given
a chance. Unless the front line specifically says they are blocking
the way, they will move into the corredor after those who have not
entered. In the center of each forehead is a strange coin like
object. This is a Disk of Ever Faithful Obedience. It causes all
undead wearing it to turn as 2 levels higher than they normally
would.
ZOMBIE (x40); AC 8; MV 6"; HD 2D8;
HP 13(x9),
11(x11),
12(x5),
14(x9),
3(x6);
#AT 1;
DMG 1-8; SD IMMUNE TO SLEEP, CHARM, COLD; INT NON; AL N; SIZE
M;
THAC0:16
Room A17 - 20x40x30
Screaming woman runs across room 1d4 turns. Cobwebs cover a cross on
Ewall PLAYERS:
This room has deep thick cobwebs covering something on the eastern
wall. You can’t tell what is covered, but it is something on the
wall itself. The webs appear to be produced by normal spiders.
DM:
As soon as the PLAYERs enter the room, roll 1d4. In that
many rounds, a spectral woman will run screaming across the room
looking fearfully over her sholder. This will have no effect other
than to unnerve the party. The spiders that made the web died of
hunger long ago, and if the web is carefully searched, their small
bodies may be found. They webs cover a large silver gauntled fist.
This is a holy symbol of the God Torm. It weighs 20lbs, and has been
blessed by the priests of the temple. If used to turn undead, it
will allow the cleric using it to turn at 2 levels higher than
normal. However, the PLAYER may be encumbered by it weight
and large size.
Room A18 - 20x95x30
PLAYERS:
This room contains a chopping block that rests against the eastern
wall. Standing in front of the block is a female wraith who is
butchering a human body with a dagger as you enter. She turns and
attacks sensing more food!
DM:
The sound of the choping can be heard in adjoining rooms. Roll 1d6
as soon as this room is entered. In that many rounds, illusionary
fire will spring up from the floor enveloping the entire room. It is
imperfect in that the wraith will take no damage. This will add a +2
to the saving throws of those in the room. If they make the ST, they
take no dammage. Those failing will take 2d8 HP. The dagger the
wraith is using is a +1 dagger. WRAITH ; AC 4; MV 12"/24"; HD 5D8+3;
HP 23; #AT 1;
DMG 1-6; SA 1 LVL ENERGY DRAIN; SD ONLY SILVER OR MAGIC
WEAPONS HIT; INT VERY; AL LE; SIZE M;
THAC0:15
UNAFFECTED BY SLEEP, CHARM, HOLD, OR COLD-BASED SPELLS; UNAFFECTED
BY
POISON OR PARALYSIS
Room A19 - 45x40x30
PLAYERS:
This room looks like no one has entered it in a long time.e light
goes out as the magic that keeps them constantly lit relies on their
physically touching the walls of the building.
The pictures are magical as are most of the pictures in the House of
Stone.
Picture 40
Rushraf the RainMaker
PLAYER:
This picture is of a mage in a grey robe. The man has grey hair and
is old
but still firm. He is looking strait ahead and his arms are
stretched
forward with the palms up. Inbetween his palms is a cloud. Rain is
falling
on his hands, and a rainbow stretches
17(x3), 12(x2); #AT 1;
DMG BY WEAPON; SA SEE BELOW; INT AVERAGE; AL VAR; SIZE M;
THAC0:20
USES BROAD SWORD (2-8)
TREAS 174 CP
XP 900
IN LAIR TREAS 3000 GP, 100 PP, 13 GEMS
POTION OF CURE SERIOUS WOUNDS
TREAS 16 CP, 7 SP, 4 GP
XP 1780
7 Lair of Rabid Rolmph, Mage and Vampire.
HOS-Original Room Desc
Room Label Room Type Description
A1 Master Foyer An animated hatrack approaches
the party with its posts extended like
psudopods. It has 200gp worth of furs and jewled clothes. It will
only give
the items to the original owners and will attack any
attempting to take
them.Animated Hat Rack - AC 4 HD 5 2 attacks 1d6 dam
Move 6
entry room: 2d4 clothes pegs, pile of small stones, cobweb covered
dirk,
dais, dusty mirror, reliquary, vial of perfume, useable low table,
urn,
crushed fresco, small sack, dusty shawl, dusty toga, badly dented
beaker.
A2 Great Hall Two long tables with 12 Skeletons
1HD AC 7 Armed with swords (1d8).
Long table 30 rotted chairs and 30 silver goblets worth 12gp each.
The
Halberd of a giant (15' long with a 4' blade) hangs on the
wall.hall: wax
blob, dust covered candelabrum, broken sword blade, dust, wax
drippings, hassock.
A3 Bedroom Faint music can be heard here. The
air smells musty. A heavily gem
inlaid sword is on the wall. It's worth 270GP. 6 Stirges are
living in the
ceiling. divination room: slimy coating on floor, lodestone, pile
of bone,
vial of holy water, brown booklet on history, euphonium, jar of
ape hair,
jar of soot, violet disquisition on clairaudience, sheet of
papyrus, fishing
net, trunk, pile of dirt, stand, prism, green tome on astronomy,
[OBJECT
APPEARS AS PLAYERS ENTER ROOM], jar of rose petals, candlestick,
black study on plurality, white codicil on lightning, blue
publication on
pain, jar of bone powder, furnace, box of insence sticks, small
forked
metal rod, gong, merchant's scale, carafe, box of talc, ivory
pendant with
a picture of a basilisk, jar of oil.
A4 Dining Hall Sixteen ghosts will dissappear
when players enter. Chest with 560fp in
gems and 450 SP hidden in fireplace. The chest is protected by its
previous owner who is now a Spectre. dinning room: 1d4 long
tables,
2d8 chairs, short ladder, grappling hook, ladle, high stool,
wrought gold
idol with a picture of a prince, brass idol with a picture of a
man in
chains, [TRAP THAT EMITS A GAS THAT HAS A BLINDING EFFECT], soot
covered cups (2d4), flask, towel, kettle, chopper, jar,
pieces of rotting
wood, slime covered small sword, earspoon, tinderbox, grinder,
sewing
needle, acid damaged hogshead.
Page 1 of 35
Room Label Room Type Description
A5 Kitchen Five butcher knives animate and fly
at any entering. boiling pot will fly off
the stove heated by Logs of Everburning and attempt to stirke the
largest
member of the party. Six rats live in a small wooden crate. A
locked
wooden cabinet contains ten silver platers. They are worth 35 GP
each.
kitchen: 1d100+20 feet of light chain, masher, pan, kettle, shelf,
washcloth, scraper, fork, platter, [SMALL MAP HIDDEN WITHIN],
grater,
sifter.
A6 Mead Hall This room is overrun with 20
spiders. Everything in the room is covered
in spider webs. These webs are not of sufficient strenght to catch
anything larger than a small bird, but are sufficient to slow
movement to
1/2 of normal. Six Zombies lie covered with webs in the N. corner.
They
will come to "life" 3 rounds after the first web is disturbed.
banquet room:
long table, rusted spike, sifter, towel, saucer, beater, dipper,
tinderbox,
spoon, trestle table, flagon, beater, beater, scraper, decanter,
torn sack,
[OBJECT ASKS A QUESTION], jug, grinder, bowl, grater, mug.
A7 Maid's Room This room is the lungs of the
house. Those passing by will feel the
passage of air beneith the door on a 5d6 roll. The floor of this
room is
wood and creaks as it is stepped on. A chest contains a gem
studded
sliver goblet worth 100gp buried under rotting clothes. Elves will
hear low
breathing on 1-3 on 1d6; others will hear on a Listen rool
of 5d6. This
sound will become normal breathing after 4 rounds and audible to
all. In
another 1d4 rounds, the breathing becomes pronounced and the walls
may be seen to buldge in and out. At this time, all doors in the
room will
dissappeasr. This movement will increase 1' per round to a max of
10'.
At this time the sound of moving air becomes deafining. In 1d8
rounds
the players begin to sufficate. USe drowning rules. lounge: low
table,
1d100+20 feet of heavy chain, flageolet, broken arrow, cracks in
ceiling,
bag, badly dented bottle, broken pole.
Page 2 of 35
Room Label Room Type Description
A8 Butler's Room A trunk containing
1080SP, 10 GP and 1 KP is trapped by a poison
needle in the unlocked latch. Every other turn, a young girl will
appear in
a random corner of the room. She will scream, clutch her head as
if in
pain the dissappear only to reappear the next round in a different
spot. A
dusty bed with a mouldy matterss hides a sack with a 580GP Opal
necklace. museum: 2d6 display cases, glass bottle, green jade
statuette
of a basilisk, rusted spike, 4d20 gold coins in a medium
metal chest,
common wood statuette of a powerful female warrior in battle,
small
wood chest, drawing of a dwarf, oil painting of a bear, drawing of
a tailor,
wax drippings, cups (2d4), schnepfer, brazier, gong, blood covered
sultani, 1d100 copper coins in a medium barrel, solid gold
medallion
with a picture of a wedding, painted clay statuette of a turtle,
nimcha,
slime covered kirtle, crimson jade statuette of a sailor, fishing
net, gupti,
painted clay dagger with a picture of a turtle, high stool, lyre,
hooded
lantern, urn, iron coronet, rattle.
A9 Kitchen Backpack with 180gp, 55sp, 225 Cp
hanging on Peg. Musty odor. Green
slime appears to be a green painted wall. It will attack when a
person in
standing/searching this wall. kitchen: hooded lantern, cup, bits
of hair,
On a small tables are: ewer, decanter, saucer, dented brazier,
strainer,
dipper, saucer, towel, pot, dented fundibulum, cup, dented
tapestry,
plate, cobweb covered sauschwerter. A severed hand crawles
around
the stuff picking up one thing after another then putting it down
again.
A10 Bakery Empty rocking chair rocks, plates
float across the room, 3 jars of jam hurl
themselves at intruders. Under the tureen are 3 poisonous
snakes.
kitchen: 1d100+20 feet of heavy chain, decanter, urn, grater,
tureen, pan,
decanter, tinderbox, flask, masher, bowl, jug, washcloth, spoon,
platinum
ring, ladle, plate.
A11 Scullery Maid Howling winds and growling
come from the chimney. Skull in a covered
pot. Utensils worth 260 CP. A brightly faded tapestry worth 15Gp
is on the
wall. It is a picture of an old dog. Under the trestle table
is a Giant Stag
Beetle office: desk, chair, rusted iron bar, large metal chest,
soot covered
small table, large table, gray tractate on knives, trestle
table, green
cyclopedia on thieving, dust covered sconce, jorum, dust covered
censer,
undamaged incense, rug, gray treatise on displacement,
scrathes on
wall, one leather boot, broken sword blade, cobweb covered cups
(2d4),
violet booklet on lucubration, pedestal, useable bench, violet
monograph
on undead control.
Page 3 of 35
Room Label Room Type Description
A12 Scullery Maid Gold whistle 70gp commanding
giant Foo Dog in Vestible is hidden in
the lid of a chest containing the glass items below. reception
room: low
bench, glass bottle, crushed pedestal, hourglass, bronze statue of
a
building, mold, scrathes on wall, undamaged beaker, slimy coating
on
ceiling, bowl, small table, water-color painting of a swordmaster,
iron
pot.
B3 Corner Gallery The fireplace here is always
burning. It will change colors as follows:
Roll 1d6 for color1) Blue heals 1d4 HP2) Red causes 1d6 HP3)
Orange absorbs magic nullifying any spells in effect4) Yellow
melts
metal armor (1 pt of AC per round in room5) Green removes
curses/geases6) Curses person to shivering coldness The color will
change every 1d8 rounds
B5 Store Room Pictures 96, 97, 98, 99 and 100
are on each wall. When room is entered,
they wiull all step out of the pictures in 1d4 rounds.
B4 Master Gallery Long room filled with
pictures
B6 Bedroom Room is filled with cobweb which
obscure a painting on each wall.
Pictures 91, 92, 93, 94, and 95 will animate if webs are removed
from
paintings
B7 Alter Nook Copper griffon idol will animate
and growel but will not attack or step
down from its pedistal. A falcon mask, a tigert mask and a wolf
maks like
on a marble sacrificial stone. Anyone sacraficing a small
animal and
allowing the blood to fall on the mask then doning it, will turn
into the
creature depicted. temple: rusted caltrops, soot covered small
table,
dusty mosaics, throne, damaged chest, [OBJECT DISAPPEARS AS
PLAYERS ENTER ROOM], low table, gauno, slime covered oil lamp,
acid
damaged screen, dung covered drum, screen, cage, drawing of
a
dragon, mat, badly dented cushion, chime, blood covered idol, silk
tapestry of a humanized buffalo head, idol, lamp, brazier, drawing
of a
mermaid, crimson jade statuette of a wedding, useable 1d8 pegs.
Page 4 of 35
Room Label Room Type Description
A13 Cook's Room This room is currently occupied
by 20 Larva who are being tortured by the
Tan'aree. They are maddened and will attack anyone entering
the room.
But they will cower together in a corner of the room if more than
5 are
killed. A womans voice will be heard chanting "me oh my I want to
die
<giggle>..." A wand of cold with 10 charges is hidden behind
the wall
basin. workshop: workbench, mold, broken pouch, unuseable
candelabra, damaged wall basin and font, one leather boot,
undamaged
torch, torn sack, candle, pick handle, pedestal, pile of
dirt, unuseable
washcloth, soot covered vessel, firkin, cobweb covered desk.
A14 Cook's Room Laughter grows in intensity
while in room. Animated brazier with legs will
follow the party around the room illuminating anything they
look at. It will
accompany them if it gets a chance. waiting room: 2d4 chairs, pile
of dirt,
desk, hooded lantern, dust covered torch, fire damaged
vessel, dented
round table, undamaged idol, glass bottle, long table, oubliette,
pile of
dirt, blunt javelin head.
A15 Scullery Maid A pair of high
heeled womans shoes will animate and get under foot.
The outline of a sword and a scemitar can be seen on the wall
where
they used to lie. robing room: mirror, 2d4 clothes pegs, sofa,
beacon
lantern, painted clay armband with a picture of a werewolf, soot
covered
chain mail armor, pieces of rotting wood, painted clay staff with
a picture
of a beaver, solid abdurite dagger with a picture of a battle,
dung stained
hide armor, common robe, acid damaged wrapper, unuseable common
robe, vial of perfume, cobweb covered belt.
A16 Scullery Maid Four Ghasts lie hiding when
the party enteres. Gasping noises come
from the NW corner of the room. reception room: low bench, square
table, chair, [OBJECT MOVES AWAY FROM PLAYERS], fire damaged tub,
bag, scratched dais, crushed ewer, jorum, dung covered high stool,
pile
of small stones, dusty fountain, bag, damaged urn, silver statue
of a
blacksmith, dust covered statue, tub.
Page 5 of 35
Room Label Room Type Description
A17 Scullery Maid A screaming woman
appears and runs across the room every 1d8
rounds. Thick cobwebs cover a hand mounted on the wall. gallery:
tub,
humming top, bronze statuette of a fighter, pile of twigs,
platinum statue
of a tree, bronze statue of a theif, water-color painting of a
wedding, blue
dictonary on haunting, wax drippings, zither, water-color painting
of a
tree, ocarina, silver statue of a dolphin, [OBJECT ASKS A
QUESTION],
platinum statue of a dragon, exotic wood statuette of a powerful
female
warrior in battle, [SLOWING GAS TRAP], flask, altar, gold statue
of an
astrologer.
A18 Minor Gallery False flames engulph the room
but burn nothing every 1d4 rounds.
gallery: low table, painted clay statuette of a female warrior,
oil painting of
a crayfish, bronze statuette of a monster, silk tapestry of
a winged lion
with a human head, drawing of a knight in armor, zither, blood
covered
gold goblets (2d4), silver statuette of a theif, crimson jade
statuette of a
halfling, crystal idol with a picture of a man in chains, drawing
of a
powerful male warrior in battle, unuseable urn, oil painting of an
unicorn,
grappling hook, acid damaged hogshead, gold statue of a wizard,
large
puddle of water, small silver mirror, plectrum, round table, long
table.
A19 Bedroom Large pile of bones and rat offal.
A20
Bedroom A huge
silver shield bearing the coat of arms of the Rulmps hans on
wall. The jug contains posioned wine. (Roll taste on 4d6 to detect
poison.) divination room: long ladder, jar of ape hair, orange
phamplet
on subjection, fresco, beaker, jar of poppy dust, carafe, dung
stained rug,
dish, jar, wrought gold brooch with a picture of a wedding,
jug, jar of
powdered silver, bastinadoes, alembic, lodestone, book, backpack,
gray
dissertation on utility, pentagram, slime covered barrel, vial of
holy water.
Page 6 of 35
Room Label Room Type Description
A21 Secret Study Ordinal of Alchemy allows an
alchemist to convert 100cp to 100gp using
Basilisk Powder. Scroll of Monster Fleeing. is hidden under the
bucket.
Faint organ music is heard and on a listen roll of 4d6 hummin can
be
heard. On a 5d6 roll hear words "Inside but outside guraded by the
kitty".
laboratory: pieces of rotting wood, decanter, blood covered
tapestry,
bucket, small forked metal rod, blood covered censer, muddy
lantern,
slimy coating on ceiling, large belt pouch, large puddle of water,
pan,
small forked metal rod, undamaged hogshead, dung stained bucket,
phial, [OBJECT TALKS NONSENSE], small forked metal rod, rotten
rope,
jug, map case, sheet of papyrus, dung covered jorum, waterclock,
dust
covered lantern, tray, dung stained flask, muddy jorum, pail,
small table,
small forked metal rod, tankard, box of herbs.
A22 Game Room Organ plays "Sabre Dance"
game room: 1d4 round tables, 4d4 chairs,
dung, skeel, table, chair with straps, solid abdurite bracelet
with a picture
of a powerful male warrior in battle, chalise, copper
rondure with a
picture of a crocodile, soot covered pedestal, signal whistle,
rebeck,
undamaged torch, torches, sofa.
BT1 Bedroom(Tower) Three wights and 34
skeletons. Rooom contains 12 heavy crossbows,
14 Short Bows, 10 swords and 25 daggers. antechamber: broken sword
blade, fire damaged mat, [OBJECT POLYMORPHS INTO A DIFFERENT
OBJECT], acid damaged ewer, exotic wood statuette of a man in
chains,
100 foot roll of hemp rope, acid damaged desk.
BT2 Nannie's Room(Tower) Chains wriggle across
the ceiling like snakes making a continuous
clinking sound. A homunuculi will attempt to prevent people from
using
the trapdoor in the ceiling. A spear trap (shoots across opening
of
trapdoor if used). office: desk, chair, small sack, [ILLUSIONARY
FLOOR
TRAP], scratched puncheon, crushed cushion, pile of twigs,
caldron,
hooded lantern, badly dented blanket, altar.
Page 7 of 35
Room Label Room Type Description
BT3 Corner Gallery(Tower) Room is full of
broken cages. Maddened, hungry animals will attack
those entereing, but may be calmed by a druid. Giant Beaver, Giant
Otter,
four monkies, hawk. gallery: tub, humming top, bronze
statuette of a
fighter, pile of twigs, platinum statue of a tree, bronze statue
of a theif,
water-color painting of a wedding, blue dictonary on haunting, wax
drippings, zither, water-color painting of a tree, ocarina, silver
statue of a
dolphin, [OBJECT ASKS A QUESTION], platinum statue of a dragon,
exotic wood statuette of a powerful female warrior in battle,
[SLOWING
GAS TRAP], flask, altar, gold statue of an astrologer.
BT4 Master Gallery(Tower) Three mouldering
corpses lie next to the trapdoor. Chained to the
opposite wall, restraining him 10' feet from trapdoor is Brother,
Rourden
The Repressor. He is mad and good and will tell the part the
location of
the house of stone and caution them that the temple must be
defiled to
send the Tan'aree back before the heart may be attacked. He thinks
the
party is torturing him and as he tells this he screams and wound
appear
on his body imitating torture. gallery: low table, painted clay
statuette of a
female warrior, oil painting of a crayfish, bronze statuette of a
monster,
silk tapestry of a winged lion with a human head, drawing of a
knight in
armor, zither, blood covered gold goblets (2d4), silver statuette
of a theif,
crimson jade statuette of a halfling, crystal idol with a picture
of a man in
chains, drawing of a powerful male warrior in battle, unuseable
urn, oil
painting of an unicorn, grappling hook, acid damaged hogshead,
gold
statue of a wizard, large puddle of water, small silver mirror,
plectrum,
round table, long table.
Page 8 of 35
Room Label Room Type Description
BT5 Store Room(Tower) A red
stained skull sits on a chest and will ask the party a number of
riddles. If the party correctly answers a riddle he will allow
them to ask
him a question which he will answer if possible. If they fail to
answer
correctly, it will fly around the heads of the party, then
dissappear. After
answering the question it will sigh, thank them for his
release, then
explode doing 1d8 of damage to those questioning him. storage: 1d4
barrels, 1d6 crates, bell, dusty skeel, muddy box, 1d100 platinum
coins
in a medium barrel, vessel, fire damaged jorum, scratched vase,
muddy
pegs, useable armchair, broken urn, basket, damaged lamp, dented
candle, bowl, bowl, dust covered bench, cobweb covered musnud,
cresset, badly dented hassock, shelf, cobweb covered cresset,
unuseable quiver, acid damaged hourglass, broken square table,
unuseable reliquary, torn sack, [MAGIC - SEX CHANGED ON FIRST
TOUCH], muddy wall sconce, blood covered small table, small bottle
of
perfume, lute.
B1 Bedroom Remains of spider webs cover this
room. lounge: low table, 1d100+20
feet of heavy chain, flageolet, broken arrow, cracks in ceiling,
bag, badly
dented bottle, broken pole.
B2 Nanie's Room This room is completely empty.
It is spotlessly clean and if any one
enters a voice says "wipe your feet. Whay are you here, dont you
know
there are spooks and spiders and things that will poke your eyes
out..." It
will continue to talk like a over protective parent until they
leave.
B8 Bedroom Arrows are stuck all over the room
in the walls of living stone. A tapestry
on the wall depects a battle scene featuring archers. Once every
1d4
rounds a arrow will fly out of the wall at a character (THACO 20).
If it hits
the wall (THACO 7) the wall will react with a psudopod at the
nearest
person. chantry: round table, decanter, pile of straw, sofa, [TRAP
THAT
CONSISTS OF A CORRODING SUBSTANCE], cobweb covered urn,
scratched curtain, dung covered sack, low table, slime covered
side
chair, trickle of water.
B9
Bedroom A dire
wolf stuffed head on a plaque is on each wall. The wolf will
animate if someone sits on the sofa facing it. Otherwise they will
animate only if someone tries to remove the gold ring from it's
nose.
Ring of Mammal Control, Ring of the Wolf (allows the character to
change into a wolf) and Ring of Wolves Teeth (Changes hand into
the
jaws of a wolf and then does 1d8+2 HP of dammage)
Page 9 of 35
Room Label Room Type Description
B10 Trophy Room trophy room: 2d6
shelves, sheet of papyrus, crimson jade armlet with a
picture of a mermaid, 5d20 silver coins in a leather sack,
talibon,
drawing of an astrologer, copper staff with a picture of a
powerful warrior
about to burst free from his chains, rare wood dagger with a
picture of a
powerful warrior about to burst free from his chains, bronze
statuette of a
powerful male warrior in battle, 4d20 platinum coins in a leather
sack,
trunk, undamaged hogshead, drawing of a mermaid, ivory dagger with
a
picture of a dwarf, acid damaged dusack, silver statuette of a
person,
magnifying glass.
B11 Butler's Room court: large
throne, sewing needle, beacon lantern, bastard sword, bits
of hair, cresset, platinum signet, box, 5d20 copper coins in a
medium
metal chest, brown composition on vixen vengeance, dagger hilt,
armchair, 1d100 silver coins in a large barrel, needle, fishing
net, keg,
dented square table, bronze statuette of a powerful female warrior
in
battle, mat, common wood rondure with a picture of a wizard,
sconce,
goose-feather sabre.
B12 Butler's Room robing room:
mirror, 2d4 clothes pegs, spyglass, blood covered
pantaloons, soot covered chain mail armor, unuseable jerkin,
dented
sash, cobweb covered jorum, brass chalise with a picture of a
wizard,
cobweb covered hose, whistle, dusty pin, buskins, unuseable small
wood shield, sash, damaged slippers, brass armband with a picture
of a
prince, crimson jade bell with a picture of a shepard,
[MOLTEN LEAD
TRAP], medium metal.
B13
Bedroom meditation
room: trickle of water, small bottle of perfume, chest, chalise,
jar of powdered iron, damaged quiver.
B14
Bedroom vault: set
of thieves tools, flask of lamp oil, 3d100 gold coins in a
medium metal chest, dented catapulta, silver comb, draggon tooth
goblet, acid damaged tub, small metal mirror, vestments, painted
clay
statuette of a woman in chains, wrought gold ball with a picture
of a
prince, 4d20 gold coins in a large barrel, silver ball, large belt
pouch,
gold earring, bronze statuette of a torose male laborer, arras,
crushed
composite short bow, jorum, damaged shelf.
Page 10 of 35
Room Label Room Type Description
B15
Armory
armory: scrathes on wall, stool, kapee dha, acid damaged campilan,
crushed manople, dusty han-dachi, blood covered basket, pulouar,
flight
arrow, trident, matafunda, sofa, javelin, soot covered
jumgheerdha, acid
damaged candelabra, crushed alamani, short sword, large wood
chest,
useable kenuki gata tachi, small table, round table, red textbook
on
zymosis, sica, soot covered fire arrow, dusty straight sword,
cracked
flask, slime covered tashi, short sword, dented composite long
bow, fire
damaged sack, pile of leaves, dung covered gupti.
B16 Laboratory
laboratory: bullseye lantern, blood covered pegs, dung stained
amphora, colichemarde, cracked hammer head, large sack, skeel,
hassock, jar of salt, crucible, large metal chest, broken bottle,
fountain,
box of insence sticks, 1d4 whips, bent iron bar, jar of powdered
gold, 1d4
gold coins in a small metal chest, bowl, dung covered tub,
small puddle
of water, damp ceiling, magnifying glass, brazier, prism, small
belt
pouch, small metal chest, damaged mirror, dung covered cabinet,
crushed cups (2d4), vial, scratched armchair, large puddle of
water,
undamaged candle, [PIT TRAP].
B17
Bedroom bestiary:
1d6 cages, short ladder, magnifying glass, 100 foot roll of
hemp rope, small table, high stool, pile of small stones, [SPRING
DOOR
TRAP], mold, black tract on torose enlargement, small puddle
of water,
small table, armoire, soot covered statue, small metal mirror,
platinum
statue of a king, 1d100+20 feet of heavy chain, soot covered
mirror,
square table, pile of dirt, musnud, wax blob.
B18
Bedroom office:
desk, chair, rusted iron bar, large metal chest, soot covered
small
table, large table, gray tractate on knives, trestle table,
green cyclopedia
on thieving, dust covered sconce, jorum, dust covered censer,
undamaged incense, rug, gray treatise on displacement, scrathes on
wall, one leather boot, broken sword blade, cobweb covered cups
(2d4),
violet booklet on lucubration, pedestal, useable bench, violet
monograph
on undead control.
B19
Bedroom refectory:
gauno, crushed trunk, tapestry, tripod, broken sofa, blood
covered riding boots, divan, undamaged painting, hat, rotten rope.
C1 Mess
Hall dinning room:
1d4 long tables, 2d8 chairs, magnifying glass, tankard,
lamp, tankard, tray, cup, hooded lantern, cup.
Page 11 of 35
Room Label Room Type Description
C2
Bedroom waiting
room: 2d4 chairs, damp wall, fire damaged shotel, small table,
unuseable mat, flask of perfumed oil, acid damaged torch, badly
dented
statue, spoon, useable round table, 2d4 pitons, badly dented
basket,
undamaged hourglass, badly dented trunk, whetstone, broken
pedestal,
slimy coating on floor, red dissertation on duplication, dusty
beaker.
C3
Bedroom court:
large throne, pile of sticks, urn, sirohi, iron goblet, armchair,
[JAW
TRAP], oil painting of a royal court, [COVERED WITH A POISON THAT
HAS A BLINDING EFFECT], damaged fresco, badly dented helmet, 1d4
silver coins in a large metal chest, platinum statue of a dwarf,
ken.
C4
Bedroom conjuring
room: 1d6 fishhooks, scratched lantern, orange cyclopedia on
jewelry, jar of dust, white scroll on equipment, box of talc, jar
of graveyard
dirt, magic circle, pile of twigs, jar of graveyard dirt, sheet of
paper, acid
damaged hogshead, jar of bone powder, dish, vase, red tome on
equipment, brazier, box of dried dung, horn, box of talc, box of
mica chips,
tank, small metal chest, small silver mirror, spinet, tub.
C5
Bedroom cell:
whetstone, [PIT TRAP], sheet of papyrus, dirk, ivory neckband with
a
picture of a dinosaur, small table.
C6 Guard's Room training room: cracks in
ceiling, slimy coating on ceiling, armoire,
useable sirohi, badly dented catapulta, spatha, muddy parang
nabur,
antler sword.
C7
Bedroom
antechamber: one leather boot, small belt pouch, trickle of water,
[ILLUSIONARY FLOOR TRAP], 3d20 silver coins in a large wood chest.
C8
Bedroom bestiary:
1d6 cages, trickle of water, blunt javelin head, [CEILING BLOCK
TRAP], badly dented tub, painted clay statuette of a battle,
splinted club,
cloth tapestry of a female warrior, spyglass, blood covered
firkin, ropes,
1d20 copper coins in a large metal chest, mold, cracks in ceiling,
wax
drippings, water clock, pile of leaves.
C9 Maid's Room observatory:
one leather boot, [FIRE VENT TRAP], dust, scratched box,
flagon, pile of bones, blood covered barrel, broken arrow, broken
bottle,
vial of holy water, dust covered divan, bucket, grappling hook,
useable
hogshead.
Page 12 of 35
Room Label Room Type Description
C10 Bath bath: small bottle of perfume, dented
lantern, crushed reliquary, scimitar,
broken brush, sack, [TRAP THAT EMITS A GAS THAT CAUSES
NAUSEA], large belt pouch, desk, plate, crimson jade rod with a
picture
of a snake, bullseye lantern, wrought platinum dagger with a
picture of a
minotaur, exotic wood diadem with a picture of a royal court, wall
basin
and font, soot covered pouch, dented flagon, box of talc,
scratched round
table, flint and steel, soap.
C11
Bedroom chapel:
dagger hilt, muddy idol, red dissertation on regression, yellow
supplement on vitality, incense, violet report on psychology,
loom, muddy
armchair, small sword, small metal mirror, green monograph
on
dominion, white tractate on phantom armies, voltive light,
undamaged
ewer, fleuret, cracked hammer head.
C12
Bedroom waiting
room: 2d4 chairs, cobwebs, damaged firkin, bell, [SPEAR TRAP],
round table, lantern, fire damaged loom, flask of perfumed
oil.
C13
Bedroom training
room: broken arrow, muddy bucket, jorum, candle, barrel.
C14 Butler's Room crypt: 2d8
coffins, rotten rope, soot covered cask, flask of perfumed oil,
dung stained katzbalger, badly dented senangkas bedok, 4d20 gold
coins in a small wood chest, 1d4 silver coins in a medium metal
chest,
tub, muddy sasanid, round table, copper signit with a picture of a
minotaur, crate.
C15 Antechamber antechamber: rusted
spike, bucket, [MOLTEN LEAD TRAP], round table,
muddy keg, scratched censer, acid damaged painting, badly dented
martinet, muddy mirror, soot covered shelf, 2d4 pitons.
D1 Throne Room throne room: large
ornate throne, dead snake, 1d6 fishhooks, 2d100
gold coins in a leather sack, platinum fob, slime covered coustil
a croc,
fire damaged kledyv, dung stained statue, soot covered quaddara,
bronze statue of an astrologer.
D2
Bedroom cistern:
short ladder, large basket, pile of rubble, [SPIKE TRAP],
chamber pot, pieces of rotting wood, gold tiara.
D3
Study
workshop: workbench, mold, broken pouch, unuseable candelabra,
damaged wall basin and font, one leather boot, undamaged torch,
torn
sack, candle, pick handle, pedestal, pile of dirt, unuseable
washcloth,
soot covered vessel, firkin, cobweb covered desk.
Page 13 of 35
Room Label Room Type Description
D4
Bedroom storage:
1d4 barrels, 1d6 crates, broken sword blade, [CONTACT
POISON THAT CAUSES FEAR ON THIS TREASURE], knife, quiver,
hourglass, dented large table, broken skeel, badly dented
fountain,
brazier, dusty bag, hassock, unuseable musnud, large metal chest,
acid
damaged censer, broken box, fungi, unuseable cask, undamaged bag,
badly dented tankard, lamp.
D5
Bedroom divination
room: small barrel, jar of bone powder, scroll, skull, dish, box
of talc, violet tractate on hysteria, retort, soot covered altar
cloth, square
table, blue phamplet on missle attraction, dust covered prayer
rug,
spatula, tank, box of talc, basket, crucible, box of iron nails,
mixing rod,
tub, jar of corn, box of mica chips, dish, sack, crate, mat, jar
of rose
petals, box of small pearls, jar of corn, dusty sconce.
D6
Bedroom trophy
room: 2d6 shelves, mold, unuseable shelf, crystal scepter with a
picture of a druid, urn, cloth tapestry of a person, blood covered
kenuki
gata tachi, pile of bones, silver ball, silver statue of a
centaur, wrought
gold necklace with a picture of a knight in armor, dung covered
puncheon, bent iron bar, [CHUTE TRAP], draggon tooth locket,
[COLLAPSING FLOOR TRAP], side chair, silver statuette of a
werewolf,
brass anklet with a picture of a snake, drawing of a torose male
laborer,
schiavona.
E13
Bedroom barracks:
2d4 bunks, large wood chest, [CORRODING GAS TRAP],
crushed shelf, pot, acid damaged high stool, dusty small table,
useable
shelf, wax blob, 1d100+20 feet of light chain, dust covered salve,
square
table, trunk, soap, [GLASS BALLS TRAP], soot covered caltrop,
mattress,
scratched brush, pot, badly dented wall sconce, cobweb covered
wallet,
undamaged chereb, hourglass, shashqa, straw, tegha, wakizashi.
E14
Bath
bath: high stool, fire damaged karabela, pegs, 1d6 fishhooks, wig,
dust
covered sideboard, platinum statue of an armorer, slimy coating on
floor,
damaged basket, blood covered long table, slime covered
firkin,
dripping water, scrathes on wall, trunk, badly dented gold goblets
(2d4),
unuseable long table, cobweb covered pyx, pegs, soot covered
trestle
table, mold, short ladder, painted clay statuette of a female
demon.
Page 14 of 35
Room Label Room Type Description
D7 Sitting Room waiting room:
2d4 chairs, small metal chest, vessel, useable fountain,
[COVERED WITH A CONTACT POISON THAT CAUSES WEAKNESS],
undamaged flask full of Ingestive poision.Fountain changes into a
stone giant.125 HP-14-51-29 Kr.-10 Vict.-10-9 Sal-15-2 Pish
-12 Dro-12 TimThey kill it and rumpelina eats.It dissappears into
the stone of the house.Thwey heal Krom
D8
Vault
vault: glass bottle, dusty wall basin and font, badly dented
offertory
container, cloth tapestry of an animal, undamaged religious
symbol,
dung covered opi, platinum clasp, unuseable armchair, acid damaged
dirk, copper orb, censer, [FALLING DOOR TRAP], map case, slime
covered brigandine armor, common wood neckband with a picture of a
dragon, common wood orb with a picture of a female warrior, 4d20
gold
coins in a small metal chest, dung, crystal torque with a picture
of a
dolphin, crystal signet, copper sceptre, unuseable square table.
D9
Bedroom robing
room: mirror, 2d4 clothes pegs, 100 foot roll of hemp rope, dung
covered scale mail armor, trestle table, cape, hourglass, low
table,
banded mail armor, brown monograph on circumscription, quaddara,
surcoat, soot covered purse.
D10
Chapel
chapel: scattered fangs, cutlass, pottery shards, altar cloth,
damaged
rug, violet lexicon on music, sofa, scratched drum, dung stained
square
table, dagger hilt, side chair, damaged military flail, acid
damaged
incense burner, white manual on elemental good, scratched 2d6
robes,
broken prayer rug, dung covered tapestry.
D11
Bedroom library:
trestle table, violet dictonary on clairvoyance, dust covered keg,
brown study on uranography, green treatise on exorcism, soot
covered
flask, gray treatise on flowers, candelabra, dung covered jorum,
brown
treatise on exorcism, [CROSSBOW TRAP], unuseable rug, brown
textbook on reptiles, orange textbook on hearing, white compendium
on
striking, blue scroll on aggression, broken hood.
D12
Bedroom office:
desk, chair, dung, 100 foot roll of hemp rope, barrel, quiver,
dung
covered statue, bullseye lantern, cobweb covered sack, dead snake,
slime covered amphora, draggontooth charm with a picture of a
snake.
Page 15 of 35
Room Label Room Type Description
D13
Bedroom court:
large throne, sewing needle, beacon lantern, bastard sword, bits
of hair, cresset, platinum signet, box, 5d20 copper coins in a
medium
metal chest, brown composition on vixen vengeance, dagger hilt,
armchair, 1d100 silver coins in a large barrel, needle, fishing
net, keg,
dented square table, bronze statuette of a powerful female warrior
in
battle, mat, common wood rondure with a picture of a wizard,
sconce,
goose-feather sabre.
D14
Sanctum
waiting room: 2d4 chairs, trestle table, fire damaged chair, bar
of soap,
dust covered hogshead, slime covered mirror, badly dented lantern,
iron
pot, badly dented urn, reliquary, tub, dusty lantern, crushed
dais, vase,
scattered teeth, small table, high stool, useable urn, dented
painting,
damaged bottle, cither, loom.
E1
Laundry
bath: high stool, fire damaged karabela, pegs, 1d6 fishhooks, wig,
dust
covered sideboard, platinum statue of an armorer, slimy coating on
floor,
damaged basket, blood covered long table, slime covered
firkin,
dripping water, scrathes on wall, trunk, badly dented gold goblets
(2d4),
unuseable long table, cobweb covered pyx, pegs, soot covered
trestle
table, mold, short ladder, painted clay statuette of a female
demon.
E2 Store Room storage:
1d4 barrels, 1d6 crates, candle, dented trestle table, dented
basket, sofa, dust, large table, slime covered desk, acid damaged
box,
alembic, cask, bell, soot covered puncheon, badly dented crucible,
rug,
[SPIKE TRAP], bandore.
E3
Bedroom bestiary:
1d6 cages, short ladder, magnifying glass, 100 foot roll of
hemp rope, small table, high stool, pile of small stones, [SPRING
DOOR
TRAP], mold, black tract on torose enlargement, small puddle
of water,
small table, armoire, soot covered statue, small metal mirror,
platinum
statue of a king, 1d100+20 feet of heavy chain, soot covered
mirror,
square table, pile of dirt, musnud, wax blob.
E4
Boudouir chantry:
fishing net, beacon lantern, muddy small table, dagger hilt.
E5
Bedroom training
room: signet ring, fire damaged javelin, battle axe, fire damaged
pakayun, rare wood charm with a picture of a battle, acid damaged
long
sword, killj, bits of fur, unuseable jug.
Page 16 of 35
Room Label Room Type Description
E6
Bedroom chantry:
bolt case, acid damaged brazier, scratched incense burner,
slime covered candles, cracks in wall, cobweb covered curtain,
broken
hourglass, shelf, hooded lantern, blood covered vestments.
E7
Bedroom aviary:
1d4 bird cages, sofa, trestle table, cracked flask, dust covered
box, square table, one leather boot, stand, large sack, tureen,
[TRAP
THAT CONSISTS OF A CORRODING SUBSTANCE], short ladder.
E8
Utility
entry room: 2d4 clothes pegs, water clock, dirk, blood covered
chair,
dust covered mace, slimy coating on floor, candle stub, dust
covered
small table, box, musnud, dung covered cresset, useable caldron,
dung
covered trestle table.
E9 Laboratory
laboratory: pieces of rotting wood, decanter, blood covered
tapestry,
bucket, small forked metal rod, blood covered censer, muddy
lantern,
slimy coating on ceiling, large belt pouch, large puddle of water,
pan,
small forked metal rod, undamaged hogshead, dung stained bucket,
phial, [OBJECT TALKS NONSENSE], small forked metal rod, rotten
rope,
jug, map case, sheet of papyrus, dung covered jorum, waterclock,
dust
covered lantern, tray, dung stained flask, muddy jorum, pail,
small table,
small forked metal rod, tankard, box of herbs.
E10
Bedroom storage:
1d4 barrels, 1d6 crates, candle, dented trestle table, dented
basket, sofa, dust, large table, slime covered desk, acid damaged
box,
alembic, cask, bell, soot covered puncheon, badly dented crucible,
rug,
[SPIKE TRAP], bandore.
E11
Chapel
chapel: slimy coating on floor, chime, screen, short ladder,
fronda,
scratched urn, slime covered religious symbol, scratched trunk,
unuseable long table, badly dented tapestry, 1d4 silver coins in a
medium metal chest, damaged screen, religious symbol, damaged
religious symbol.
E12
Bedroom lounge:
badly dented helmet, pile of straw, soot covered gold goblets
(2d4), blood covered crate, torch stub, scratched chalise, low
table,
dripping water, blood covered painting, small metal chest,
pedestal.
E15
Bedroom corridor:
small wood chest, puncheon, quiver, blunt javelin head,
undamaged altar, 1d100+20 feet of light chain, cobweb covered
cask,
cobweb covered firkin, pot.
Page 17 of 35
Room Label Room Type Description
F1
Bedroom classroom:
2d10 chairs, 2d4 small tables, long ladder, slimy coating on
ceiling, useable hogshead, yellow phamplet on treasure finding,
beacon
lantern, chamber pot, soot covered flask, small puddle of water,
gray
supplement on porcelain, urn, low table, badly dented mirror.
F2
Bedroom torture
chamber: backpack, pieces of rotting wood, huge pot, fishing net,
table, pillory, manacles, 1d4 whips, stool.
F3
Kitchen
kitchen: 1d100+20 feet of light chain, masher, pan, kettle, shelf,
washcloth, scraper, fork, platter, [SMALL MAP HIDDEN WITHIN],
grater,
sifter.
J2 Chamber of Reptiles Contents: - Misc.-
This armor looks very similar to steel plate armor in
configuration, but is heavier and provides less protection to
projectiles
and is more easily damaged., - Container - Backpack, - Container -
Dorlix's Bucket of ZymosisIt has this power: acts as a Cause
Disease
type spell whencommanded. The magic command phrase is VYCEVA.
Holds 5d10 chargesand is rechargeable by being hit by natural
lightning
while beingheld by user. The duration is instantanious. Dorlix's
Bucket
ofZymosis is useable only by Abjurers. The experience for first
useis 525
EP.,
J3 Bedroom
J4 Hunter's Romom Contents: - Misc.-
Lighter and more coundproof than regular armor,
elvin chain makes little noise and does not encumber the wearer.,
-
Article of Clothing - Cod Piece, - Article of Clothing - Book
about Elixirs
written by Rutus the MysteriousConcordance on Tridents written by
Kelvis the EnergeticNarrative about Loki written by Jadrea the
ElfComposition on Rusks written by Erbella the SadisticBooklet on
Ginseng written by Conry the VirtuousTractate about Kronos written
by
Herward the SadisticTract about Surma written by Arabrab the
LoyalDictonary about Ukko written by Viclo the SilentReport on Tou
Mu
written by Enilada the CovetousPhamplet on Manacles written by
Sanleen the Rash,
J5 Foyer Contents: - Misc.- Extremely
heavy and encumbering armor. It is made
to be worn on horseback or in a vehicle. Only with difficulty can
one
wearing this armor move under his own power, - Misc.- Enormous
(62 inch tall) painted clay statuette of abear made by a Tagga
that is
worth 122 gold.,
Page 18 of 35
Room Label Room Type Description
F4 Bedroom divination room: small basket,
pottery shards, jug, [FIRE VENT TRAP],
bowl, red cyclopedia on wisdom, jar of powdered gold, jar of
sugar, skin,
brazier, vial of holy water, [TRAP THAT EMITS A GAS THAT CAUSES
NAUSEA], mandolin, crate, chalk, chalk, jug, cobweb covered box,
box,
orane concordance on sparking hands, jar of ape hair, box of
feathers,
small forked metal rod, jar of graveyard dirt, pyx, dripping
water, huge pot,
jar of salt, bellows, blue dictonary on husbandry, weights,
jar of crushed
garlic, retort, tube, box of zombie bones, jar of graveyard dirt,
furnace, box
of iron nails.
F5
Bedroom cell:
large table, large metal chest, broken sack, [ARROW TRAP], fire
damaged hassock, chopper.
F6
Bedroom audience
room: slimy coating on floor, long table, colichemarde, violet
study on thieving, two-handed sword, basket, green supplement on
theology, yellow compilation on variegation, gray history on
relief, red
monograph on absorbtion, barrel, short sword, parang nabur, dung
covered desk.
F7
Linen
chantry: bolt case, acid damaged brazier, scratched incense
burner,
slime covered candles, cracks in wall, cobweb covered curtain,
broken
hourglass, shelf, hooded lantern, blood covered vestments.
G1 Bedroom Contents: - Contents of
Container - Artichoke Juice,
G2 Room of Fear Contents: - Misc.- , -
Misc.- Dwarf sized copper wand with five
diamonds ofmatchless quality made by a Dwarf, worth 18054 ingold.
(There is an aura of magic around this wand!), - Trap in room -
Flooding Room,
G3 Torture Chamber Contents: - Misc.- , -
Misc.- Gnome sized solid gold crown with three
chrysoprasesof inferior quality made by a Dwarf, worth 104 ingold.
(This
treasure is covered with a contact poisonthat causes nausea.),
G4 Bedroom Contents: - Contents of
Container - Almond Milk, - Miscelanious Item
- Easel, - Room Smells - Rotting Vegitation,
Page 19 of 35
Room Label Room Type Description
G5 Cells Contents: - Misc.- , - Container
- Barel, - Container - The Unearthly
Chair of Courage It has this power: as a Remove Fear type spell
when
sat on. Useable eight times per decade. The duration is one minute
per
level. The Unearthly Chair of Courage can not be used by Male
Characters. The experience for first use is 665 EP. , - Room
Smells -
Acid,
G6 Bedroom Contents: - Container -
Crystal Beaker, - Contents of Container -
Anise,
G7 Den Contents: waiting room: 2d4
chairs, large table, painting, small sack,
fire damaged trunk, caldron, chair, small rug, blood covered bag,
bar of
soap, broken side chair, badly dented screen, jar of crushed
garlic,
trestle table, shaker, painting, mold, cracks in ceiling, ladle.
The
Bastard Sword of Fire CloudIt has this power: fills a 10 ft cube
with fire
when commanded. Themagic command phrase is NOMAQE. Holds
3d20 charges and user takes4d4 Dam to recharge. The duration is
one
round per level. TheBastard Sword of Fire Cloud can not be used by
any
race or class.The experience for first use is 595 EP. (Secret side
effect
afterfirst use: 20% chance of (for 1d12 hr) becoming a troll.) -
Misc.- ,
- Misc.- Perbina's Pigments of Ice It has this power:
creates a 10 ft
cube of normal ice when used. Holds 3d12 charges and is
rechargeable
by being hit by natural lightning while being held by user.
The duration is
instantanious. Perbina's Pigments of Ice is useable only by
Gnomes.
The experience for first use is 630 EP. ,
G8 Sitting Room Contents: - Misc.- , -
Misc.- The Mysterious Study of Aura Alteration It
has this power: as a Antimagical Detection spell when read. Can be
used once per page, then that page vanishes. There are 44 pages.
The
duration is one hour per level. The Mysterious Study of Aura
Alteration
can not be used by Humans. The experience for first use is 700 EP.
, -
Miscelanious Item - Bandages,
G9 Alcove Contents:
G10 Bedroom
Page 20 of 35
Room Label Room Type Description
G11 Temple of Cyric Contents: - Misc.- ,
- Misc.- Codex on Illusions written by Alnia the
GreedyDisquisition on Buckets written by Gorlina the
StrongChronicle
about Absorbtion written by Jarder the SuperiorNarrative on Bragi
written
by Harry the QuickComposition on Water Cleaning written by Althia
the
GreedyThesis about Agni written by Caldie the GnomeCompilation on
Vests written by Lutdra the OverbearingMemoir on Cabbages written
by
Feandra the GuardianCyclopedia on Tridents written by Garlina the
DevoutMonograph on Hermes written by Celcia the Lusty,
H1 Bedroom
H2 Parlor Contents: - Misc.- , - Misc.-
Carica's Mysterious Parang Pandit of Rat
Summoning It has this power: 1d100 rats may appear and attack when
commanded. The magic command phrase is EOHIRAN. Holds 6d8
charges and costs 10d1000 Gold to recharge. The duration is
instantanious. Carica's Mysterious Parang Pandit of Rat Summoning
is
not useable by Paladins. The experience for first use is 1155 EP.
This
weapon is +2 vs small flying creatures. (Secret side effect after
first use:
10% chance wrong alignment - take 2d6 Damage.) ,
H3 Bedroom
H4 Store Contents: - Misc.- , - Misc.-
Codex on Polydeuces written by Dontha
the GnomeDictonary about Dagda written by Irdoz the RashStudy on
Woodiness written by Nedton the GallantCyclopedia on Creation
written
by Barthia the StrongCompendium on Cold written by Nanvin the
GnomeCyclopedia about Mattresses written by Elda the
VirtuousMemoir
on Hail Storms written by Celter the RudeBooklet about Inhibition
written
by Abnia the AntagonisticCodicil about Sanctuary written by
Dexmira the
SpellbinderPhamplet on Minerals written by Zarvis the Brilliant,
H5 Bedroom
H6 Ball Room Contents: - Misc.- , -
Misc.- Donry's Intractable Essay of Sleep It has
this power: causes a person or creature to fall asleep when read.
Can
be used once per page, then that page vanishes. There are 56
pages.
The duration is one day per level. Donry's Intractable Essay of
Sleep is
not useable by Elfs. The experience for first use is 875 EP.
(Secret side
effect after first use: Owner is often being bugged by a dragon.)
,
Page 21 of 35
Room Label Room Type Description
H7 Office Contents: workshop: workbench,
small barrel, backpack, statue,
mortar and pestle, small table, firangi, reliquary, dung covered
bowl,
unuseable divan, badly dented alembic, long ladder, acid damaged
tub,
broken dirk, chest, pile of straw, common wood medallion with a
picture
of a powerful female warrior in battle. Alegna's Warhammer of
RepresentationIt has this power: creates 3X5 inch paintings of
nearby
views whencommanded. The magic command phrase is RULA. Holds
1d20 charges andis rechargable. The duration is instantanious.
Alegna's Warhammerof Representation is useable only by
Elementalists. The experiencefor first use is 630 EP. - Misc.- , -
Misc.- Idnas's Orange Mategrifon of Jealousy It has this power:
causes
others to fight over treasure when commanded. The magic command
phrase is CIJET. Holds 3d8 charges and is rechargable. The
duration is
one day per level. Idnas's Orange Mategrifon of Jealousy is
useable only
by Mystics. The experience for first use is 875 EP. This weapon is
+5 vs
large aquatic creatures. (Secret side effect after first use:
Owner is very
attractive when viewed by a squirrel.) ,
H8 Nursery Contents: - Misc.- Extremely
heavy and encumbering armor. It is made
to be worn on horseback or in a vehicle. Only with difficulty can
one
wearing this armor move under his own power, - Misc.- The
Stupendous Potion of Curses It has this power: as a Detect Cursed
Item
spell when used. Holds 5d10 charges and user takes 4d4 Dam to
recharge. The duration is instantanious. The Stupendous Potion of
Curses can only be used by Assassins. The experience for first use
is
735 EP. (Secret side effect after first use: 20% chance of
permanently
becoming a talking dog.) ,
H9 Bedroom
Page 22 of 35
Room Label Room Type Description
H10 Salon Contents: dormitory: 1d4 beds,
small belt pouch, bull's eye lantern,
armoire, badly dented towel, backpack, square table, straw, wax
drippings, ring mail armor, broken rug, useable hood, fungi,
brigandine
armor, dust covered high stool, [OBJECT TALKS INTELLIGENTLY],
takouba, veil, soot covered silk jacket, silk tapestry of an elf,
cane, slime
covered mirror, pile of straw, pantaloons, muddy mirror, decanter,
shift,
scratched urn, long ladder. Conry's Enigmatic Rusk of DeafeningIt
has this power: causes deafness in a person or creature wheneaten.
It
is useable only once, then it vanishes. The duration isone round
per
level. Conry's Enigmatic Rusk of Deafening can onlybe used by
Thieves.
The experience for first use is 770 EP. (Secretside effect after
first use:
10% chance that a demi-god willappear.) - Misc.- , - Furnishing -
Medium chest, - Furnishing - Selzel's Unsurpassed Bastard Sword of
Missle AttractionIt has this power: user is ALLWAYS hit by missles
when
commanded.The magic command phrase is PETIHIC. Holds 4d4
charges and isrechargeable by being hit by natural lightning while
being
held byuser. The duration is one hour per level. Selzel's
UnsurpassedBastard Sword of Missle Attraction is useable only by
Thieves. Theexperience for first use is 1190 EP. (Secret side
effect
afterfirst use: 20% chance of gaining an admirer who is a
manticore.),
Page 23 of 35
Room Label Room Type Description
H11 State Room Contents: aviary: 1d4 bird
cages, gauno, cobweb covered wrapper,
rusted spike, small metal chest, pile of sticks, hooded lantern,
blood
covered altar, square table, large puddle of water, blood covered
silk
jacket, [QUICKSAND TRAP], crushed hassock, blue jade statuette of
an
unknown being, crushed trunk, damaged tankard, broken mirror,
slime
covered bag, signet ring, oil lamp, ivory girdle with a picture of
a female
centaur, flint and steel, dead snake. The Obsessive Scone of Fire
ResistanceIt has this power: fire does half damage to user when
eaten.
It isuseable only once, then it vanishes. The duration is one
minute
perlevel. The Obsessive Scone of Fire Resistance is useable only
byHalflings. The experience for first use is 665 EP. (Secret
sideeffect
after first use: 10% chance wrong alignment - take 2d6Damage.) -
Misc.- , - Misc.- Kagthia's Inexpressible Javelin of XylophageIt
has this
power: as an Friends With Animals spell when commanded.The magic
command phrase is BYZC. Useable nine times every threedays. The
duration is one round per level. Kagthia's InexpressibleJavelin of
Xylophage is not useable by Gnomes. The experience forfirst use is
1085 EP. (Secret side effect after first use: 10%chance that
someone will
want to marry user.), - Room Smells - Fetid,
H12 Smoking Room Contents: robing room:
mirror, 2d4 clothes pegs, spyglass, blood
covered pantaloons, soot covered chain mail armor, unuseable
jerkin,
dented sash, cobweb covered jorum, brass chalise with a picture of
a
wizard, cobweb covered hose, whistle, dusty pin, buskins,
unuseable
small wood shield, sash, damaged slippers, brass armband with a
picture of a prince, crimson jade bell with a picture of a
shepard,
[MOLTEN LEAD TRAP], medium metal. The Violet Fritter of Missle
AttractionIt has this power: user is ALLWAYS hit by missles when
eaten.
It isuseable only once, then it vanishes. The duration is one hour
perlevel. The Violet Fritter of Missle Attraction can not be used
byany race
or class. The experience for first use is 630 EP. - Misc.- , -
Furnishing - Large table, - Furnishing - Elf sized wrought gold
globe
with two smoky quartzs ofinferior quality made by an Orc, worth 35
in
gold.There is an ingraving of a dinosaur on this globe.,
Page 24 of 35
Room Label Room Type Description
H13 Music Room Contents: bestiary: 1d6
cages, 100 foot roll of silk rope, loom, soot
covered vest, rotten rope, signet ring, musnud, long table, ewer,
whetstone. The Knife of Sovereign TorousnessIt has this power:
user
LOOKS as if Strength is Maximum whencommanded. The magic
command phrase is CIHI. Holds 4d20 charges andis recharged by
drawing off 10000 Experiance Points from the user.The duration is
one
day per level. The Knife of SovereignTorousness can only be used
by
Amazons. The experience for firstuse is 315 EP. - Misc.- , -
Misc.-
The Bricola of Chilling It has this power: reduces temperature of
a small
object 30 degrees when commanded. The magic command phrase is
LUHUC. Holds 2d12 charges and is recharged by drawing off one
attribute point from the user. The duration is one round per
level. The
Bricola of Chilling is useable only by Demonologists. The
experience for
first use is 385 EP. This weapon is +1 vs snakes. Saying LITERO
causes a magical glow to start and stop. (Secret side effect after
first
use: 20% chance of (for 1d6 hr) becoming a griffin.) , -
Miscelanious
Item - Dried blood,
H14 Tea Room Contents: - Misc.- , -
Misc.- The Mottled Sondang of Exorcism It has
this power: as a Cast Minor Magics spell when commanded. The magic
command phrase is MOHY. Useable ten times every ten days. The
duration is instantanious. The Mottled Sondang of Exorcism is not
useable by Dwarfs. The experience for first use is 665 EP. This
weapon
is +5 vs cattle. , - Trap in room - Acit Vent,
H15 Bedroom
H16 Bath Contents: - Misc.- , - Food Item
- Peaches, - Food Item -
Supplement on Strawberry written by Arodasi the MysteriousCodicil
about Druaga written by Arry the MiserlyThesis about Thrym written
by
Lutica the MatchlessDissertation on Armchairs written by Wilgus
the
SlowPublication about Belts written by Gordie the CrusaderBook on
Earthquakes written by Baldra the SecretiveScroll on Footman's
Flails
written by Arbina the CowardlyScroll about Stools written by
Goratra the
LustyNarrative about Glowing Hands written by Yoline the
VirtuousTract
on Maquillage written by Lutban the Rash,
Page 25 of 35
Room Label Room Type Description
H17 Servant's Quarters Contents: - Misc.-
, - Furnishing - Pallet, - Furnishing - Acira's
Unearthly Mentok of Mighty Deeds It has this power: person gains
Race
Maximum Strength when commanded. The magic command phrase is
BYDYHQY. Useable eleven times per year. The duration is one minute
per level. Acira's Unearthly Mentok of Mighty Deeds is not useable
by
Quiffs. The experience for first use is 840 EP. This weapon is +2
vs
reptiles. , - Miscelanious Item - Tree Seat, - Sounds in the room
-
Bong,
I1 Bedroom
I2 Hothouse Contents: - Misc.- , - Misc.-
Naxeqtram's Khopesh of VisibilityIt has
this power: as an Infrared Vision spell when commanded. Themagic
command phrase is CYFNOZTOM. Holds 6d12 charges and
costs6d1000 Gold to recharge. The duration is one round per
level.Naxeqtram's Khopesh of Visibility can only be used
byElementalists. The experience for first use is 665 EP., -
Miscelanious
Item - Mushroom, - Room Smells - Stale,
I3 Greenhouse Contents: - Misc.- Lighter
and more coundproof than regular armor,
elvin chain makes little noise and does not encumber the wearer.,
-
Misc.- The Purple Catapulta of Hate It has this power: causes a
person
or creature to get angry when commanded. The magic command phrase
is TIJAPAP. Holds 2d12 charges and costs 6d1000 Gold to
recharge.
The duration is instantanious. The Purple Catapulta of Hate can
only be
used by Abjurers. The experience for first use is 700 EP. This
weapon is
+4 vs bards. (Secret side effect after first use: 10% chance that
a
minor-demon will appear.) , - Miscelanious Item - Forge,
Page 26 of 35
Room Label Room Type Description
I4 Sauna Contents: antechamber: gauno,
muddy bucket, unuseable candle,
carafe, undamaged couch, sofa, [OBJECT DISAPPEARS AS PLAYERS
ENTER ROOM], blue concordance on imitation. Dudter's Porraceous
Mirror of Body WeaponryIt has this power: hands do 1d6 Damage when
commanded. The magiccommand phrase is LUMOWIN. Holds 4d6
charges and is recharged bydrawing off one attribute point from
the user.
The duration is oneround per level. Dudter's Porraceous
Mirror of Body
Weaponry canonly be used by Gnomes. The experience for first use
is
910 EP.(Secret side effect after first use: 10% chance that a
demi-godwill
appear.) - Misc.- , - Misc.- Terunvis's Marvelous Scone of
Gold
DetectionIt has this power: changes color when near gold when
eaten. It
isuseable only once, then it vanishes. The duration is
instantanious.Terunvis's Marvelous Scone of Gold Detection is not
useable byCavaliers. The experience for first use is 910 EP., -
Room
Smells - Rotting Vegitation,
I5 Bedroom
I6 Harem Contents: - Misc.- , - Article
of Clothing - Tabard, - Article of Clothing
- Idnas's Russet Lamp of BlindingIt has this power: causes a
person or
creature to go blind whenlit. Holds 4d10 charges and is not
rechargeable. The duration isone round per level. Idnas's Russet
Lamp
of Blinding can not beused by Female Characters. The experience
for
first use is 665 EP.(Secret side effect after first use: 20%
chance of
gaining anadmirer who is a gnome.), - Trap in room - Spided Pit,
I7 Bedroom
I8 Temple of Azuth/Mystra Contents: -
Misc.- , - Misc.- Balleen's Aquamarine Chair of Unbinding
It has this power: all non-metal bonds on character come apart
when sat
on. Useable seven times per fortnight. The duration is
instantanious.
Balleen's Aquamarine Chair of Unbinding can not be used by
Thieves.
The experience for first use is 910 EP. , - Sounds in the room -
Hissing,
Page 27 of 35
Room Label Room Type Description
I9 Dancing Room Contents: - Misc.- , -
Food Item - Tanagyr's Stout, - Furnishing -
Large Barrel, - Furnishing - Wivascia's Wizardly Gong of
PyrotechnicsIt
has this power: as a Magical Fireworks type spell when
played.Holds
1d6 charges and is recharged by drawing off one attributepoint
from the
user. The duration is one round per level.Wivascia's Wizardly Gong
of
Pyrotechnics can not be used byThieves. The experience for first
use is
840 EP. (Secret sideeffect after first use: Owner is often being
bugged by
a griffin.), - Room Smells - Sulphurous, - Sounds in the room -
Whispering,
I10 Domo's Room Contents: - Misc.- , -
Article of Clothing - Doublet, - Article of Clothing
- Tiny garnet (clear red) of poor quality, worth 5
goldcoins., -
Miscelanious Item - Dwarf Boots, - Room Smells - Stale,
I11 Lounge Contents: - Misc.- Extremely
heavy and encumbering armor. It is made
to be worn on horseback or in a vehicle. Only with difficulty can
one
wearing this armor move under his own power, - Container - Snuff
Box, - Furnishing - Hogshead, - Furnishing - Large blue quartz
(clear
pale blue) of poor quality,worth 4 gold coins., - Miscelanious
Item -
Cologne, - Sounds in the room - Scratching,
J1 Den Contents: - Misc.- , - Food Item -
Vilhon Cider, - Food Item - Katard's
Milky Scarab of Plant DetectionIt has this power: detects
normal plants
within a 100 yard rangewhen held. Holds 1d10 charges and is not
rechargeable. The durationis instantanious. Katard's Milky Scarab
of
Plant Detection can notbe used by Wizards. The experience for
first use
is 735 EP., - Miscelanious Item - Tweezers, - Trap in room -
Elevator
Room,
J6 Bedroom
J7 Refectory Contents: - Misc.- , -
Container - Glass Jar, - Container - Rontram's
Undefinable Harmonicon of Fire CloudIt has this power: fills a 10
ft cube
with fire when played.Useable twelve times per year. The duration
is one
round per level.Rontram's Undefinable Harmonicon of Fire Cloud is
not
useable byDiviners. The experience for first use is 1120 EP.,
Page 28 of 35
Room Label Room Type Description
K1 Temple of Torm Contents: - Misc.- , -
Furnishing - Sack, - Furnishing - Nibor's
Variegated Slippers of Sorcery It has this power: as an Magic
Protection
Shell spell when worn. Holds 5d10 charges and user takes 4d4 Dam
to
recharge. The duration is one round per level. Nibor's Variegated
Slippers of Sorcery can not be used by Merchants. The experience
for
first use is 945 EP. ,
K2
M5 Sitting Room Contents: - Misc.- , -
Misc.- The Obsessive Candle of HysteriaIt has
this power: acts as a Create Fear type spell when lit.Useable six
times
per 1000 Gold gem destroyed. The duration is oneround per level.
The
Obsessive Candle of Hysteria is not useable byAssassins. The
experience for first use is 700 EP. (Secret sideeffect after first
use: 10%
chance wrong alignment - take 2d6Damage.),
M6 Maid's Room Contents: - Misc.- , -
Misc.- Dwarf sized copper wand with five
diamonds ofmatchless quality made by a Dwarf, worth 18054 ingold.
(There is an aura of magic around this wand!),
M7 Bedroom
M8 Store
K3 Plant Room Contents: - Misc.- , -
Furnishing - Alter, - Furnishing - Human sized
blue jade torque with six chrysoberyls ofmatchless quality made by
a
Halfling, worth 639 ingold. (There is a small map hidden within.),
K4 Bedroom
K5 Gardner's Room Contents: - Misc.- , -
Container - Leather Bag, - Furnishing - Idol, -
Furnishing - The Mystical Machera of Shapeshifting It has this
power: as
a Polymorph Self type spell when commanded. The magic command
phrase is JYGJAVHECYZ. Useable three times per season. The
duration
is one hour per level. The Mystical Machera of Shapeshifting
can only be
used by Conjurers. The experience for first use is 700 EP. This
weapon
is +1 vs demons. (Secret side effect after first use: Owner is
very
attractive when viewed by a lizard.) ,
Page 29 of 35
Room Label Room Type Description
K6 Bath Contents: - Misc.- Extremely
heavy and encumbering armor. It is made
to be worn on horseback or in a vehicle. Only with difficulty can
one
wearing this armor move under his own power, - Article of Clothing
-
Britches, - Furnishing - Dias, - Furnishing - Orc sized solid
silver
armlet of average quality madeby a Dwarf, worth 105 in gold.
(This
treasure has atrap that emits a gas that causes nausea.),
K7 Bedroom
K8 Store
K9 Bedroom
K10 Bedroom
K11 Bedroom
K12 Smithy Contents: - Misc.- , -
Container - Jug, - Container - Very large jasper
(opaque brown) of average quality,worth 16 gold coins. (There is
an aura
of magic aroundthis gem!),
L1 Stable Contents: - Misc.- , -
Container - Jug, - Furnishing - Long table, -
Furnishing - Donnia's Asparagus of XylophageIt has this power: as
an
Friends With Animals spell when eaten. Itis useable only once,
then it
vanishes. The duration is one roundper level. Donnia's Asparagus
of
Xylophage is not useable byGnomes. The experience for first use is
630
EP.,
L2 Barracks Contents: - Air Properties -
Slight Down Draft, - Contents of Container
- Bone,
L3 Bedroom
L4 Armory Contents: - Misc.- Long Sword,
Page 30 of 35
Room Label Room Type Description
L5 Rumpus Room Contents: bath: small bottle of
perfume, dented lantern, crushed
reliquary, scimitar, broken brush, sack, [TRAP THAT EMITS A GAS
THAT
CAUSES NAUSEA], large belt pouch, desk, plate, crimson jade rod
with a
picture of a snake, bullseye lantern, wrought platinum
dagger with a
picture of a minotaur, exotic wood diadem with a picture of a
royal court,
wall basin and font, soot covered pouch, dented flagon, box of
talc,
scratched round table, flint and steel, soap. The Cucumber of
StrikingIt has this power: hands and feet can do 1d6 damage when
eaten. Itis useable only once, then it vanishes. The duration is
one
roundper level. The Cucumber of Striking is not useable by Druids.
Theexperience for first use is 420 EP. (Secret side effect after
firstuse:
10% chance wrong alignment - take 2d6 Damage.) - Misc.- , - Misc.-
Fihenvina's Obsessive Hourglass of EnlightenmentIt has this
power:
increases Wisdom to Race Maximum when commanded.The magic
command phrase is AAJIRIW. Holds 6d10 charges and usertakes 4d4
Dam to recharge. The duration is one day per level.Fihenvina's
Obsessive Hourglass of Enlightenment is useable only byCavaliers.
The
experience for first use is 1085 EP. (Secret sideeffect
after first use:
Owner is allways attacked when meeting agiant spider.),
L6 Laboratory Contents: - Misc.- , -
Article of Clothing - Cape, - Container -
Backpack, - Container - Keceqbella's Extraordinary Drums of
Termagant SummoningIt has this power: an Amazon may appear and
serve when played.Holds 2d8 charges and is recharged by drawing
off
10000 ExperiancePoints from the user. The duration is one week per
level.Keceqbella's Extraordinary Drums of Termagant Summoning is
useableonly by Rangers. The experience for first use is 1120 EP.,
-
Miscelanious Item - Tooth Pick,
L7 School Room Contents: - Misc.- , -
Misc.- Celtram's Russet Rattle of Treasure
FindingIt has this power: as a Detect Gold 50 foot Radius type
spell
whenplayed. Holds 5d10 charges and cost 4d1000 Gold to recharge.
Theduration is instantanious. Celtram's Russet Rattle of
TreasureFinding is useable only by Merchants. The experience for
first
useis 805 EP.,
Page 31 of 35
Room Label Room Type Description
M1 Waiting Room Contents: banquet room:
long table, slimy coating on floor, strainer,
jug, flask, kettle, cup, grater, brazier, towel, ladle, earspoon,
jar,
candelabra, towel, trivet, kettle, bowl, scraper, dipper. Very
Small (12
inch tall) crimson jade statuette of aperson made by a Halfling
that is
worth 37 gold. - Misc.- , - Misc.- The Incomparable Celery of
RegenerationIt has this power: as a Regenerate Damage type spell
but
on userwhen eaten. It is useable only once, then it vanishes. The
durationis instantanious. The Incomparable Celery of Regeneration
isuseable only by Demonologists. The experience for first use is
805EP.
(Secret side effect after first use: Owner is very attractivewhen
viewed by
a manticore.),
M2 Bedroom
M3 Study Contents: - Misc.- , - Misc.-
Tagga sized painted clay armlet of inferior
qualitymade by an Elf, worth 6 in gold. There is aningraving
of a wizard
on this armlet.,
M4 Bedroom
M9 Bedroom
M10 Seance Room Contents: - Misc.- , -
Misc.- Small (25 inch tall) exotic wood statuette
of anunicorn made by a Tagga that is worth 55 gold.,
M11 Bedroom
Page 32 of 35
Room Label Room Type Description
M12 Library Contents: museum: 2d6 display
cases, glass bottle, green jade
statuette of a basilisk, rusted spike, 4d20 gold coins in a medium
metal
chest, common wood statuette of a powerful female warrior in
battle,
small wood chest, drawing of a dwarf, oil painting of a bear,
drawing of a
tailor, wax drippings, cups (2d4), schnepfer, brazier, gong, blood
covered
sultani, 1d100 copper coins in a medium barrel, solid gold
medallion
with a picture of a wedding, painted clay statuette of a turtle,
nimcha,
slime covered kirtle, crimson jade statuette of a sailor, fishing
net, gupti,
painted clay dagger with a picture of a turtle, high stool, lyre,
hooded
lantern, urn, iron coronet, rattle. Very Small (12 inch tall) gold
statue of
a nymph madeby a Human that is worth 33 gold. - Misc.- , -
Food
Item - Luiren Spring Cheese, - Food Item - Nelekwood's Amulet of
Enlightenment It has this power: increases Wisdom to Race Maximum
when worn. Useable seven times every four days. The duration is
one
day per level. Nelekwood's Amulet of Enlightenment is not useable
by
Gnomes. The experience for first use is 630 EP. , - Miscelanious
Item -
Box, - Sounds in the room - Humming,
M13
N1 Library Contents: - Misc.- Lighter and
more coundproof than regular armor,
elvin chain makes little noise and does not encumber the wearer.,
-
Container - Bottle, - Container - Tiny chrysoprase (foggy apple
green) of
inferiorquality, worth 1 gold coins., - Miscelanious Item -
Scarab,
N2 Studio Contents: - Misc.- , - Misc.-
Tagga sized common wood idol with ten
turquoises ofvery poor quality made by a Halfling, worth 52
ingold. (There
is a small map hidden within.), - Miscelanious Item - Snow
Shoe,
N3 Trap Room Contents: - Misc.- , -
Article of Clothing - Apron, - Article of Clothing -
Terher's Incomparable Bowl of TelesthesiaIt has this power: acts
an an
ESP type spell when commanded. Themagic command phrase is
LUQYVNYH. Holds 5d6 charges and isrecharged by draining one year
of
life from user. The duration isone round per level. Terher's
Incomparable
Bowl of Telesthesia isnot useable by Assassins. The
experience for first
use is 910 EP.(Secret side effect after first use: 10%
chance that user
willshrink 3d4 inches.), - Miscelanious Item - Thorn,
N4 Bedroom
Page 33 of 35
Room Label Room Type Description
N5 Dining Room Contents:
N6 Prison Contents: library: trestle
table, violet dictonary on clairvoyance, dust
covered keg, brown study on uranography, green treatise on
exorcism,
soot covered flask, gray treatise on flowers, candelabra, dung
covered
jorum, brown treatise on exorcism, [CROSSBOW TRAP], unuseable rug,
brown textbook on reptiles, orange textbook on hearing, white
compendium on striking, blue scroll on aggression, broken hood.
Garon's Intractable Harpoon of Gold DetectionIt has this power:
changes
color when near gold when commanded. Themagic command phrase
is GESAJES. Holds 1d8 charges and isrechargeable by being hit by
natural lightning while being held byuser. The duration is
instantanious.
Garon's Intractable Harpoon ofGold Detection can only be used by
Conjurers. The experience forfirst use is 945 EP. - Misc.- , -
Misc.-
Titunold's Amazing Candelabra of Magic DetectionIt has this power:
changes color when near alteration magic whenlit. Holds 6d4
charges
and costs 10d1000 Gold to recharge. Theduration is instantanious.
Titunold's Amazing Candelabra of MagicDetection is not useable by
Samurai. The experience for first useis 1015 EP., - Sounds in the
room
- Buzzing,
N7 Trap Room Contents: - Misc.- , -
Article of Clothing - Jerkin, - Article of Clothing -
Very large moonstone (foggy white + pale blue glow) ofvery good
quality,
worth 19 gold coins.,
N8 Dormitory Contents: - Misc.- , -
Misc.- The Incomparable Celery of
RegenerationIt has this power: as a Regenerate Damage type spell
but
on userwhen eaten. It is useable only once, then it vanishes. The
durationis instantanious. The Incomparable Celery of Regeneration
isuseable only by Demonologists. The experience for first use is
805EP.
(Secret side effect after first use: Owner is very attractivewhen
viewed by
a manticore.), - Sounds in the room - Banging,
N9 Solarium Contents: - Misc.- , -
Article of Clothing - Tabard, - Container - Barel,
- Container - Tagga sized common wood necklace with four
rubys
offair quality made by a Tagga, worth 11480 in gold.There is an
ingraving
of an elf on this necklace., - Miscelanious Item - Mask,
Room Label Room Type Description
N10 Loft Contents: - Misc.- , - Article
of Clothing - Cote, - Article of Clothing -
Cacodbella's Aquamarine Censer of EnnoblementIt has this power:
increases Personal Charisma by one level whenlit. Holds 2d12
charges
and is not rechargeable. The duration isone hour per level.
Cacodbella's
Aquamarine Censer of Ennoblementcan only be used by Abjurers. The
experience for first use is 1050EP.,
N11 Bedroom
N12 Kitchen Contents: - Contents of
Container - Arrach (Goosefoot),
N13 Cook's Room Contents: - Misc.-
Lighter and more coundproof than regular armor,
elvin chain makes little noise and does not encumber the wearer.,
-
Furnishing - Pallet, - Furnishing - Alrak's Wonderful Copper Piece
of
JealousyIt has this power: causes others to fight over treasure
when
held.Useable two times every nine days. The duration is one day
perlevel. Alrak's Wonderful Copper Piece of Jealousy can only be
usedby
Assassins. The experience for first use is 1050 EP. (Secret
sideeffect
after first use: 10% chance of permanently becoming aminotaur.),
Once the house had been killed, it revealed a nuber of passages
leading to dungeons
underground. They naturally dove right in!
They continued to go deeper level by level until they got to level 9
where they encountered a lich. Local 509 attacked him without mercy,
but he manage to escape. He made use of a gate that led to another
of his residences in the Moonshae Island named Skull
Castle. They stopped there until they could get to
the lich and make sure it was dead. They went through the gate and
traveled through the islands until they confronted the Lich and
forced him to agree never to return to the dungeon of the House of
Stone.