Room #2: - Muster
Hall
Door (north, east): iron, free
Door (South, east): iron, free
20 Dretch -
Evil Demons
This room was used for the practice war skills originally. Now only the
arrow targets in the W wall and the battle dummies made of wood in the
W section remain. Now the Drech wait on guard here. They don't like it
here and used the walls to sharpen their claws causing scratches all
over the walls. Note there are no windows in this room.
There are 6 Stone
Golems along the West wall. They will activate themselves when
anyone gets within 40' of them.
Room #3: - Mess
Hall
Door (North): Double, wooden, strong, stuck
Features-cobwebs, tripod
Ghost - Robert
Ralph - 4 HD
The tables in this room are hundreds of years old and are in bad
condition. The remains of chairs are scattered around the room though
some are still intact. Any piece of furnicture in this room will
colapse under a weight of 100lbs on a roll of 20% or more. Add 10% per
each additional 100lbs.
There are 8 normal rats in this room that will do their best to stay
hidden and avoid those entering. They eat the furnicture and the
leavings of anyone eating here. The Racsasha sometimes eats here and
drops stuff.
There is a spirit here of one of the Ralphs. It is Robert Ralph. He was
killed by his son Redik Ralph who poisoned him in this room. Robert was
never strong or particularly sane and his sudden death through violence
caused his transformation into ghostly form. Of the ghost properties he
has only: Manifestation and Telekenisis. He is quite mad now. He can
not speak (his manifestation is very weak) on the PM plane, but can on
the Etherial plane. Unfortunatly he has nothing to say other than to
warn the party about Redik and tell them how unfair his lot is.
Room #5:
Door (west): wooden, simple, free
Features-discarded utensils, table (large), tub
The first time the party enters this room, an enormous fat rat will
streak past their feet trying to get back to its home in room 3.
Horrible meals are made here by the 3 invisible servents present.
They have been instructed to take orders from anyone who enters the
room, but will not leave the room. They are benign and will never
attack anyone. On the table, a severed head of a goat and it's hoofs
have been rotting for 2 weeks and are covered with maggots. There is a
load of wood in the NE corner near a stove. The table is along the S.
wall. On the table is a tub of stale water with larve living in it.
The fountain in the SW corner is fresh water and tastes very good. A
cabinet in the SE corner has knives and other utensils. One of the
knives is magical. It is a Knife of Chopping. It has been enchanted to
chop only non-living items on a horizontal surface like a table or
floor. The activation words are engraved in florid letters on the
blade. On one side it says "Chop knife". On the other side "Chop Fine"
"Chop Corse" "Chop Big". Chop Knife, Chop Fine must be said for it to
begin.
As this room is in use, the garbage/food present may change with
subsequent visits. Grain, veg, fruit may all be seen along with goat
meat.
Room #7: - War
Room
Door (north): iron, locked, trapped [trap: pit trap
(40 ft. deep) (CR2) (Find/Disable DC 21)]
Door (west)- iron, locked
Features-hourglass, steel mug, evil symbol (abysmal)
There is a fine painting on the E wall of the area around the river
Hooto about 300 years ago. It looks much the same and the same villages
are found here. The ruins are shown as normal towns.
1 Glabrezu
- Demon
The demon will attack anyone coming in unless it is someone he has
lured here. In that case, it will talk to the person and try to trap
them into doing evil. He can not be surprised and will alway be
prepared to attack.
The painting is 6'x4.5' 'Dedicated to Raphael Ralph by Tubisnor
in 2232.'
Room #8: Pantry
Door (west): wooden, simple, stuck
Empty, but smells like decaying food. Remains of organic garbage can be
found here. Mixed with the goat skeletons, hanks of hair and rotting
grain are parts of human skeletons.
Room #9:
All Doors wooden, strong, free
This is the entry way to the armory. The Iron Golumns will only attack
if they are attacked or if someone tries to take something from room
10. Other than them, the room is empty
Room #10:
Door (west): wooden, simple, free
This room has been occupied by a nest of giant wasps who are entering
from outside through a broken window in the E. wall. The window
is about 20' from the north wall. The bars in the window have been
melted by a spell and the wasps can squeeze through, but can't fly
through. They are agressive and regard this room as their home and the
place where their larvae grow. The nest in in the SW corner and
occupies about 1/4 of the room. There is nothing of value in the nest,
but under it is a cache of weapons in a large waterproof chest. Inside
are 15 weapons here wrapped in oil cloth. The weapons are common ones
with a length of less than 6' and are all usable by the party (DM
should grant each player 1 or 2 of their favorites). A thick paisly
area carpet is 1" thick and covers the center of the room.
Door (east): wooden, strong, locked
Room #12:
Door (West)
Tbhis room is empty, but there is an illusion of a chest on the W wall
directly opposite the door.
The door is trapped (DC 25). If it is opened 90deg (perpendicular to
the wall)
the trap will be set off. It is a deadfall trap with a great hammer
made of a slag iron with a head the size of a small hogshead. It is
about 5' long and 4' wide and just fits
through the opening. It will do 4d6+4 damage to anyone in 2' the
doorway.
There is a spring and cocking mechanism that can only be reached from
inside the room. Once the lever is thrown and the deadfall locked in
place, closing the door arms it.
Room #13:
Door (north, 3 from west): stone, stuck
Features-Table, cards (playing cards)
Sitting at the table are a group of ghosts killed by a shout spell as
they were playing cards. They are now ghosts.
They are invisible, but their voices can be faintly heard. They are
playing contract bridge and their calls can be heard faintly from the
doorway. The cards they are using are almost completely worn away and
occasionally they complain about their condition. The cards they hold
look like they are floating in air. On the floor near the table are
piles of bones. These are the remains of the card players which they
are using as chits to keep score. A few are on the table as the current
bet.
As long as they undisturbed, they won't mind folks moving around in the
room. If they are disturbed (some one messes with their cards or tries
to touch them or speak to them), they will suddenly manifest and
their Horrific Appearance will become visible. If this is not
enough to drive the party away, they will cry out "Dont interrupt the
game!" using their Moaning Voice.
Ghosts
HD 2d12, Level 2, man sized, Special Attacks: Manifestation, Horrific
Appearance, Frightful Moan
Room #14:
Door (west, 1 from north): wooden, simple, stuck
Door (west): wooden, strong, stuck
Room #16: Wizard's
Lounge (Ramidan Ralph)
Door wooden, strong, free
Ramidan is a reseacher who is investigating the family history to
create a book detailing all about the HOS and the Ralphs. He
hates being disturbed and will try to escape (using his etherial ring;
keyword gifgaleiaf infernal for "revenge"). He will then follow the
party on the etherial plane and try to kill them. He will summon
monsters to attack them, open doors to let monsters out, cast spells
from a safe spot then go etherial again etc.
Male human Wiz 12: CR 12; Size M (5 ft., 8 in. tall); HD 12d4+24;
hp 51; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +6/+1
melee, or +8/+3 ranged; SV Fort +6, Ref +6, Will +9; AL NE; Str 10, Dex
14, Con 15, Int 17, Wis 12, Cha 12.
Languages Spoken: Common, Elven, Infernal.
Skill points: Wiz 84
Skills and feats: Craft +18, Hide +2, Knowledge (arcana) +16,
Knowledge (nature) +15, Knowledge (religion) +14, Listen +1,
Move silently +2, Scry +18, Sense motive +1.5, Spellcraft +18, Spot +1,
Wilderness lore +2;
Brew potion, Combat reflexes, Craft wand, Forge ring, Heighten spell,
Quick draw, [Scribe scroll], Still spell, Track.
Ring of Invisibility, Ring of Etherial
Hide from Animals, Mage Armor, Blur
Possessions: 27,000 gp in gear.
Wizard Spells Known (4/5/5/5/3/3/2):
0 -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison,
Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending,
Open/Close, Prestidigitation, Ray of Frost, Read Magic,
Resistance.
1st -- Burning Hands, Charm Person, Mage Armor, Magic Missile, Nystul's
Undetectable Aura, Shield, Silent Image, Summon Monster I. 2nd --
Blur, Glitterdust, Invisibility, Leomund's Trap, Melf's Acid Arrow,
Mirror Image, Resist Elements.
3rd -- Dispel Magic, Fly, Gaseous Form, Haste, Hold Person, Illusory
Script, Lightning Bolt, Magic Circle against Law, Slow.
4th -- Bestow Curse, Confusion, Emotion, Fire Shield, Polymorph Other,
Polymorph Self, Summon Monster IV.
5th -- Animate Dead, Cone of Cold, Dismissal, Hold Monster, Rary's
Telepathic Bond, Stone Shape.
6th -- Analyze Dweomer, Chain Lightning, Eyebite, Flesh to Stone, True
Seeing.
Wizard -
Room #17:
Door (west): wooden, free, trapped [trap: lightning
blast (CR3) (Find/Disable DC 21)]
Features-utensils, catwalk, chest-trapped [trap: lightning
blast (CR3) (Find/Disable DC 21)]
Locked (disable 20), Trapped Contact Poison (3rd type)
In the chest is some of the gold from Ramadin's hoard. Contains 1900gp,
400pp, 2Kp
Room #18: Trophy
Room
Door (west, 2 from north): iron, locked, trapped [trap: large net
trap (CR1) (Find/Disable DC 21)]
The heads and entier bodies of several creatures and adventurers has
been put on display here. Originally, there were only normal hunting
trophies, but now there are a bunch of human heads and bodies here as
well. One is a cleric that the lammasu was looking for.
HEADS: Lion, Tiger, Brown Bear, Wolf, elf child, Water buffolow, Stag,
Hedgehog, Boar, Giant Rat, Human Female
STUFFED: Fox, Cleric, Dwarf in armor, Black Bear
Room #19:
Door (west): wooden, simple, stuck
A rush of moisture greets anyone who opens this door. This room
contains a pool of fresh water. It is still and contiains some scum
(harmless) on the top. Other than the pool, the room is empty.
The Krenshar will attack as soon and the door opens. It is being kept
as a pet by Ramadin.
Monsters:
Room #20:
Door (south, 3 from west): iron, locked, trapped [trap: pit trap
(40 ft. deep) (CR2) (Find/Disable DC 21)]
This room was a common room. It contiains small tables, chairs,
couches, side tables and such around the outside edges of the room. The
Leumurs will try to prevent anyone they don't know from going up the
stairs.
Room #21:
Door (north, 4 from west): wooden, strong, stuck
Features-Bed, sound of sniffing dog, candelabra, Chair and Desk, hay
(pile), goat dung
Room #22:
Door (west, 2 from north): stone, free
Features-odor (unidentifiable), mirror magical: the image will change
to show the person(s) looking at it as the most beautiful they can be.
It is depressing as it shows something that is impossible. It is glued
to the wall and any non-magical attempt to remove it will break it.
Room #23:
Door (north, 1 from west): wooden, simple, stuck
The East Wing
East Seniors
Wing
Rooms 26 through 41 is a wing of rooms occupied by a number of horrible
creatures. The denizens of this wing are used to strange sounds and
will ignore much, but will always respond to cries of help. When a cry
for help is made, roll % with a 35% or less indicating the inhabitant
of the rooms will hear and respond to the cry. They will be cautious
and not stupid, but will defend this area of the house from intruders.
Room #25:
Door (north): steel, good, locked
Door (East) wooden, sturdy, Stuck
This room is a passway outside and a direct way upstairs.
There is a love seat under the window with a small table in front of
it. It is overstuffed and is home to a large family of moths that will
begin flying around the room if disturbed. They are harmless, but have
a predelection for flying up the mouth and nose of those in the room.
They need to make a touch attack at +2 to get up a orifice. Roll twice
per round per person for 3 rounds, once in the 4th and then they will
have all flown back to the love seat or landed on one of the walls.
Room #26:
Door (south): wooden, good, free
Bedroom for a Half man, haf fiend. Bed table chair nightstand, trunk,
wardrobe
Room #27:
Door (north, 1 from west): wooden, strong, stuck
Empty
Room #28:
Door (west, 4 from north): wooden, strong, stuck
Room #29: Outside
Passage
Door (north): Steel, good, Locked
Room #30:
Door (east, 4 from north): iron, stuck, up-sliding
Room #31:
Door (west, 5 from north): stone, free, trapped [trap: hail of
needles (CR1) (Find/Disable DC 21)]
Room #32:
Door (south, 2 from west): wooden, simple, free
Features-drum, runes, hook, pillows, tub
Room #33:
Door (west, 4 from north): wooden, strong, stuck
Features-Human shaped pile of ash in front of the thrown, throne.
Every 10 minutes, an illusion of a kingly man sitting in the throne
will appear. It will take no action, but is an excellent illusion (+4
to detect).
Room #34:
Door (east, 1 from north): wooden, good, locked
Room #35:
Door (east, 4 from north): wooden, simple, stuck
Room #36:
Door (north, 2 from west): wooden, simple, free, side-sliding
Room #37:
Door (west, 1 from north): wooden, good, stuck
Empty
Room #38:
Door (west, 1 from north): (concealed) wooden, strong, locked,
behind rubbish, trapped [trap: spiked pit trap (40 ft. deep) (CR3)
(Find/Disable DC 21)]
Room #39:
Door (south, 2 from west): wooden, simple, locked
Features-
mold
curtain
Room #40:
Door (east, 3 from north): wooden, simple, stuck, down-sliding
Features-
tray
flint and tinder
iron maiden
cage
arrow slit (wall)/murder hole (ceiling)
hole
Trap:
illusion over spiked pit (CR3) (Find/Disable DC 21)
Room #41:
Door (south, 1 from west): iron, locked
Room #42:
Door (west, 4 from north): iron, free, up-sliding, trapped [trap:
pit trap (40 ft. deep) (CR2) (Find/Disable DC 21)]
Empty
Room #43:
Door (west, 3 from north): wooden, simple, stuck
Features-
scattered stones
chute
shelf
winch and pulley
Room #44:
Door (north, 1 from west): wooden, simple, stuck
The female goblin is chained to the N. wall. She has been tortured and
sexually assulted. She only has 1 HP remaining and swims in and out of
conshisness. She will be grateful to be freed, but will opt for heading
out of the house on her own rather than travelling with the party.
Room #45:
Door (south, 1 from west): wooden, strong, locked
Empty
Room #46:
Door (south, 3 from west): wooden, simple, stuck
Room #47:
Door (north, 3 from west): wooden, simple, free
Room #48:
Door (south, 2 from west): wooden, strong, locked
Empty
Room #49:
Door (north, 3 from west): iron, locked, magically reinforced,
trapped [trap: pit trap (40 ft. deep) (CR2) (Find/Disable DC 21)]
Empty
Room #50:
Door (north, 1 from west): iron, stuck
Empty
Room #51:
Door (west, 2 from north): wooden, good, stuck
Room #52:
Door (south, 3 from west): wooden, simple, stuck
Empty
Room #53:
Door (south, 1 from west): iron, locked, down-sliding
Features-
cards (playing cards)
hole (blasted)
Room #54:
Door (north, 1 from west): wooden, simple, stuck
Room #55:
Door (east, 1 from north): (concealed) wooden, good, free, behind
rubbish, trapped [trap: flame jet (CR2) (Find/Disable DC 21)]
Room #56:
Door (west, 3 from north): wooden, simple, locked
Features- engraving, puddle (water), sound of dripping water near the
puddle, but no water is visible falling into the puddle (unexplained)
fireplace, bench, coat rack
Room #57:
Door (east, 4 from north): wooden, simple, free
Features- bloodstain, odor of fine incense, razor, markings, door
(broken), shaft
Room #58:
Door (south, 2 from west): wooden, good, locked, trapped [trap:
spear trap (CR2) (Find/Disable DC 21)]
Features-skull, spices, box, nest (animal), spinning wheel, ledge
Room #59:
Door (east, 1 from north): wooden, simple, free
Features-corpse (monster), well, manger, tripod, chasm
Room #60:
Door (east, 1 from north): iron, locked, down-sliding, trapped
[trap: poison needle trap (CR2) (Find/Disable DC 21)]
Features-horn, ledge, fallen stones, font, bookcase
Room #61:
Door (west, 3 from north): wooden, simple, locked, trapped [trap:
pit trap (30 ft. deep) (CR3) (Find/Disable DC 21)]
Features-lantern, manger
Room #62:
Door (south, 1 from west): wooden, simple, free
Features-bottle, mold, branding iron, branding iron, recess, statue
Room #63:
Door (south, 1 from west): wooden, good, free
Empty
Room #64:
Door (east, 3 from north): wooden, strong, stuck
Room #65:
Door (east, 3 from north): wooden, strong, stuck, trapped [trap:
spiked pit trap (20 ft. deep) (CR2) (Find/Disable DC 21)]
Features-paint, scroll (nonmagical), locker with foodstuffs
(edible), relief, winch and pulley, stuffed beast, stool
Trap:
spear trap (CR2) (Find/Disable DC 21) on locker
Room #66:
Door (south, 1 from west): wooden, good, stuck
Room #67:
Door (north, 3 from west): iron, stuck
Features-
key
bits of fur
overhang
kiln
Room #68:
Door (west, 3 from north): (concealed) wooden, simple, stuck,
behind tapestry
Room #69:
Door (south, 5 from west): wooden, simple, stuck
Room #70:
Door (south, 1 from west): wooden, good, stuck
Room #71:
Door (east, 1 from north): stone, free
Features-
tools
rack
workbench
pillory
rack
Hidden Treasure (Search DC 21):
300 silver coins (30 gp)
Trap:
spear trap (CR2) (Find/Disable DC 21)
Room #72:
Door (south, 1 from west): wooden, simple, stuck
Room #73:
Door (east, 4 from north): iron, stuck
Empty
Room #74:
Door (west, 4 from north): wooden, good, free
Room #75:
Door (west, 1 from north): wooden, strong, locked, trapped [trap:
spiked pit trap (20 ft. deep) (CR2) (Find/Disable DC 21)]
The South Wing
Room #76:
Door (south, 3 from west): wooden, strong, stuck
The Solarium (not numbered)
This place was once the pride of the house, but now it has become
inhabited by only the most evil and dangerous of plant and animal life.
The walls here are clear, but are still clearly made of the same stone
as the rest of the house. All that can be seen outside is the swerling
mists except for the N area where the tortured goats can occasionally
be seen.
When the players enter this area, the creatures in it are allerted to the presence. They can not leave the room, and so will attack anything entering even if it is not prey for them. It is important to identify where the plants are when the party enters. On the map, write numbers 1 to 8 without consulting the chart below. This is the location of the plants on entry.
In addition to these creatures, there are a number of other
non-ambulitory creatures. They have no names, but can be deadly none
the less.
Porcupine bush. Fires a burst of 20 thorns that are poisoned. BaB
12.
Greenblood oil |
Injury DC 13 |
1 Con |
1d2 Con |
Bloodroot |
Injury DC 12 |
0 |
1d4 Con + 1d3 Wis |
100 gp |
Sassone leaf residue |
Contact DC 16 |
2d12 hp |
1d6 Con |
300 gp |
Room #78:Hellcat Lair
Door (south, 3 from west): wooden, strong, stuck
Room #79:
Door (west, 1 from north): wooden, simple, stuck
Room #80: Grand
Entrance
Door (south): iron, strong, locked
When the door is opened, a hat rack with a magic mouth appoaches
those who wait and says "May I take your hat and goat?"
Room #81:
Door (west, 3 from north): wooden, strong, free
Room #82:
Door (east, 1 from north): wooden, simple, free, trapped right in
front of the door [trap:
pit trap (20 ft. deep) (CR1) (Find/Disable DC 21)]
Empty
Room #83:
Door (east, 2 from north): wooden, simple, stuck
Empty
Room #85:
Door (west, 5 from north): stone, stuck
Features-
bones (humanoid)
clothing
paint
hook
platform
trash (pile)
Room #86:
Door (east, 3 from north): wooden, good, free
Empty
Door (north, 1 from west): iron, locked
Features-
bloodstain
broken glass
coat rack
Room #88:
Door (south, 5 from west): wooden, simple, stuck, side-sliding
Room #89:
Door (east, 3 from north): wooden, simple, stuck
Room #90:
Door (west, 5 from north): wooden, simple, free, magically
reinforced
Features-
nest (animal)
shaft
furniture (broken)
Room #91:
Door (north, 4 from west): wooden, simple, stuck, side-sliding
Room #92:
Doors (north, 3 from west): stone, stuck. DC 26 to open
Empty
Room #94:
Door (east, 2 from north): iron, locked
Room #95:
Door (north, 1 from west): wooden, good, stuck, side-sliding
Room #96:
Door (east, 1 from north): stone, stuck, trapped [trap: pit trap
(20 ft. deep) (CR1) (Find/Disable DC 21)]
Room #97:
Door (east, 2 from north): wooden, good, free
Room #98:
Door (west, 1 from north): iron, locked
Features-
flint and tinder
door (broken)
pool
chute
Room #99:
Door (north, 1 from west): wooden, good, stuck
Features-
horn
wood (scraps)
platform
cupboard
Bone
Devil (Osyluth) Guards (10)
Door (east, 1 from north): iron, free
Features-
cold spot
recess
dung heap
winch and pulley
well
Trap:
pit traps (40 ft. deep) (CR2) (Find/Disable DC 21) in front of each
stairway up.
Room #101:
Door (west, 1 from north): wooden, simple, free
Room #102:
Door (east, 2 from north): (concealed) wooden, strong, locked,
behind tapestry.
There are 2 magical tapestrys; one in the N wall and one on the S. At
first glance, the sceine looks like a garden party with beautiful
people together in groups. On close inspection, at least one person in
each group is covertly threatening someone with a weapon. Anyone
examining it that closely must make a will ST at DC25. On failure, the
mind of the person becomes comsumed with the desire to kill a friend
near them.
The Tapestry on the S. Wall is also enchanted. It depicts a seascape.It
shows a door depicted in the tapestry where the real door lies
underneith. If closely inspected, the person must make a ST vs Will or
they will see an octopus suddenly come out of the water and attack
them. It is an illusion, but an extreamly powerful one. A successful
attack will appear to cut a tentical off and reduce it's attacks. Only
when all 8 tenticles are cut off will the image dissappear. No one can
see the octopus except the one effected by the spell. The octpus will
appear to follow if the affected one tries to flee. Once the illusion
is dispelled, the affected one will desire nothgin more than to leave
the HOS forever. They are not compelled to do so, but will continue
through the rest of the adventure to find reasons why the party should
get out and stay away.
Illusionary Octapus
8 Attacks at BaB of 18. Damage per hit 1d6+2 HP.
Features-
rivulet
bellows
skull
catwalk
ladder
loom
catwalk
Room #103:
Door (west, 4 from north): wooden, strong, stuck, trapped [trap:
pit trap (40 ft. deep) (CR2) (Find/Disable DC 21)]
Room #104:
Door: wooden, simple, free, trapped
[trap:
portculis trap (CR2) (Find/Disable DC 21)]
Room #105:
Door (south, 1 from west): wooden, good, stuck
Room #106:
Door (south, 5 from west): wooden, simple, locked, trapped [trap:
pit trap (40 ft. deep) (CR2) (Find/Disable DC 21)]
Features-
corpse (monster)
tongs
bloodstain
razor
mound of rubble
kiln
chandelier
bed
Room #107:
Door (south, 1 from west): wooden, simple, free
Features- The NE corner has a iron maden with a latch in a hidden
pannel in the left side. A skeleton falls down.
mug
markings
dust
iron maiden
The fireplace is a throat that tries to swallow but can only constrict
it "throat" in a perestaltic action.
Room #108:
Door (south, 1 from west): wooden, simple, stuck
Empty
Room #109:
Door (east, 1 from north): wooden, good, free, up-sliding,
trapped [trap: spear trap (CR2) (Find/Disable DC 21)]
Features-
dishes
insects
claw marks
candle
bench
Room #110:
Door (west, 1 from north): wooden, strong, stuck
Room #111:
Door (south, 2 from west): wooden, good, stuck, down-sliding
Room #112:
Door (east, 1 from north): wooden, good, stuck
Empty
This room is full of undead. 32 Type
2 - 1 HD ghosts swirl around the room in a soundless dance. They
are oblivious to anyone entering the room. They will only attack if
they are interfered with or attacked. They are dressed in finery and
look to be attending a formal party. If the ghosts attack, they only
appear as glow green slime that drips from the ceiling.
Door (north, 1 from west): wooden, simple, locked
Features-
bale (straw)
cracks
alcove
hay (pile)
overhang
Room #114:
Door (north, 3 from west): wooden, strong, free
Trap:
portculis trap (CR2) (Find/Disable DC 21)
Room #115:
Door (west, 2 from north): wooden, good, free
Room #116:
Door (east, 1 from north): stone, stuck
Empty
Room #117:
Door (north, 3 from west): wooden, good, stuck
Empty
Stable
The stable is large and mostly falling down. All the stalls in the 3
northern most rows are unusable. The others are occupied by a mixture
of horses (4), undead horses (8) and a Black Unicorn who uses the
center area as his stall (not in a regular stall).
When a lettered area is entered, roll 1d8. A roll of 1 indicates a
random encounter when the area is entered. Roll again for the encounter
type:
Areas:
Special effects go off every 10 minutes when there is someone in the
area. They can also be triggered by the house.
X - The Xs are teleport locations. These teleport to their
corresponding X location elsewhere on the map. Below is the key
to the teleports on this level
X1- Teleport to X1 on the 5th level of the Central Tower, the
room below one of the locations of the heart.
X4 - This teleoprt goes to the 4th (top) floor of the North tower.
A - There
are Double Doors - wooden, good, stuck on 2 walls and secret
doors on the other sides. The s. doors DC 12 to discover. The S. door
in the north releases 10 Ghouls. The
secret door in the south reveals a closet. This was a dressing area for
the cleircs of the War Chaple. There is a locked wardrobe and pegs
along the walls. There is 150gp worth of gold cloth clothing and a CE
holy symbol worth 30gp inside the wardrobe. Lock DC 10.
In this area, the loud sounds of clilderen at
play can be heard.
Everything is alright until about 3 minutes when the laughter and
giggles
turn abruptly into screams of "Murder". As with all the sound effects,
they go off every 10 minutes when there is someone in the room. They
can also be triggered by the house.
B - This is the secret area of the old armory.
Although it has been opened several time, nothing has been taken as
none of the items was taken. There are 3 sets of full plate armor, 2
sets of plate barding and a single set of ancestral armor of an ancient
style made with pounded gold and platinum worth 1500 gp.
C - The furnicture in this area is animated. The
hatrack presents
itself, a plaque on the wall says "Welcome to the ancestral home of the
Ralphs".
D - Each time someone enters the corredor a stern
voice from a magic mouth in the ceiling says "Stand
up straight! Remember your duty!".
E - A sexy woman's voice comes from the stairway
says "Why don't you come up and see me sometime?"
F- The sound of running boots heads down the
passage
from east to west and past the stairway into the room beyond.
G - The sound of a babbleing brook is heard in this
room.
H - A soldierly voice says "Be strong, be decisive."
I - An Alarm that screams "Get out! Get Out!" for 2
minutes. Roll again for encounters with a -2 to the roll.
J - Dancing Lights dance about at random colored
green and yellow.
O - Dancing lights look like ghostly floating
candles that shed light but no heat. The float about randomly and move
up and down as well as back and forth around the area.
P - A voice whispers "Quietly, quickly,
completely".
Q - A room for having elicit sex. Bed, mirrors,
toys, restraints, gags, whips and a bar.
R - A whimpering mans voice repeats "What shall I
do? Oh my god, what shall I do?"
S - Dancing Lights that look like magic missles
streak from N to S and seem to eminate from the wall in the N.
U - Deep animal growling and sniffing.
V - A deep voice speaking in Infernal says "They
will all die and the rule of hell will begin!"
W - A ghostly sound of a dog being brutaly killed
with a club as a man laughs
X - A stong smell of brimstone
Y - A trumpet flourish is played any time anyone
goes through the archway. "Da, Da, Da, Ta!"
Z - A swirling wind blow through the area and into
the solarium.
AA - A beautiful display of fairy lights that come
into being, float about and twinkle lighting this room completely.