TEXT: This electronic document forms a complete module for use with HackMaster®. It contains background information, a color
  map, referee’s notes and tactical guides, encounter and map matrix keys, battlesheets as well as new items and a new spell
  for your campaign. This scenario is designed for a party of mostly 1st and 2nd level characters with 5-8 total character levels
  and a mix of character types.
  If you enjoy this module, look for more releases in the HackMaster® family from Kenzer and Company!
  © 2008, Kenzer and Company
  Kenzer and Company
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  DUNGEON MODULE B3
  HOUSE OF MADNESS
  by Charles Brown
  Introduction
  This scenario is designed for a party of mostly 1st and 2nd level
  characters with 5-8 total character levels and a mix of char-
  acter types. If your group falls outside of this range - higher or
  lower level, party balanced towards more combatants or
  more thieves, etc. - some tweaking of combat encounters
  may have to be made. See the GameMaster Notes section
  below for more details.
  STOP!  If you are a player, put this book down now. This means
  you. Knowing the details of the adventure spoils the fun and
  puts your HackMaster Association credentials at risk.
  GMs, you know the drill – if you plan on playing in this adven-
  ture, read no further or risk ruining the adventure for yourself,
  the GM and your group. Seriously – what fun is there in know-
  ing what’s about to happen next?
  Oh, yeah, and there’s that pesky GM’s Curse – if you know-
  ingly read this material then subsequently play in this adven-
  ture,may all the luck desert your dice,may your characters all
  suffer hideous, horrible deaths – or worse.
  If you plan to run this adventure and suspect the above plea
  and threat insufficient to dissuade the players from seeking
  these “forbidden fruits,”feel free to modify the traps,monsters,
  tactics or any other elements you desire – it is your game after
  all!
  The GM should read this adventure entirely at least once
  before play in order to ensure a smooth game. The following
  information is for the GM only.
  Background
  Once upon a time two people met,fell in love,and gave birth
  to a son.
  Normally this happens so often as to attract no
  notice, but these two were magic-users (an illusionist and a
  necromancer, to be specific) of evil nature, both driven by
  morbid curiosity.
  Together, they constructed this House - a
  birthing place for madness and evil, with the maddest and
  most evil being their child…
  It started innocently enough – two students at the same
  school of magic, attending some of the same classes, drawn
  to each other…  They began adventuring together, and after
  several years amassed a decent sum of money, money they
  used to construct a House…
  A House where they not only could they live, but they could
  also perform whatever experiments – magical, alchemical or
  scientific – they devised.
  When they finished constructing the House, they invited all of
  their (surviving) former adventuring companions over for a
  “housewarming party”; none of those former companions
  were ever heard from again.
  Since those first victims, the
  House claimed many more….
  One experiment the two engaged in was child-rearing; they
  lost interest in this one, though, and “farmed” their young son
  out to a cut-rate half-orc nanny before deciding to under-
  take one last, grand adventure.
  The details of that adventure are unknown, as the couple
  never returned from it. Two decades passed, and their child is
  a grown man, following in his parent’s footsteps, both in the
  use of magic and in … experimentation … He now resides in
  the house where he was born, and its evil lives anew…
  Placing the Adventure
  It could be that abandoned house down the street. It could
  be the only haven in the wilderness during a storm. It could
  be the last place a missing person was seen on the edge of
  town. The House of Madness can be placed anywhere that
  a large house could plausibly be located. The original con-
  ception for the House had it looming over the “rougher” sec-
  tion of a very large city, a mansion in a sea of tenements, but
  the location in your campaign is entirely up to you.
  Note that the reasons for the PCs being here may necessitate
  changes to the module. If the PCs enter the House to bring
  the evil magic-user to justice, simply explore the house out of
  curiosity, or somehow ended up forced into the House, things
  remain pretty much as written. But if the PCs arrive looking for
  a missing person (or persons), you may want to either place
  their quarry somewhere, or just allow the "target" to replace
  the first wandering monster encountered twice.
  If nothing
  else, perhaps a scrap of the person's clothes caught in the
  backdoor when he, she, or it made its escape…
  HackMaster and Kingdoms of Kalamar are registered trademarks of Kenzer and
  Company. House of Madness,Shelter From the Storm,the HackMaster logo,Hacklopedia
  of Beasts and the Kenzer and Company logo are trademarks of Kenzer and Company.
  © Copyright 2008 Kenzer and Company. All rights reserved.
  This book is protected under international treaties and copyright laws of the United
  States of America. No part of this book may be reproduced, without the express written
  consent of Kenzer and Company. Permission is granted to the purchaser of this product
  to reproduce sections of this book for personal use only. Sale or trade of such reproduc-
  tions is strictly prohibited.
  Publisher’s Note: This is a work of fiction. Names, characters, places and incidents either
  are the product of the author’s imagination or are used fictitiously,and any resemblance
  to actual persons, living or dead, events or locales is entirely coincidental.
  Author’s Acknowledgements: Variations of this module have started
  every other campaign I’ve ever written. I wish I could remember the
  names of every player I’ve run through its various incarnations, but I
  can’t and, rather than leaving anyone out, I’ll say “if you recognize my
  name and feel that you’ve played through a part of this adventure with
  me as GameMaster, consider yourself thanked – you have my deepest
  gratitude!”I would also like to extend a special thinks to my informal
  playtest team, Called Shot to the Head (Dustin Morris (GM), Craig
  Gough, Kathyrn Matthews, David Urrutia, James Vierra, Crystal Gough
  and Charles Hickinbotham). I would also like to acknowledge a debt of
  gratitude to Bruce Carson, our regular HackMaster GM who pointed out
  a few holes in the plot - thanks Bruce!
  1
  
  Getting the PCs Involved
  This depends, in part, on where you place it. If the house lies
  somewhere out in the wilderness, perhaps it is the only place
  of shelter from inclement weather, or a marauding pack of
  Sturm Wolves or some such.
  If located in a city, someone
  could hire the PCs to investigate reports of an abandoned
  house, allegedly owned by long-dead magic users and possi-
  bly haunted, or perhaps to find a missing person, last seen
  near the House. Perhaps they wish to track down of a group
  of kobolds that were raiding the area. Or perhaps someone
  hires them to deliver a package to – or perhaps assassinate
  (or both, depending on the nature of the package!) - the
  owner of the house. Other PCs may be on a random vandal-
  izing spree with the House as their next target. This is all entire-
  ly up to you and what fits with your group of PCs.
  Regardless of how you get them there, once you do, then the
  fun begins…
  Concluding the Adventure
  Technically, the adventure ends once the PCs successfully
  deal with the wizard, Eleriad.
  What happens next is pretty
  much up to you - if you don't want the PCs to gain control of
  the House,simply assume that the protective spells vanish with
  his death – this might just mean that the house becomes vul-
  nerable to attacks, or that it suddenly suffers 30 or so years of
  abuse in a matter of seconds. In the latter case, give the PCs
  roughly one hour of game time to get out before the whole
  thing collapses on their heads!
  If the House survives the adventure, and the PCs loot the fur-
  niture and even fixtures out of the place they’ll net some-
  where in the vicinity of 5,000 gp for the whole lot (in addition
  to any listed treasures).
  GameMaster Notes
  You know it. We know it. There are some players for whom
  threats just aren’t a strong enough deterrent. These trouble-
  makers will go out,buy the module,read it anyway,and mem-
  orize the parts they consider important.
  Let them – then change things to keep those ingrates on their
  toes. For that matter, if there is something here you don’t like
  change it. Want the main villain more – or less! – serious?  Go
  for it!  Want the “big guy” in the dining room to be a sympa-
  thetic character tormented by the hordes of vile little critters
  in the Lounge?  Increase the numbers of the latter and make
  the big guy the wounded party instead of them.
  Think a
  magic item is not of the proper power level for your party?
  Change it – you’re the GM,you have the power – use it. Make
  them sweat!
  Turn the tables on those little game wrecking leeches who
  think its fun to know all the surprises. Go on – you know you
  want to!  Everyone is here to have fun after all, and how fun is
  it for you if they already know everything – or if something in
  the adventure doesn’t really fit your campaign?
  Note also that the main villain, Eleriad, possesses Great Honor.
  The "metagame" reason for this is to present the PCs with a
  reasonable challenge - this gives him a Mulligan, +1 to all die
  rolls, and a possible Honor Purge, making him a fit challenge
  for most PCs. However, his fashion sense may make this seem
  a bit problematic (see his write-up later to understand why)
  two facts explain this. First, most of his contact with others -
  both fellow Magic-Users and others who know of his existence
  - occurs via written correspondence and few, if any, of them
  have a clue what he looks like (or wears). Further, those who
  do know of him also know the reputation of his parents, which
  goes a long way to making him look respectable. If his Great
  Honor makes him too powerful for your PCs, then reduce him
  to Average Honor.
  If the party appears too weak for the module, have all of the
  kobolds speak common and be willing to work with them for
  nothing more than a chance to escape the house (or
  replace the Kobolds with creatures the PCs may find sympa-
  thetic); that should cover the difference.
  Another "balancing" option is allowing the PCs a chance to
  face and defeat Nate before encountering Eleriad (the dam-
  age from its death should balance a later encounter with the
  mage). If the party is too strong,increase the number of crea-
  tures in the Library and the Study, add more skeletons to the
  wandering monsters, boost the ogre's hit points, and keep
  Nate a hidden menace until the final showdown with the wiz-
  ard – when he arrives from behind the PCs at the end of the
  first round of combat. You may also feel free to add other
  "animals" to the lab for Eleriad to animate, if he needs more
  minions.
  One additional note: A “stripped down”version of this module
  called Shelter from the Storm existed as a sanctioned HMA
  tournament.
  Enough differences exist between the two
  adventures that players should be able to play either without
  ruining the major the surprises of the other adventure, but if
  you believe your players have participated in the tournament
  version, you may wish to make further changes. For example,
  2
  A Note on Setting
  The author began this mod-
  ule prior to acquiring any
  campaign settings, and ini-
  tially wrote it for a home-
  brewed world.
  The text
  includes references to the
  World of Aldrazar setting,
  primarily in the languages
  assigned to the various
  NPCs. Transferring the module to any other setting, for the
  most part, requires simply changing these languages and
  a few of the names presented – though some background
  information may require tweaking as well.
  For example, in Kalamar, the main villain’s nanny was a Sil-
  Karg (half-hobgoblin), not a half-orc, and his name
  changes to reflect his ethnic background (Eldorand if
  Brandobian, Eshniad if Dejy, Haylrav if Fhokki and Haleruda
  if Kalamaran, for example), and his list of languages known
  shifts to Hobgoblin (Kargi), Merchant’s Tongue (the ‘com-
  mon language’), and his regional language. Similar fixes
  easily transfer this module to any other setting.
  
  making Eleriad a specialist mage of some sort (a Standard
  Specialist Necromancer or Transmuter, a Sole Practitioner:
  Animator or even a Blood Mage) can provide a very different
  feel to the adventure, for example.
  Make the items in the
  “Study in Terror” more random (both in where and, if you
  desire, what they are).
  Moving the secret door out of the
  library also changes things significantly – perhaps putting it in
  the Pantry, the Conservatory, or the Music Room.
  As an
  extreme option, have Eleriad be a “good guy,” a victim of a
  curse left by his parents, compelled to continue their experi-
  ments until some goal is completed – a goal he expects the
  PCs to help him with. Of course, even if you don’t take this
  option, he may CLAIM it to be the case…
  The Villains
  The villains in this module move around the House. One of
  them, Digger, is a “triggered” encounter (see his description
  on page four). Unless defeated or somehow allied with when
  initially met, he appears again (at the GM’s option) whenev-
  er the dice dictate a wandering monster encounter.
  The
  Homonculous “always” appears as a wandering monster,
  though if still alive when the PCs face Eleriad, it arrives to help
  its master in 1d3 rounds,using the hidden network of passages
  (see page eight). The PCs meet Eleriad in one of three places
  (or possibly as a wandering monster as well) – whichever one
  the PCs go to last: his bedroom (Area 23), his lab (Area 22), or
  his mother’s private retreat (Area 18). Like Digger, once met,
  unless defeated (i.e. he successfully flees), at the GM’s option
  another encounter with him replaces any later wandering
  monster encounters generated.
  As they are “living” creatures that wander around the house
  at their whim, their statistics and personalities appear here.
  Eleriad (HF 5, EP 584)
  Male 5th level Magic-User
  LE Human
  Attack (Combat Wheel: C) and Movement
  Melee 1 attack/rnd; quarterstaff (1-6), not proficient
  Atk Bonuses Melee -3 to-hit, +3 damage
  Crit BSL: Defender’s AC -6
  Missile 3 attacks/rnd, darts (1d6-2)
  Atk Bonuses Missile +2 to-hit, +3 damage
  Crit BSL: Defender’s AC -1
  MV 12”
  Defense
  Hit Points 45
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  ❑❑❑❑❑ ❑❑❑❑❑
  Tolerance of Pain 22, Fatigue Factor 6
  AC 7 [or 5 with Fihrsid’s Horrid Armor spell] (Cape of 
  Protection +1, Bracers of Defense AC 8)
  Fihrsid’s Horrid Armor AC: 6 ❑❑ 7 ❑❑ 8 ❑ 9 ❑
  Note: anyone viewing Fihrsid’s Horrid Armor for more than 1d4 
  rounds will retch uncontrollably for 1 round (no save)
  Spells
  1st level: Animate Dead Animals, Magic Missile, Read Magic,
  Phantasmal Force, Write,Yudder’s Whistle of Hell’s Gate
  2nd level: Choke, Fihrsid’s Horrid Armor
  3rd level: Haste
  Traits
  Abilities Str 14/10, Int 14/53, Wis 8/64, Dex 12/29,
  Con 16/35, Cha 11/76, Com 7/16
  Honor 56 (great) +1 to ALL die rolls (bonus has been 
  added in to combat statistics)
  Skills Anatomy, Basic (60); Animal Lore (48); Astrology (36); 
  Botany (32); Culinary Arts (52); Cooking (30); Fire-building 
  (27); Anatomy,Vital: Human (21); Language, Modern: 
  Common (100); Language, Modern: Forcuran (35); 
  Language, Modern: Orcish (57); Reading/Writing: Common 
  (73); Reading/Writing: Orcish (31)
  Talents Bloodline, Fast Cast
  Quirks/Flaws: Know-it-all, Sadistic, Socially Awkward
  Languages common, forcuran, orcish
  Equipment
  He usually wears a deep red, pink-trimmed Cape of 
  Protection +1, a pink headband, and an ornate copper 
  Bracers of Defense (AC 8). A series of five small belt 
  pouches tied to his right hip hold assorted spell components,
  2 cp, 4 sp, 64 gp, two flasks of Greek fire, and a small metal 
  mirror. He also has a collection of 20 darts hidden on his 
  person.
  Personality: Eleriad loves to talk, but tends to be rude and
  abrasive (Socially Awkward). He is, however a Know-it-all. He 
  inherited the Sadistic curiosity of his parents regarding how 
  the brain works and what kind of stresses cause it to… misfire.
  He eagerly learns all he can about the PCs and how they 
  feel wandering around his house, making every effort to 
  appear friendly. Eventually, he getting the PCs to take part in 
  further experiments, first through persuasion, then through 
  bribery, then finally through outright attack.
  Conversation:
  If the PCs actually speak to him, he answers
  some of their questions. If they asked about his wardrobe, he
  pauses briefly before replying: “I wear clothing that I like and
  that is comfortable.
  If society believes that
  clothes of certain colors should belong only
  to a set gender, or race, or whatnot,
  that is society’s problem, not
  mine.”
  3
  
  If asked about the house, he answers with bits and pieces of
  the following: “My parents built it. They were research magic-
  users. They found human behavior infinitely fascinating, espe-
  cially in regards to behavior under what they termed ‘Stress
  Conditions.’
  Several rooms of the House were designed to
  create Stress Conditions as a result.” He also thanks the PCs if
  they got rid of the Ogre, the Kobolds or both – now he can
  take his dinners in the dining room and actually use his study
  again!
  If asked about stolen goods (see Nate, below), he answers
  honestly that he knows of no such things. Eleriad feels that
  everything in the House - including the PCs and their belong-
  ings – belongs to him,so nothing Nate or Digger took could be
  stolen!
  If the PCs demonstrate great power, they can try to talk him
  into letting them out of the house. Since he likely collected a
  good deal of data on them already, he may agree, especial-
  ly if the PCs back such a suggestion by enforceable threats of
  violence.
  Tactics: When or if combat breaks out between Eleriad and
  the PCs, he follows a pattern. If not cast already, he opens
  combat by casting Fihrsid's Horrid Armor upon himself.
  He
  then uses Choke on a known spellslinger, and follows that with
  Animate Dead Animals if able to locate suitable targets. After
  (or instead of) animating assistants, he then casts Haste on his
  allies and himself.
  If things go poorly, he uses Phantasmal
  Force and Yudder's Whistle of Hell's Gate to retreat.
  The first time the PCs encounter him, they first view him from
  behind:
  As the door opens, you see a figure with red-brown 
  hair, dressed in a red cape trimmed with pink.
  The figure turns away from whatever it was working on 
  at your approach.
  “Ah, the adventurers who’ve been wandering around 
  my home,” his bearded mouth rumbles in a deep bari
  tone, his gray eyes sparkling with something – 
  amusement perhaps? Or maybe menace...
  Nate (HF 1, EP 270)
  Homonculous (HoB 4 p. 12)
  Attack (Combat Wheel: F) and Movement
  Melee 1 attack/rnd; bite (1-3)
  Atk Bonuses Melee +1 to-hit, +1 damage
  Atk Ancillary Effect Sleep Poison (save or sleep 5d6 rounds)
  Crit BSL: defender’s AC +1
  MV 6”, Fly 18” (B)
  Defense
  hp 30 (2 Hit Dice)
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  Tolerance of Pain 17, Fatigue Factor n/a
  AC 6 
  Traits
  Abilities Int 14/47
  Honor (great) +1 to ALL die rolls (bonus has been 
  added in to combat statistics)
  Skills Slip Away into the Shadows (52), Stealthy Movement 
  (35)
  Quirks/Flaws: Enmity toward Race (Pixie Fairy)
  Languages common, forcuran, orcish
  Both the pet and familiar of Eleriad, this creature developed
  an odd sense of humor and a hatred of pixie fairies over the
  years, but otherwise is about as easy-going as an evil, artificial
  creature can be. Note: Eleriad takes 2d10 damage if Nate
  dies.
  When the PCs first encounter this creature, read:
  You find yourselves facing a tiny humanoid creature 
  with waxy yellow skin. Red eyes gaze at you with no 
  emotions visible within them. Suddenly, small yellow-
  gray bat-like wings unfurl from where they had before 
  been curled up and hidden on his back. A small blue 
  bow tied at the base of its tail diminishes its menace 
  slightly.
  Digger (HF 2, EP 152)
  Male Gravedigger (2nd level Fighter)
  NE Human
  Attack (Combat Wheel: D) and Movement
  Melee 3⁄2 attack/rnd; shovel (1d6-2), specialized
  Atk Bonuses Melee +3 to-hit, +6 damage
  Crit BSL: Defender’s AC +1
  MV 8”
  Defense
  hp 34
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  Tolerance of Pain 17, Fatigue Factor 6
  AC 6 (Studded Leather Armor, Ardkrin & Shewkrin tattoo 
  armbands)
  Studded Leather Armor AC: 7 ❑❑❑❑ 8 ❑❑ 9 ❑
  Traits
  Abilities Str 16/32, Int 8/83, Wis 11/42, Dex 12/80,
  Con 14/07, Cha 7/71, Com 2/80
  Honor 13 (average)
  Skills Shovel specialization, Dig Proper Grave (68), Establish 
  Ambush Zone (18)
  Quirks/Flaws: Butt Ugly, Lisp, Maimed - Hunchback,
  Superstitious (believes travelling anywhere with a woman is 
  bad luck)
  Languages common, forcuran
  Equipment
  studded leather armor, shovel, tattooed armbands, large 
  sack (contents randomly determined)
  Though probably human, Digger is so malformed that it is dif-
  ficult to be certain. A professional gravedigger by trade, he
  wields a shovel (counts as a spade from Goods & Gear: the
  Ultimate Adventurer’s Guide: 2 GPV, weight 8 pounds). Using
  shovels as [improvised] weapons appeared in HackJournal #6
  in “Hacking with Everyday Items” - this information also
  appears on the 2nd printing of the GameMaster’s shield.
  Weapon Size L, Damage type H, Speed 5, damage vs.
  T/S/M/L/H/G: 1d6-1/1d6-1/1d6-2/1d6-2/1d6-2/1d6-3.
  4
  
  Ground Floor
  Ground Floor
  Second Floor
  Second Floor
  Widow’s Watch
  Widow’s Watch
  Basement
  Basement
  1
  S
  2
  3
  4
  5
  6
  7
  8
  9
  10
  10
  11
  11
  12
  12
  13
  13
  14
  14
  15
  15
  16
  16
  17
  17
  18
  18
  S
  19
  19
  20
  20
  21
  21
  22
  22
  23
  23
  Conﬁdential Client Drawings
  Conﬁdential Client Drawings
  Gridlines set
  Gridlines set
  at 5 foot 
  at 5 foot 
  intervals
  intervals
  Door
  Door, locked
  Fireplace
  Trap Door, 
  ceiling
  Trap Door, 
  ﬂoor
  Pit Trap
  (covered)
  Archway
  Window
  Stairs
  (down)
  Stairs
  (up)
  S Door, 
  secret
  balcony
  Curtains or Draperies
  
  Under his clothes and (studded leather) armor, he wears a
  pair of apparently leather armbands; close examination
  reveals these to be tanned pixie fairy skin containing the
  magical Ardkrin and Shewkrin tattoos, granting the wearer an
  overall +1 to AC.
  A good-aligned character knowingly
  employing these items nets 2 AIPs towards evil…  Digger is
  generally quiet, and very shy around women; even to the
  point of believing that traveling anywhere with a woman is
  bad luck.
  He was employed at a church near the school where Eleriad
  studied, and the two spent a lot of time together. Digger now
  works with the magic-user, purchasing supplies for him and
  occasionally helping him to acquire research subjects, in
  exchange for favors, friendship and occasional coin. He typi-
  cally carries 6d10 gp, 2d10 sp and 1d10 cp.
  Conversation: Digger tries to find out what he can about the
  PCs before luring them into a trap situation, either in one of
  the more dangerous rooms, or a situation where Eleriad can
  “get the drop on them.”
  Tactics: Hit it with a shovel. If that proves ineffective, run and
  get help. That’s pretty much his repertoire.
  When the PCs first meet Digger, read:
  The roughly man-sized figure turns to regard you, his 
  green hood falling back for a moment to reveal a 
  face as hideously twisted as the body beneath it. A 
  few tense moments pass before one excessively long 
  arm reaches up and restores the hood. Beneath the 
  hood, the creature’s misshapen body is clad in a 
  loose-fitting brown tunic and dirty black pants. In one 
  arm it holds a shovel with a gleaming blade. The other 
  hand,the one that returned its face to merciful shadow,
  rests above a large sack on the ground.
  “Doeth the mawther know you are here?” it asks.
  The sack contains one or more of the following (roll or choose):
  1) 
  Clean dishes.
  2) 
  Cleaning supplies (mop, bucket, rags etc.).
  3) 
  Fresh fruits and vegetables (may be leaking juices that look like 
  blood).
  4) 
  An unconscious child (1-3 Human, 4-5 Goblin,
  or 6 Other – GM Choice; 10 year old equivalent).
  5) 
  Fresh meat (may appear to be bleeding).
  6) 
  A corpse, freshly dug up (may be of any race).
  7) 
  Books (mostly worthless, 10 gp total max. value).
  8) 
  A small cask of ale or wine (max. value 5 gp).
  9) 
  2 days worth of mixed rations
  10) 
  Any two of the above (choose or roll again twice,
  re-rolling results of 10.
  Haunting Effects
  To maintain the illusion of being a haunted house,the two wiz-
  ards who constructed this house set up a number of strange
  effects. Every hour of game time, roll a d8, adding one for
  every PC with Too Much Honor, and use these results:
  1: Remnant - see notes below.
  2: Phantasm - a ghostly image appears to a random PC, visi-
  ble out of the corner of the eye, but it vanishes whenever the
  character turns to look at it. Nobody else can see it.
  3: One character (determine at random) suddenly feels a
  sudden drop in temperature that lasts only a moment.
  4: Eyes appear in a wall near by, blink once, and vanish.
  5: A ghostly hand appears in front of the party. Roll 1d4. It
  either (1) makes an insulting gesture; (2) slaps a random char-
  acter for 0 damage (but a possible Honor Hit,GMs option); (3)
  beckons the party towards the nearest numbered encounter
  area; or (4) gives the party the "thumbs up" signal before van-
  ishing.
  6: A random PC hears a voice calling his or her name. The
  voice stops the second the PC reacts to it.
  7: A piercing scream erupts from the center of the party.
  8+: Roll 1d10 for wandering monsters (see below), adding one
  for every PC (if any) with Too Much Honor, treating totals
  greater than 10 as 10.
  Wandering Monsters
  To determine wandering monsters, simply roll a d10, as follows:
  1a:
  Observed (if the PCs have not been in the Lower Level)
  1b:
  Eleriad (if the PCs have been in the Lower Level)*
  2:
  Wandering Kobold*
  3:
  Skeletons, 1-3*
  4:
  Centipedes, Giant, 1-5
  5:
  Rats, 3-12
  6:
  Rats, Giant, 2-5
  7:
  Cantrip
  8:
  Spiders, Large, 1-3
  9:
  Spiders, Huge, 1
  10:
  Spy*
  * Denotes an encounter that cannot repeat if the PCs meet
  certain conditions (see descriptions below). The first time that
  an encounter that cannot repeat happens, replace it with
  the Renegade Zombie. Read any subsequent repeat
  encounters as the next non-repeating encounter on the fol-
  lowing list (in either direction) or as a Remnant,at the GMs dis-
  cretion.
  Wandering Monster Descriptions
  Renegade Zombie (HF 1, EP 65, Int. Non-, AL: N, AC 8; MV 6"; HD 2; CW
  F; hp 33; SZ M; #AT 1; D 1d8; SA: Nil; SD: Brainless; MR: Undead; Lang:
  None; Hon: Avg.; ML: 20; TOP: n/a; Crit BSL: Def AC; FF: n/a; HOB 8 p,
  124).
  One of Eleriad’s mother’s creations, this zombie has gone
  amok and wanders about the house, looking for things to kill.
  Though unable open doors, it can handle stairs quite well
  (ladders take a full turn for it to negotiate). It attacks any liv-
  ing creature on “sight” – even Digger or Eleriad (but not the
  Homonculous).
  6
  
  Remnant: A Remnant is one of two things – either the emo-
  tional “imprint” of someone who died tragically or a random
  illusion/phantasm triggered by the extensive use of magic in
  this house.
  Either way, these minor events cease to occur
  once the bloodline of the family that built this house (i.e.
  Eleriad and Nate) ends. A Remnant takes the form of an odd
  occurrence witnessed by one or two (only!) characters. This
  can be a ghostly shape seen at a distance, a door opening
  and closing quietly,a strange sound,movement around a cor-
  ner – anything that might put the PCs on edge. This is similar
  to the “Cantrip” event below, except that at most two char-
  acters experience it.
  Observed: Eleriad watches the party from the Laboratory
  (Room 22).
  If they don’t do anything interesting, he gets
  bored after a turn; otherwise he continues to watch until they
  stop doing anything interesting. Use the “detecting scrying”
  rules in the GMG (Page 127) to determine if the PCs detect his
  observation or not. If the PCs explored the basement already,
  they meet him directly on this roll; if the PCs kill him, this
  encounter does not repeat.
  Krilik, the Wandering Kobold: A Kobold who became sepa-
  rated from the others, Krilik tries desperately to find them. He
  speaks passable (25%) Common.
  More courageous than
  most of his kind,Krilik borders on having foolhardy bravery. This
  encounter [obviously] cannot repeat if he dies.
  Kobold (HF 0, EP 7, Int Low, AL: LE, AC 7; MV 6"; HD 1⁄2 (CW B); hp 11; SZ
  S; #AT 1; D 1d4 or by weapon (Short Sword or Javelin); SA: Nil; SD: Nil;
  MR: Std; Lang: Kobold, Common; Hon: Avg.; ML: 6; TOP: 12; Crit BSL:
  Def AC -4; FF: 3; HOB 4, pps. 65-66).
  Skeletons: A total of five uncontrolled skeletons wander the
  house and the areas outside of it; two of them carry keys to
  the Back Door (Area 9). Only five [❑❑❑❑❑) wandering skele-
  tons appear during the course of this module; if the PCs dis-
  patch all five, this encounter cannot repeat.
  7
  
  Skeleton (HF 2, EP 65, Int. Non-, AL: N, AC 7; MV 12"; HD 1; hp 28, 27, 26,
  23, 22; SZ M; #AT 1; D 1d6; SA: Nil; SD: 1⁄2 damage from edged
  weapons; MR: Undead; Lang: None; Hon: Avg.; ML: 20; TOP: n/a; Crit
  BSL: Def AC -2; FF: n/a; HOB 7 pps. 65-66).
  Rats: An unlimited number of these vermin manage to find
  their way into the house,despite the best efforts of Eleriad and
  his crew.
  Rat (HF 0, EP 5, Int. Animal, AL: N, AC 7; MV 15"; HD d4+3 hp; hp 7, 7, 6,
  6, 5, 5, 4(x6); SZ T; #AT 1; D 1; SA: Disease (5% per bite); SD: Nil; MR: Std;
  Lang: Rat; Hon: Avg.; ML: 2; TOP: n/a; Crit BSL: Def AC -4; FF: 8; HOB 6
  pps. 113-114).
  Giant Rats: The house residents actively hunt down these
  creatures (the kobolds in particular find them a delicacy), but
  they still appear in unlimited numbers.
  Rat, Giant (HF 0, EP 9, Int. Animal, AL: N, AC 7; MV 12"; HD d4+8; hp 12,
  12, 10, 10, 10; SZ S; #AT 1; D 1d6-2; SA: Disease (7.5%); SD: Nil; MR: Std.;
  Lang: Rat; Hon: Avg.; ML: 4; TOP: 6; Crit BSL: Def AC -4; FF: 13; HOB 6
  pps. 113-114).
  Large Spiders: Any number of these ugly creatures find their
  way into the house, since Eleriad's mother kept them as pets,
  hoping to make one a familiar some day.
  Spider, Large (HF 1, EP 175, Int. Non-, AL: N, AC 8; MV 6", 15" Web; HD
  1+1; hp 28, 23, 23; SZ M; #AT 1; D 1; SA: Poison (Class B, +2 to Save); SD:
  Nil; MR: Std.; Lang: Spider; Hon: Avg.; ML: 7; TOP: 14; Crit BSL: Def AC -
  1; FF: n/a; HOB 7 pps. 96-97).
  Huge Spider: A nest of these creatures exists a few minutes
  away from the House; they occasionally explore the house by
  climbing down the chimneys in search of food. Nine live in the
  nest, but only five tend to roam this far (once the PCs kill five,
  no more Huge Spiders appear) and always singly.
  Spider, Huge (HF 2, EP 270, Int Animal,AL: N,AC 6; MV 18"; HD 2+2 (CW
  F); hp 32, 31, 31, 31, 30, 27, 27, 26, 22; SZ M; #AT 1; D 1d6; SA: Poison
  (Class B, Save at +1); SD: Nil; MR: Std.; Lang: Spider; Hon: Avg.; ML: 8;
  TOP: 14; Crit BSL: Def AC; FF: n/a; HOB 7, pps. 96-97).
  Cantrip: A random cantrip (or one chosen by the GM) affects
  a random PC; the amount of magic cast in the creation of
  the house triggers these random effects from time to time. This
  can be beneficial (e.g. having a random item Cleaned or
  Polished), odd (like a sudden change of Color or having hair
  suddenly grow – or shrink! – 2d6”from a Hairy cantrip), or just
  eerie (a sudden series of Footfalls or a mysterious Moan, per-
  haps) or whatever seems interesting. Try not to have the same
  cantrip go off more than once. This result may, at the GM’s
  option, instead be an encounter with the Unseen Servant
  mentioned in the General section above.
  Spy: The Homonculous, Nate, observes the party, probably
  from a concealed position. It has an 80% chance to not be
  noticed, adjusted up or down by situation. It only attacks if a
  pixie fairy is present (targeting said pixie fairy), a PC winds up
  alone somewhere in the house, or it sees a lone guard watch-
  ing over a sleeping party. In this latter case, it tries to put the
  guard to sleep and steal a few items from the party – placing
  some items on other PCs,and taking others for itself. If the PCs
  destroy Nate before they meet Digger,they encounter him on
  this result instead.
  If the PCs defeated both NPCs, this
  encounter does not repeat.
  Area Description
  On the ground floor, all ceilings are 15’ high. The upper and
  lower floors, except as noted have 10’ ceilings. Some room
  descriptions mention lighting conditions; for the rest, the PCs
  must provide their own light sources. Note that thick,dark cur-
  tains cover all of the windows; whether moving the curtains
  aside provides any light is entirely up to you based on the
  weather, time of day and whatever you, as GM wish…
  Some powerful spells protect the structure of the house; all
  external walls save against all attack forms at +4, and have a
  stone “facing” over thick wood. Internal walls and doors have
  fewer protections; walls save at +2 (as thick wood) and doors
  at +1 (unless specified otherwise they are thin wood). Further,
  all windows are made of Glassteel, and thus virtually unbreak-
  able.
  Because of these protections, the entire House radiates
  Alteration and Enchantment magic, making magic detection
  virtually useless. Also, a permanent Unseen Servant wanders
  around, straightening up minor messes, closing doors left
  open, etc. (it generally shows up one turn after the PCs leave
  a room, or one hour after they camp out, does its job as best
  it can, then moves on).
  Note also that a hidden network of tunnels exists in the walls,
  designed for the quasit familiar of Eleriad’s father. Nate, the
  Homonculous that serves Eleriad (the current owner) uses this
  network to move about and observe the party virtually
  unseen – a pixie fairy can also make use of this network,if they
  find it. The Kitchen, Pantry and Wine Cellar (Areas 4, 5 and 13)
  are not part of this network; in all other rooms, if a pixie fairy
  searches for Secret Doors and finds one, they find a hidden
  observation point on this network which they may enter if they
  wish…  Probably alone…  In a narrow, dark passage, fre-
  quented by a creature that hates pixie fairies…  Probably not
  the best idea in the world, but still an option…  The access to
  the passage appears designed to accommodate a small
  monkey or medium-sized bird of some sort.
  All of magic traps and effects in the house not tied to a crea-
  ture (i.e. the illusion on the zombie in the master bedroom) re-
  set at midnight the day after their triggering. Nate and Digger
  take turns resetting mechanical traps, whenever they get
  around to it (about once a week).
  If the PCs decide to be creative and enter the house in a non-
  standard manner, their only options - barring the use of pow-
  erful magic - are the back door (complex lock, -60% to pick)
  or the chimneys. Should they choose the latter, it is a fairly
  rough, slightly inclined surface (+15%), 30' high, with an open-
  ing that a size M creature can fit in with some effort (smaller
  creatures have no problem; size L creatures need a different
  route of entry).
  As spiders tend to come down the chimneys, each has a set
  of "spider traps" - similar to bear traps but more sensitive.
  Unless the PCs find and disarm these traps, they subject any-
  one descending the chimney to an attack as if by a 3 HD
  monster, but with a BSL of Def. AC +5, inflicting 2d4 points of
  damage (designed to sever spider legs). Two such traps exist
  in each chimney; each one continues to attack anyone pass-
  8
  
  ing by until disarmed or it successfully hits. They do not reset
  automatically, but Nate checks them every three days, and
  performs "manual resets" as needed. There is a 1 in 4 chance
  that a spider (see Wandering Monsters, below) lies in wait
  inside any given chimney.
  Ground Floor
  1. Porch
  You stand on a poorly maintained but once elegant 
  porch. Though the gray paint peels from the wood,
  the structure otherwise appears perfectly sound. Dark 
  curtains prevent you from looking into any of the glass 
  windows that dot the face of brick-walled structure 
  and a huge oak double door stands closed before 
  you.
  On each half of the door is a separate brass 
  doorknocker – on one, the knocker is a ring through 
  the nose of a devil’s face, while the on other it is the 
  halo over an angel’s head.
  Though unlocked,the doors seem stuck. Any attempt to force
  the doors releases a camouflaged trap door on the porch.
  Anyone standing on the pit trap shown on the map (an area
  ten feet wide in front of the door) falls into the  20 feet deep
  pit (for 2d6 points of damage). Thieves have normal chances
  to detect this trap; a successful disarm roll allows the charac-
  ter to learn where to stand to avoid falling, and that avoiding
  the trap requires opening the door from the inside.
  Simply knocking on the door causes the PCs to hear the
  sound of distant footsteps that seem to come closer. After a
  few seconds, they then hear a sound like a bolt sliding back.
  After that, the door creaks slowly open, revealing the entry
  foyer. There is nobody there. Cantrips create the sounds, and
  the house’s Unseen Servant opens the door (the temporary
  disabling of the pit trap outside causes the “bolt”; once the
  door closes it resets).
  Once opened (through any means), the door remains open
  as long as any living creatures stand on the porch. Once no
  living creature remains there, the doors swing shut with an
  ominous creak and a loud slam. Other than the use of pow-
  erful magic or just leaving someone outside on the porch, no
  means exist to prevent the doors from closing. Further,no han-
  dles or other mechanisms exist on the inside - without a Knock
  spell or someone triggering the opening sequence from the
  outside, the PCs cannot escape this way.
  2. Entry Hall
  This ornate room looks to be the grand hall to a once 
  fine home. A red carpet runs from the doorway to a 
  flight of stairs at the far end of the room, and then up 
  to a landing halfway up the stairs,which splits,into two 
  sets of stairs heading in opposite directions beneath 
  an ornate coat of arms.
  The walls have wooden lower panels with a red trim 
  matching the carpet, and white upper sections. The 
  wood appears to be mahogany, as do the rails on the 
  stairway.
  Aside from a small table and a red
  cushioned couch, the room is bare of furnishings.
  A fine layer of dust covers everything.
  The coat of arms looks vaguely familiar; anyone making a
  Heraldry check recognizes it as a parody of the family crest of
  a warrior known for hunting down rogue magic users (if no
  such NPC currently exists in your campaign, it lampoons the
  crest of one Sir Roderick Blackmorn, a retired paladin of some
  renown; where his crest showed a rearing wolf, this shows a
  cowering puppy and where his displayed a charging horse
  this depicts a goat relieving itself, etc.), with a crossed mop
  and wooden battle axe mounted behind the paper-thin
  shield (if taken down and used as a shield, it provides one
  point of AC, until struck in combat, then shatters, becoming
  forever useless).
  Particularly observant PCs notice that the dust in this room is
  perfectly evenly distributed, almost as if it were placed here
  intentionally (in fact it is; once a day a reversed Dust cantrip
  is triggered to keep the dust at a constant level). If they do
  anything to disturb this dust, they trigger a most insidious trap.
  The dust contains a variation of Dust of Sneezing and Choking
  based on a Type S poison.
  Disturbing it (by, say, walking
  through the room) triggers a Gust of Wind spell that stirs it up.
  All characters in the room are subject to coughing and sneez-
  ing fits for the next 1d3 rounds (Dexterity counts at half value
  for Initiative and Armor Class, minimum 25% for Spell Mishaps).
  Also, all characters must make a save vs. magic or fall asleep
  for 1d2 turns (this takes effect after the first full round of cough-
  ing). The cloud fills the floor of the room, and is 15' high; any-
  one above that level is effectively immune to it - but may be
  a prime target for Nate! 
  If one or two PCs are unaffected by the dust, Nate (watching
  from the hidden network) attacks, trying to put them all to
  sleep (being an artificial life form that doesn’t breathe, the
  dust has no effect on him!). If more than two PCs are awake,
  he will rush in, grab two items at random from sleeping PCs (or
  a single item if no PCs fall asleep) and flee into the depths of
  the House with it.
  If the room somehow renders all of the PCs unconscious,Nate
  (possibly assisted by Digger) removes two distinctive items
  from each PC – preferring magic items, books, holy symbols
  and obvious valuables. One item gets planted on another,
  random PC, while the other is taken to Eleriad (books are
  placed with his spellbooks in room 17; all others end up in his
  “storage alligator” in the Laboratory – room 16).
  There is nothing of real value here; the only furnishings are an
  old "grandfather" clock that no longer works and a porcelain
  table that is too delicate to transport.
  Note that the entry door has no type of handles or latches on
  the inside; its design allows it to open only by magic or from
  the outside. Other than a Knock spell or other magic,the only
  way to get this door open is to have someone trigger the
  opening routine from the outside.
  9
  
  3. Guess Who’s Coming to Dinner?
  Upon opening the door to this once-elegant dining 
  room,the first thing you notice is the stench – you have 
  encountered open cesspits that smell cleaner!
  The second thing that stands out is the fact that some
  thing dragged all of the furniture, including book-
  cases and books – into one corner and placed it in 
  such a way as to resemble a large, strangely formed 
  cave, perhaps as would be designed for a child to 
  play in. Most of the furniture shows signs of breakage,
  and filth coats most of it.
  Something is moving inside this makeshift cave – 
  something big.
  A few months ago, a young ogre wandered into the house.
  After dealing with some of its ... oddities… he decided to
  make a den for himself and chose the dining room to do it in.
  In amongst the filth and broken furniture lie the ogre’s accu-
  mulated treasures: 250 cp, 750 sp, 150 gp, an average pearl
  (100 gp value) and a battered iron flask that smells vaguely of
  fish and contains a thick green liquid (a Potion of Extra
  Healing). None of the furniture here is salvageable. Originally,
  the builders of the house decorated this room in “autumn col-
  ors” – some of the leaf-like patterns in shades of green, gold
  and brown remain visible beneath the filth.
  Young Ogre (HF 2, EP 270, Int. Low, AL: CE, AC 5; MV 9"; HD 4+1; hp 36
  (CW H); SZ L; #AT 1; D 1d10; SA: Nil; SD: Nil; MR: Std; Lang: Ogrish,
  Orcish; Hon: Avg.; ML: 11; TOP: 18; Crit BSL: Def AC +5; FF: 4; HOB 6,
  pps. 24-25).
  4. Kitchen Knives
  This room appears to be a well stocked but messy 
  kitchen.
  Cooking implements and utensils lie 
  scattered around as if currently in use, and most of 
  them could use a good cleaning.
  One round after any living creature (other than Eleriad or
  Digger) enters, a permanent spell summons a minor air ele-
  mental. A cold gust of wind shoots through the room and any
  edged weapons in the room rise up into the air. This includes
  the seven knives (ranging in size from butter knives (1d3-2) to
  a full butcher’s knife (1d6-1 damage) laying strewn around,as
  well as any bladed weapons the PCs have drawn (save vs.
  Spells to keep weapon in hand).
  The blades then begin
  whirling around in a circular pattern. Grabbing a weapon out
  of the swirling mass requires a To-hit roll against AC 8 (no STR
  modifiers apply) to grab the item, and a DEX check to avoid
  being struck by swirling blades for (1d8+1d4-2, minimum 1)
  points of damage.
  Crossing the room to the pantry also requires a DEX check as
  above to avoid being hit. If the PCs manage to grab or dis-
  able all of the knives, they dispel the elemental; opening the
  pantry door causes the spirit to immediately set down all of
  the blades on the counters and then return to the plane of air.
  The counters are all wooden, and a huge, fully functioning
  and recently cleaned oven dominates north wall.
  5. Pantry
  You enter what is clearly a food storage area. Most of 
  the supplies here seem fresh, and except for an 
  ancient loaf of bread in the corner, none appears 
  spoiled.
  This room holds food supplies for Eleriad and Digger - enough
  to feed one person for 2d6+3 days. If the PCs scrounge for
  food, they find a filling, but not particularly healthy or satisfy-
  ing,meal here. In one corner sits a hard,ancient loaf of bread
  that might make a passable club in an emergency.
  6. Music Room
  You open the door to reveal a room filled with a wide 
  variety of musical instruments.
  Sheets of music fill a 
  small set of shelves in the corner, and a metallic flute 
  lies atop a music stand in the center of the room.
  A threadbare carpet, once done in shades of blue 
  but now mostly gray, covers the floor; the room’s only 
  other furniture being a pair of old, dusty, overstuffed 
  chairs, one by the shelves, the other behind the music 
  stand.
  Time and moisture has rendered most of the items here badly
  damaged and worthless. Two semi-valuable pieces of music
  (each worth 15 gp) remain in the collection; the remaining
  pages of sheet music (about 40 pounds of paper in all), nets
  a grand total of 10 gp. The only valuable instruments remain-
  ing include a badly out of tune viola (worth 200 gp if repaired
  and tuned) and the silver flute on the stand. The flute is a
  minor magic item; if anyone touches it, it levitates into the air
  and begins playing the last song it “heard” performed (GM
  choice; the author usually has it play “Greensleeves”). When
  it finishes the song, it slowly lowers itself until it stops on a firm
  surface.
  It remains inactive (during which time it may be
  played normally) for five minutes, then is ready to “perform”
  again.
  Silver Flute: 350 gp Value. Skills: Play Musical Instrument - Flute
  95%.
  The flute can memorize one song at a time, and plays that
  song whenever touched. Once it finishes a performance, it
  acts as a normal flute for 5 minutes before being able to per-
  form again.
  10
  
  7. Lounge Lizards
  This room is a lounge or salon, evidently intended for 
  after-dinner conversations.
  The furnishings here - a 
  couch, two chairs a small table and a long desk - 
  have all seen better days, though you do notice a 
  conspicuous absence of dust. A stained, once-green 
  carpet bearing a design resembling a blue star with 
  seven points covers most of the floor.
  A strange,
  animal smell fills the room…
  You also notice a small creature, its scaly head 
  suggesting some kind of unholy cross between dog,
  human and reptile, in this room. The creature pokes 
  what is either a very large javelin or a very small spear 
  tentatively towards you from behind the dirty couch,
  barking what may be a threat – or a greeting – in a 
  strange, guttural language.
  A band of kobolds wandered into the House in search of easy
  loot a few weeks back. They finally found that this room held
  no monsters or traps in it and set up shop here. Two members
  of the kobold band died since their arrival, another became
  lost, and roams about the house seeking his tribesmen (PCs
  may encounter this kobold, Krilik, as a Wandering Monster)
  and two of the remaining ones here suffer from various injuries.
  If spoken to,they prove eager to negotiate,even warning them
  about the Big Monster in the Dining Room (the ogre in Area 3).
  If the PCs promise to protect them and help them find a way
  out of here, the kobolds  agree to travel with them and help
  them fight – though they generally run away from most
  encounters (except with the ogre – with PCs backing them
  they confront him almost fearlessly out of anger over the
  deaths of their companions).
  Each kobold carries 2d4 cp,
  and the leader also carries fifteen silver coins on his person; in
  addition they own two short swords and seven javelins
  between them.
  The furniture here includes the aforementioned couch, two
  straight-backed wooden chairs, a small table (2'x2') and a
  larger desk (5'x2') with one narrow drawer, and two side draw-
  ers, all empty except for an old quill pen and a dried-up bot-
  tle of ink.
  Kobolds (Miellik, Kurtul, M'kit, Kiellit and Krrk; HF 0, EP 7, Int Low, AL: LE,
  AC 7; MV 6"; HD 1⁄2 (CW B); hp 14, 3(13), 2(13), 12, 11; SZ S; #AT 1; D 1d4
  or by weapon; SA: Nil; SD: Nil; MR: Std; Lang: Kobold, Goblin; Hon:
  Avg.; ML: 6; TOP: 12; Crit BSL: Def AC -4; FF: 3; HOB 4, pps. 65-66).
  8. Conservatory
  The door opens to a small greenhouse in serious need 
  of some pruning. A metal latticework holds up glass 
  walls covered with green and growing things.
  The 
  room lies ominously quiet; although there appears to 
  be nothing here other than the overgrown plants and 
  yourselves. An old wooden club lies against the wall 
  by the door.
  After witnessing a companion pummeling himself into uncon-
  sciousness during an encounter with “club bugs,” Eleriad’s
  father developed a fascination bordering on obsession with
  these creatures. He converted his conservatory into a habi-
  tat for the monsters and arranged to have a dozen captured
  and brought to him for study. Three of the Giant Walking Sticks
  remain. One, currently dormant, is the “club” by the door; the
  other two hide amongst the foliage, looking to add some
  meat to their diet…
  They have no treasure.
  Walking Stick, Giant (HF 1, EPs: 15 Int. Non-, AL: N, AC 4; MV 9"; HD 1+1
  (CW E); hp 26, 24, 22; SZ S; #AT 1; D 1d6; SA: Ka-Thunk blow (leap into
  hand in club shape, force victim to save vs. Death or hit self for 1d6 per
  round until unconscious); SD: Camouflage (75-80% camouflage); MR:
  Std; Lang: Bug; Hon: Avg.; ML: 13; TOP: n/a; Crit BSL: Def AC -1; FF: n/a;
  HOB 8, p. 72).
  9. Back Stairs
  If PCs visit this location at any time after visiting the Pantry,
  they encounter Digger as he locks the outside after one of his
  forays outside. Normally,this door stays locked,requiring a key
  (both Eleriad and Digger carry copies) to open from either
  side; the lock is sturdy and of good quality, so picking incurs a
  -25% penalty from this side, and -60% from outside.
  10. Bugged in the Library
  You have found what appears to be a library; the 
  room contains several, mostly empty, brass and wood 
  bookshelves and scroll nooks, a huge couch, an 
  ornate table that appears to be mahogany, and 
  several chairs of the same dark wood. All lies in a state 
  of disrepair.
  An odd light, similar to that of a lit torch, seems to 
  come from beneath the couch – perhaps it is on fire?
  Though the 30 books and scrolls here are worth little (1d10 gp
  each; if the PCs somehow take all of them, they net a total of
  175 gp), the furniture is worth much more if removed and
  restored; the three chairs are currently worth 30 gp each (due
  to beetle chew marks), but for 10 gp each (or if repaired by a
  PC with the proper tools and Woodworking skills) become
  worth 75 apiece; the couch requires more work with an initial
  value of about 100 gp – but after 100 gp of work, the value
  jumps to 1000 gp!
  The table’s initial value is 50 GPV, but a woodworker can
  restore it to 250 GPV for 75 gp in supplies. The shelves are
  worth 10 gp each and there are six sets.
  One of the books, labeled “Into the Netherdeep”; is actually
  a false book hiding a lever. Moving the lever causes section
  of the bookcase to swing out, revealing the door to Area 11.
  11
  
  The “odd light” emminates from a pair of fire beetles sleeping
  off a meal of savory mahogany wood. Movement in the room
  awakens them to fiercely defend their territory.
  Fire Beetles (HF 0, EP 35, Int. Non-, AL: N, AC 4; MV 12"; HD 1+3 (CW E);
  hp 30, 29; SZ ; #AT 1; D 2d4; SA: Nil; SD: Nil; MR: Std.; Hon: Avg.; ML: 12;
  TOP: 15; Crit BSL: Def AC -1; FF: n/a; HOB 1, pps. 66-68).
  11. The Buzzing Stairs
  An odd droning noise comes from somewhere 
  beyond this door.
  If anyone asks, the droning resembles the buzzing of a very
  large bee – though it is, in fact an Illusion.
  When the door opens, a huge shape swoops out of the area
  beyond… swings over the PCs … swings back … and contin-
  ues in a decreasing arc until it rests, stationary in the door
  frame. The object is a stuffed giant bee carapace and obvi-
  ously no threat to anyone taking the time to actually look at
  it (instead of, say, diving for cover or attacking…).
  Second Floor
  12. Study in Terror
  This room appears to be a small private study. A fire 
  burns in the fireplace, illuminating with a flickering 
  light. Above the fireplace, you see three round shields 
  attached to the wall; to the right of the fireplace,
  three sheathed long swords hang from hooks,
  and three suits of chain mail armor stand at attention 
  to its left. Several mismatched chairs rest against the 
  north wall.
  A figure sits on the floor facing the fire, its back to you.
  Long blonde hair spills over its shoulders, brushing the 
  floor, and it wears a tattered white dress.
  The figure is a ghoul, which immediately attacks if
  approached. It also attacks if the party hangs back at the
  door deliberating on a course of action, as it is very hungry.
  Ghoul: (HF 4, EP 175, Int. Low, AL: CE, AC 6; MV 9"; HD 2 (CW F); hp 33;
  SZ M; #AT 3; D 1d6/1d3/1d3; SA: Paralysis; SD: Undead; MR: Undead;
  Lang: Common; Hon: Avg.; ML: 20; TOP: n/a; Crit BSL: Def AC; FF: n/a;
  HOB 3 p. 51)
  The second the PCs defeat the ghoul, a pair of lips appear in
  the air. They tell the party: 
  “Well done!  Now you get your pick of the spoils – you 
  may take only one of each. Choose wisely!”
  Then it begins narrating each action they take, as if the host
  of one of those annoying nature shows (Australian accent
  optional) until the PCs select one of each item (or just leave
  the room). There is a percentage chance equal to the high-
  est Charisma score in the party that the Mouth attaches itself
  to the group, narrating their adventures until they find some
  means of getting rid of it. If asked, it knows that one of each
  item is mundane, one blessed with beneficial magic, and one
  cursed, but it does not know which is which – though it does
  know that each set is in a different order.
  Running from Left to right the items are:
  Armor 1: Suit of normal Chain Mail armor, that sizes to the per-
  son taking it (and no one else), whether they are half ogre,
  pixie fairy, or anything in between
  Armor 2: Suit of Chain Mail Armor +1
  Armor 3: Suit of Cursed Chain Mail Armor -1 that has a 50%
  chance to shatter any time a critical hit is scored on its wearer
  Sword 1: Cursed Long Sword -1
  Sword 2: Normal long sword, though of high quality and fairly
  ornate (worth 50 gp)
  Sword 3: Long Sword +1
  Shield 1: Cursed Medium Shield -1, Missile Attractor
  Shield 2: Medium Shield +1
  Shield 3: Normal medium shield
  Once anyone touches one item from each, the other two
  items from that set (swords, shields or armor) vanish.
  Rogue Magic Mouth (HF 0, EP 120, Int. Average, AL: N, AC 3; MV 3" Fly
  (E); HD n/a; hp n/a; SZ M; #AT 1; D 1d4; SA: save vs. Spells negates
  damage, chatter; SD: Immune to physical attack, dispelled at 12th
  level; MR: Special; Lang: Common, Forcuran, Elvish, Orcish; Hon: Avg.;
  ML: 20; TOP: n/a; Crit BSL: ; FF: n/a; HOB 4, pp. 111-112).
  13. Game Room
  A dusty old billiard table covered with decomposing 
  felt dominates this room.
  Several chairs, mostly
  overstuffed and badly worn, in evidence here, and 
  two tables are visible here. One table, a large round 
  one with five chairs set at it, occupies a corner of the 
  room, while a smaller table with one chair set before it 
  sits in the middle of the chamber.
  This latter table 
  holds a chess board with both tiles and pieces 
  constructed of what appear to be ebony and ivory.
  The chair is by the black side of the board and the 
  board is set up as if ready to play.
  The pool balls vanished long ago and only one broken cue
  stick remains. Drawers in the round table hold two decks of
  playing cards, one complete, and the other missing three
  aces.
  The chess set appears intact and very well made.
  12
  
  13
  If anyone sits on or moves the chair,a disembodied voice asks
  (in Common): “Do you want to play a game?”
  If the answer is “yes”, a white piece moves on the board, and
  then awaits a corresponding black play…
  If nobody answers, or someone replies in the negative, noth-
  ing happens.
  The chess set is worth a total of 750 gp intact, due to its magic
  (the voice and the ability to play itself are permanent prop-
  erties of the board; it has a Chess skill of 75%). If sold individu-
  ally, each of the 16 white and 16 black pieces fetches up to 5
  gp,and the board 150. Nothing else in the room is worth more
  than a few coppers at most.
  A storage closet off of this room holds some boxes full of bil-
  liard equipment, decaying decks of cards, and the skeleton
  of an adventurer who sought shelter inside, slowly went mad,
  and perished from starvation.
  Though not animated, it is
  perched so that it falls over on anyone searching through the
  boxes.
  14. Mopping Up
  This small bedroom is the cleanest place you’ve seen 
  in the house. There is not a spot of dirt to be seen any
  where.
  The bed itself is a bare mattress with two 
  tatered pillows on top of it; no other furniture is evident 
  here. A red-handled mop rests against one wall.
  The only thing of value or interest in the room is the mop in the
  corner – it is a Mop of Swabbing (see Appendix 2: New Items).
  The closet to this room contains nothing but empty hangars
  and dust.
  15.
  Bedroom of Death
  Though clearly a bedroom of some manner, you find it 
  difficult to imagine the type of mind that could rest 
  peacefully here…
  First,the walls and furnishing display a disgusting mix of 
  pinks, purples, greens and tarnished metal.
  Further,
  symbols resembling those of various Gawds of 
  disease, death, corruption and decay cover the walls 
  and furniture.
  Finally, the bed itself has animal skulls on the bedposts,
  while carvings on the backs of the chairs resemble 
  screaming faces and similar carvings show disquieting 
  figures performing unspeakable acts adorn the simple 
  wardrobe in the corner.
  All in all this room feels rather unwholesome.
  Close examination of the furnishings reveal them all cheaply
  made or fake and of little or no value. The only thing of inter-
  est in the room is an enchantment upon the bed – one of the
  more insidious experiments of Eleriad’s father…
  If anyone touches the bed (note that a looting check gener-
  ally requires contact with it!), have that player roll a d20 (save
  vs. Spell at -1). Regardless of the result, privately inform the
  player that “For a brief instant, you felt an odd tingling sensa-
  tion, and heard a faint coughing sound while your vision
  clouded over for a moment, but everything seems all right
  now.”
  The other players see something different however. If the “vic-
  tim” makes the saving through, they see a cloud of dust puff
  out of the bed, and then the character grabs his or her throat
  and coughs for a second. If the victim fails the save, howev-
  er, either read the following, or distribute it as a note to each
  of the remaining players:
  As [PCs name] brushes the bed, a cloud of dust puffs 
  out. [PCs name] grabs at [his/her] throat,coughing for 
  a moment, then a disturbing transformation occurs…
  [PC’s name again]’s flesh decays right before your 
  eyes – turning gray-green and sloughing off in some 
  places. One eye come looses from the skull and a few 
  teeth fall to the floor with a clattering sound.
  A nauseating stench arises from your former
  companion, who turns towards you with dead yet 
  hungry-looking eyes…
  This is a combination of the Shell of Corruption (reversed Shell
  of Purity; see Appendix: New Spell in this book) spell and a
  Programmed Illusion. For the next two hours game time, the
  victim looks (and smells!) like a zombie unless Dispel Magic or
  a similar ability counters the effect, or the character manages
  to leave the House. The victim notices no change unless he
  sees his own reflection in a mirror - then the horrible “change”
  becomes fully evident!  The effect is purely cosmetic, but how
  the players – and characters – react is up to them (Eleriad’s
  father loved to pull this one off at parties and watch the ensu-
  ing chaos…).
  The closet to this room contains a dusty hooded brown cloak.
  It has no special features, but it is warm and well made -
  though in desperate need of a good cleaning.
  16.
  Master Bedroom
  Though clearly once an ornate bedroom, fit for a 
  nobleman, this room and everything in it except for 
  the large bed show signs of decay and neglect.
  The bed itself,however,is in excellent condition,almost 
  as if maintained in some form of magical stasis. Rich 
  silk sheets in shades of purple and pink with gold trim 
  are visible, as is a white silk canopy held aloft by brass 
  posts.
  
  14
  Lying on the center of the bed is a very pale but stun
  ningly beautiful woman dressed in gold-trimmed 
  ebony silk robes. Long red curls spill out around her 
  head, all but obscuring the pillows beneath her. She 
  appears asleep, and a small silver tiara set with tiny 
  diamonds rests on the bed beside her.
  The figure on the bed is a combination of Spectral Force and
  Shell of Purity (see Appendix: New Spell at the end of the
  module) spells, that happens to resemble Eleriad’s mother. To
  make matters worse, these spells conceal a zombie com-
  manded to attack anyone touching “her!” Both the illusion
  and the Shell end the second any living creature touches any
  portion of the zombie, thus she may gain surprise (based on
  the situation), or the first strike even if she doesn’t…  Relish the
  moment; it doesn’t happen often!  The spell combinations
  renew and affect any corpse on the bed for 12 or more hours.
  The tiara she wears is tin with paste jewels – it might be worth
  as much as 2 gp to a particularly gullible buyer. The bed is the
  most valuable item in the room, worth roughly 5000 gp
  cleaned up – though it must be taken apart to get out of the
  room and reassembled elsewhere to net even half that, a
  very tedious, time consuming task. The room’s remaining fur-
  nishings show so much decay and misuse they have no value
  whatsoever.
  Zombie (HF 1, EP 65, Int. Non-, AL: N, AC 8; MV 6"; HD 2 (CW F); hp 28;
  SZ M; #AT 1; D 1d8; SA: Nil; SD: Brainless; MR: Undead; Lang: None;
  Hon: Avg.; ML: 20; TOP: n/a; Crit BSL: Def AC; FF: n/a; HOB 8 p. 124).
  The south door leads to a closet containing some tattered,
  rotten clothes. A successful Basic Looting check at -20 or any
  Advanced Looting check nets 100 gp worth of trinkets, small
  gems, and similar items.
  17.
  Bathroom
  This room seems to be a bath chamber of some sort,
  with pink ceramic walls and a blue-gray tile floor. A 
  porcelain guardrobe stands in one corner, across from 
  a similar sink. A small stove,probably for the heating of 
  water, stands beside this sink.
  A dirty white curtain 
  conceals a portion of the room that appears to 
  contain a bathtub.
  Anyone pushing the curtain back sees that it does indeed
  contain a tub – a tub filled almost to the top with a thick red
  liquid in which the corpse of a slightly overweight man floats-
  face down.
  This is one of Eleriad’s mother’s more unusual
  experiments and the “man” is an animated skeleton that had
  its flesh grow back thanks to a Necrotic Ooze of her cre-
  ation.
  The skeleton animates two rounds after anyone
  pulls the curtain back and attacks any intrud-
  ers. If they leave the room,it returns to the tub.
  The only thing of value here is the Necrotic
  Ooze; five gallons of it fill the tub, and it can
  fetch up to 50 gp per gallon to a Necromancer (see
  Appendix 2 for details).
  Skeleton, Modified (HF 2,EP 65,Int.Non-,AL: N,AC 7; MV 12"; HD 2 (CW
  F); hp 35; SZ M; #AT 1; D 1d6; SA: Nil; SD: 2⁄3 damage from edged
  weapons; MR: Undead; Lang: None; Hon: Avg.; ML: 20; TOP: n/a; Crit
  BSL: Def AC -2; FF: n/a; HOB 7, pp. 65-66, regrown flesh provides addi-
  tion hit die but increases vulnerability to edged weapons)
  18.
  Widow’s Watch
  At the top of pull-down ladder is a small, octagonal 
  room. Aside from a large, dust-covered black coffin 
  and heavy black curtains covering the windows on all 
  sides, this plain wood-paneled room appears empty.
  The ladder giving access to this area is in a non-concealed
  trap door in the hallway outside of area 12.
  The coffin contains a soft down mattress; Eleriad’s mother fre-
  quently slept here when she didn’t want to deal with his father
  or his father was in the middle of an experiment and didn’t
  want to be bothered. Under the mattress are the following
  items: 15 cp, 8 sp, a silver earring with a setting for a small
  stone but missing the stone (value 35 gp), and several long
  bones. Close examination reveals markings on the bones; a
  successful Arcane Lore check by a magic-user or character
  with access to magic-user spells reveals that these are primi-
  tive spellbooks, containing her initial assortment of spells:
  Animate Dead Animals, Corpse Visage, Exterminate, Read
  Magic and Write.
  Basement
  Except for room 20, every room on this level of the house con-
  tains small glass spheres (100 gpv each, but requires a
  Dexterity roll at an 8 point penalty or major magic to remove
  without breaking) set above each door.
  An evil cleric who allied with Eleriad’s parents enchanted
  these to provide either Continual Light, become inactive or
  
  cast Continual Darkness, on the utterance of the appropriate
  command word. Each word triggers all globes within 30’ of
  the person uttering them (Eleriad recorded these words in his
  cantrip book).
  19.
  Wine Cellar
  A thin layer of dust covers everything here.
  This 
  appears to be a poorly stocked wine cellar; most of
  the racks stand empty, and several of the bottles here 
  appear empty.
  A quick examination shows that the wizard has exceptionally
  poor taste in wine. Out of the fifteen bottles of wine and eight
  barrels of ale and beer here, about 50 gp worth of beverages
  can be scrounged. One of the barrels feels empty and is, in
  fact, the trigger for the secret door to the north – rotating it
  clockwise opens the door; while turning it counter clockwise
  opens a viewing window on the door to see what’s going on
  inside). One of the bottles of wine – apparently of an excep-
  tionally vile vintage – contains a Potion of Healing; Eleriad
  knows of this and flees here if combat goes against him.
  Close examination reveals that this bottle, unlike the others
  here, shows signs of having been re-sealed.
  20.
  Room of Bad Tales
  A battered couch and badly damaged table are the 
  sole furnishings to this room. The walls are unadorned 
  stone.
  A man with light brown hair and a scruffy beard – both 
  shot through with gray - sits on the couch, a lopsided 
  grin visible on his face. Each of his hands holds what 
  seems to be an ornate but crudely constructed hand 
  puppet – one appears vaguely avian in form while the 
  other resembles a child’s depiction of a knight.
  As you enter, he looks up, and says: “It’s beginning 
  early, Raven.”
  The bird-like puppet replies: “And they look even 
  dumber than the usual ones…”
  The other puppet then “speaks,” “Maybe they’ll 
  actually have a plot this time?”
  The man shakes his head: “Come on,Tomas that is way 
  too much to hope for…”
  The man is Jol, a young bard trapped here as an experiment
  in reality distortion. Twice per day, a series of random ele-
  ments trigger a very poorly scripted but detailed
  Programmed Illusion of 60+3d20 minutes in duration. The illu-
  sions are dream-like in nature, full of clichéd events, bland
  characters and improbable coincidences, most of which
  seem to be epic adventure stories, dramatic but tragic love
  stories, and lame murder mysteries.
  As a result of being
  plunged into these illusions, Jol can no longer distinguish
  between reality and illusion.
  He constantly talks to his two
  cynical hand puppets, Tomas and Raven, originally created
  to give him an island of sanity within this random madness,but
  now they have virtually taken on a life of their own (at least in
  his mind). If you feel particularly creative and/or evil, have
  one of the illusions begin while the PCs are present…
  And if you’re wondering how he eats or sleeps, or other sci-
  ence facts, repeat to yourself: “It’s just an encounter, I should
  really just relax…”
  Jol, Tomas and Raven (HF 0, EP 134, AL: N, AC 9; MV 12"; Bd2 ; hp 28;
  SZ M; #AT 1; D By Weapon -1; SA: Sarcasm; SD: Bard; MR: Std.; Lang:
  Common; Hon: Avg.; TOP: 14; Crit BSL: Def AC -4; FF: 5; STR: 9/18; DEX:
  14/4; CON: 10/28; INT: 14/22; WIS: 9/39; CHA: 15/17; COM: 15/20; PP
  15%, DN 35%, CW 65%, RL 20%). No spells memorized.
  He has no weapon (he is proficient with sling and long sword); his only
  possessions are his puppets and the rather ripe clothes on his back.
  On a positive note, his imprisonment here seems to have cured his
  Alcoholism, though he still is Misguided.
  He has the following skills: Forestry 40%; Poetry, Writing and
  Comprehension 18%; Singing 19%; Carpentry 40%; Seamstress/Tailor
  22%; Shield Repair, Wood 40%; Swimming: Dog Paddle 23%;
  Ventriloquism 22%; Taunting, Major 17%; Taunting, Minor 55%;
  Carpentry Tools (Wood Working) 40%; Carpenter Skill Suite 40%; Local
  History: [Campaign City] 14%; Language, Modern: Common 100%;
  Stringed Instrument: Guitar 13%; Reading/Writing: Common 24%;
  Puppet Making 33%.
  21.
  Summoning Room
  Two features dominate this rough-hewn stone room.
  The first is a carved marble podium in the northern 
  portion of the chamber, and the second is the strange 
  circular symbol carved into the floor at its base.
  As you enter, a wall of light shoots up from the symbol 
  on the floor, momentarily blinding you. When you can 
  see again, you see that a creature with bronzed skin,
  silver hair, and white wings and eyes stands inside the 
  ring. The creature is dressed in robes of shimmering 
  gold. Its wings press against an unseen barrier roughly
  conforming to the size and shape of the circle on the 
  floor, and it seems unhappy.
  “So,” it asks in a deep, rumbling voice,“have you finally
  decided to release me?”
  The creature claims its name is “El” and it is the power source
  for all of the traps and such in the House. It only gives vague,
  general answers to most questions, but if asked about how to
  free it,it says: “The circle must be broken. Anything that breaks
  it releases me…”
  Throwing dirt on it to fill one of the carved lines, chipping at
  the carving, covering it; any of these things “frees” the “crea-
  ture.”
  15
  
  It then thanks the PCs, steps out, and, amidst roaring laughter,
  changes its form to that of a 9’ tall red-skinned muscular
  humanoid with bat-like wings. Its hair is black, its eyes pools of
  flame, and it attacks.
  Of course, this is all a very complicated series of Programmed
  Illusions, with just enough reality behind them to be danger-
  ous.
  There are a number of clues to its nature. First of all, Arcane
  Lore or Divine Lore at -10% reveals that the circle inscribed in
  the floor is one used to trap creatures from the Lower Planes
  (i.e. Evil), yet the creature in the circle appears to be a good
  aligned angelic being. Second, the creature concealed by
  the illusions, an unfortunate gnomeling named Llaranas
  Locram (hence the “El” – or “L” – name!) is not exceptionally
  intelligent; he has been trapped down here for twenty-five
  years, and knows nothing of what has transpired during his
  imprisonment.
  Finally, if combat begins, a clever PC might
  notice that the monster doesn’t seem to be damaging their
  equipment, only their bodies (WIS check to determine this if
  needed)…
  If the PCs fall for the trick and free the “creature”, it attacks
  them viciously.
  Because the illusion is much larger than
  Llaranas,only called shots to the feet or critical hits that some-
  how strike the feet or legs of the illusion will have any affect
  until the PCs uncover his true nature. “El,”however,will strike at
  them with very real-seeming claws that inflict 2d8 points of
  damage per strike, or with an arsenal of creative (illusory)
  spells, as the mood strikes. Llaranas will attempt to slaughter
  the party until “unmasked”, and then he will fight with a
  “mere” dagger while attempting to flee.
  If El defeats the party, he takes any coins or gems they have
  and flees into the upper floors of House, ultimately escaping
  through a chimney. As soon as he loots the bodies,have each
  character make a System Shock roll; success means the char-
  acter wakes up, realizing it was all an illusion – the character is
  at -1 CON until they can get a full day’s rest, but otherwise
  unharmed by the experience. Any character failing this test
  suffers a permanent loss of one point of CON and must make
  a second check or truly die from the experience!  If a char-
  acter becomes suspicious of it during the fight (or at any
  time), let them save vs. Spell to see if they realize it truly is an
  illusion; a character who sees through it and confers this infor-
  mation to the other party members grants them a +4 to any
  saves against the same illusion. If the characters somehow
  see through the illusion before anyone falls pray to it,the party
  earns 1000 EPs; if they “free” El but survive the experience,
  they earn 500 (plus the EP value of the Nefarian Gnomeling).
  “El” (Llaranas Locram) (Gnomeling, Nefarian Variant; HF 2, EP 143, AL:
  CE, AC 4 (Leather armor, Dex); MV 4"; T2; hp 26; SZ S; #AT 2 (illusory) or
  1; D 2d8 (x2) or 1d6 (Hand axe) ; SA: Illusion, Backstab, +5 to hit with
  missiles, +1 to hit with daggers; SD: Hide in Plain Sight, Illusion; MR: +2
  to save vs. Magic.; Lang: Common, Gnomeling; Hon: Avg.; TOP: 13;
  Crit BSL: Def AC -4; FF: 5; PP 40%, OL 35%, FT 20%, RT 20%, MS 55%, HS
  55%, DN 45%, CW 55%; STP: Dagger Bonus, Blind Fighting, Armor
  Maintenance; Maintenance/Upkeep (General); Shaving/Grooming;
  Weapon Maintenance; Laborer: General; Liar, Skilled 34%; Q&F:
  Facial Scar, Greedy, Jerk; STR 11/8; INT 10/23; WIS 10/38; DEX 19/20;
  CON 10/5; CHA 8/9; COM 4/13).
  Possessions: Hand Axe, leather armor.
  Note: He does know the command words for the light globes.
  The product of an unfortunate Wish, Llaranas is the son of a
  gnomeling woman and a devil she unknowingly summoned.
  In addition to the special abilities granted above, Llaranas
  does not age and can survive indefinitely without food or
  water. His imprisonment has left him quite insane. Eleriad’s
  father employed him as a manservant until he learned of the
  gnomeling’s heritage, then decided to see if a warding circle
  would hold such a half-breed. It did. He then placed the illu-
  sions over the poor creature both as a joke, and as a test for
  the gullible who manage to penetrate this far into the House.
  Behind a curtain in the northwest corner of the room is a mir-
  ror that has a strange minor enchantment on it - it shows
  everything in the room except those looking directly at it. If
  players find some way to remove the mirror from the wall and
  carefully get it out of the house, it is worth 2,000 gp, which
  drops to 100 gp if the party somehow removes the enchant-
  ment.
  22.
  Laboratory
  This creepy room appears to be some sort of a lab. A 
  glass case along one wall contains a partly dissected 
  human corpse, while an apparently stuffed alligator 
  sits atop a long wooden structure that appears to 
  have once been a bookcase. A table between these 
  items contains what appear to be a doctor’s tools,
  and a desk across from it is covered with notebooks 
  and writing materials.
  A metal grid has been placed over the face of the 
  bookcase, apparently converting it into some kind of 
  cell.
  Something is moving inside it…
  This room is the laboratory it appears to be. Eleriad's parents
  shared it, and he has taken it over. If he is encountered else-
  where he attempts to bring the PCs here so he can use
  Animate Dead Animals on the alligator; if things get desper-
  ate for him, he also opens the case in the corner then flees as
  fast as he can…
  The case contains one of his mother's failed experiments - six
  Crawling Claws that neither she nor her son ever found any
  way to control!
  The equipment and notes here have a total encumbrance
  value of about 150 pounds and are worth up to 500 gp to the
  right buyer.
  Also on the desk is a large piece of glass in the form of a
  round-edged rectangle. It is mounted on a heavy wooden
  base (100 lbs.), set with a dial with 13 positions. It is currently
  pointed up. Each of the twelve remaining positions causes a
  view of one of the other rooms in the house to appear on the
  glass.
  16
  
  The rooms are, running clockwise: the Porch, Room 2, Room 3,
  Room 6, Room 7, Room 8, Room 9, Room 10, Room 12, Room
  14, Room 16 and room 20.
  The stuffed alligator here, unless animated, is reasonably valu-
  able – though difficult to transport (gp value 200, weight 600
  lbs.). It also has a large hollow spot in its stomach (treat as a
  Concealed Door to discover); if the PCs are here looking for a
  missing child (or Small adult!), their quarry is in here, uncon-
  scious but otherwise unhurt, though bound and gagged.
  There is also a secret panel under the desk (treat as a
  Concealed Door).
  This panel is trapped with a once-poi-
  soned needle (the reservoir is empty, but it has never been
  cleaned; if not disarmed, the victim must save vs. Poison at +2
  or contract a random disease),but not locked. Inside are two
  large books, apparently bound in leather (actually tanned
  human flesh). Except for a single ancient rune on the cover of
  each,they are identical (anyone who reads Language,Dead
  - Ragiuus can make them out as "His" and "Hers"). One book
  is filled in a sprawling, ornate script and written alternately in
  Forcuran and Duarkk and details various experiments set up
  by Eleriad's father, including most of those in the House. The
  other book is written in a tiny script with "spider web" designs
  filling in the "holes" of the letters; the language it is recorded in
  is Abgreerian, and this details a number of experiments per-
  formed by Eleriad's mother. Each book individually is worth 50
  gp. However, any character successfully reading both books
  who is also capable of casting second-level magic-user
  spells, and passes a Learning check discovers the secret to
  the reversible spell Shell of Purity split between these books.
  Crawling Claw (HF 1,EP 35,Int.Non-,AL: N; AC 7; MV 9"; HD 1d4+1 (CW
  B); hp 5, 5, 5, 4, 4, 3; SZ T; #AT 1; D 1d4 or 1d6 if unarmored; SA Leap 15';
  SD: 1⁄2 damage from edged weapons, magic weapons do no bonus
  damage, cannot be turned, raised or harmed by holy water, +1 point
  per die damage from cold; MR: Undead; Lang: None; Hon: Avg.; ML:
  20; TOP: n/a; Crit BSL: Def AC -4; FF: n/a; HOB 2 pps. 37-38).
  23.
  Wizard’s Bedroom
  This bedroom is cramped and in a state of disarray - 
  sheets hang off of the bed, pillows are scattered 
  about, and clothes, some clearly in need of a wash,
  others clearly recently cleaned and pressed.
  The 
  furniture is clearly worn and used as well. The colors 
  are dark and somber,and the room smells like it needs 
  a good airing.
  This is Eleriad's bedroom. There is little of obvious value here.
  The furnishings include a large chest full of dirty clothing, a
  small chair, a reading table with several partially burned can-
  dles on it, and an unmade bed with dirty sheets and a very
  firm mattress.
  Under the bed, in a locked (Eleriad caries the key) but not
  trapped chest can be found Eleriad’s three spell books and
  his reading glasses (these are enchanted; once per day they
  may be used to cast Read Magic or Comprehend Languages
  in any combination for up to 5 turns total). Beside this chest
  rests a pair of fuzzy pink Slippers of Spider Climbing.
  His spell books are detailed as follows: 
  Book 1: Leather Cover, Vellum Pages, 17" x 12" x 6", 72 pages
  (51 used), 6 lbs., x4 Encumbrance.
  Holds the following
  cantrips: Chill, Dibs, Dry, Exterminate, Gather, Salt, Shine, Dirty,
  Dusty, Air of Legitimacy, Change, Distract, Hide, Mute, Palm,
  Present, Veiled Threat, Firefinger, Unlock, Creak, Footfall,
  Groan, Moan, Rattle, Tap, Thump, Whistle, Neutralize Alcohol
  Book 2: Dragon hide cover,Vellum pages,16" x 12" x 7",6.5 lbs.,
  84 pages (64 used), x4 Encumbrance.
  Pages and ink are
  Water Resistant. Contains: Level 1: Animate Dead Animals,
  Magic Missile, Copy, Corpse Visage, Erase, Mend, Read
  Magic, Phantasmal Force, Write; Level 2: Blur, Choke, Magic
  Mouth, Mirror Image.
  Book 3: Bearskin cover, Vellum pages, 15" x 12" x 9", 7 lbs., 104
  pages (18 used), x3 Encumbrance.
  Contains: Level 1:
  Yudder's Whistle of Hell's Gate; Level 2: Fihrsid's Horrid Armor;
  Level 3: Extract Truth, Haste, Fly.
  Appendix 1: New Spell
  Shell of Purity (Alteration, Reversible)
  Level: 2 
  Range: Touch
  Components: V, S, M
  Duration: 1 hour/level; see below
  Casting Time: 5
  Area of Effect: One creature 
  Saving Throw: None
  up to 1 cu. Ft./level
  This spell allows something decayed, rotted and corroded to
  appear intact, pristine and as good as new; it creates a shell
  around the item that mimics how the item appeared before
  time’s hands decided to be less than gentle with it.
  Necromancers frequently use this spell to hide the true nature
  of their charges, but some unscrupulous magic-users have
  found uses for it in the mercantile arena as well.The spell gen-
  erally lasts for one hour for every level the caster possesses,but
  the caster must also specify a condition which will end the
  spell.
  In many cases, this condition involved the subject of the spell
  coming into physical contact with a living creature; other
  conditions may involve moving the item to or from a specific
  location, the casting of a spell, or even performing a specific
  action. The sudden cancellation of the spell may (GM call,
  based on situation and the true level of corruption of the tar-
  get) prompt disgust reactions from those viewing it; all in the
  area should make a Constitution check or act at -2 for the
  next d3 rounds.
  The material component of the spell is a piece of incense and
  a clean cloth.
  The reverse of the spell, Shell of Corruption, causes a clean,
  wholesome item to appear to be decayed, maggot ridden,
  and rotting. If cast on a living creature, it may make a saving
  throw to avoid being affected by the Shell. Often evil
  pranksters cast this spell on food stores; it is a favorite spell of
  many evil aligned gnomes. The material component for the
  reversed spell is a piece of rotting meat or other refuse.
  17
  
  Appendix 2: New Items
  Mop of Swabbing
  This mop cleans a 10’ x 10’ square area, even
  providing its own water and moving items out
  of the way to do so; it has an effective 17/01
  STR for moving items out of the area. A com-
  mand word, written in elvish on the handle
  (“RADEC”) makes it start or stop.
  The mop has 35 hp; while cleaning it has
  AC 3, otherwise it is AC 8. Any hit has a
  percentage chance equal to the
  damage inflicted of creating a sec-
  ond, identical mop instead of actual-
  ly damaging the item. This would be
  good, except that each item
  immediately 
  activates
  and 
  ignores 
  any
  command 
  words,
  as the mop was
  only enchanted by
  a sorcerer’s appren-
  tice, not a true mas-
  ter mage…
  EPV: 50, GPV: 250
  Necrotic Ooze
  If a skeleton is submerged in Necrotic Ooze,the skeleton gains
  +10 hp,and appears to be “fully intact”and still alive while the
  ooze is in place; this uses half a gallon of ooze each time it is
  used. The ooze sloughs off after 10 hp taken. While present,
  skeleton takes full damage from edged weapons. The ooze
  can also halt the decay of zombies and allow other undead
  creatures to heal damage if submerged (each regaining one
  full HD worth of hit points per round of submersion, and each
  die using up a half gallon of ooze).
  If a living creature bathes in this stuff, they smell VERY bad until
  properly washed, but have no other effects. If a living crea-
  ture is foolish enough to ingest the ooze though, they must
  make two saves vs. Poison:
  If the victim makes the first save, he or she takes 1d4 points of
  damage from spitting it back up, but suffers no further effects.
  If the first fails but second succeeds, the victim has their STR
  and CON scores function at half value for the next 2d12
  hours. At the end of this time,the victim has to make a System
  Shock roll at their current CON value to avoid permanently
  losing 100 percentiles from each attribute.
  If the victim fails both saves, over next 2d12 hours, he slowly
  transforms into a Brain Eating Zombie (Eleriad’s mother con-
  cocted the ooze using an odd meteor she discovered during
  one of their adventures; See HOB 8, pgs 122-123 for details on
  Brain Eating Zombies if needed)…
  Until the victim completely transforms into a zombie, a
  Neutralize Poison or similar magic immediately negates all the
  effects of the Necrotic Ooze. The tub here contains 5 gallons
  of this stuff.
  Appendix 3: Battlesheets
  The Monster and NPC Stat blocks include some non-standard
  elements. A “CW” value appears between “Size” and “#A” –
  this refers to the Combat Wheel letter used for this creature.
  Spell lists include check boxes to denote pre-cast spells (❑
  indicates a spell still in memory). Weapons are set in their own
  section of the write-up, have the following format:
  Melee Weapon Name: Attacks Per Round if not 1 (#AT);
  Initiative Modifier (I), including Dexterity, Weapon Speed, etc.
  Missile Weapon: Rate of Fire (ROF); To-hit Modifier;  Total Hit
  Modifier (To-hit); Damage (D) vs T/S/M/L/G/H – all modifiers
  and damage caps included; BSL
  To-hit modifiers are left off if the modifier is “0”.
  If weapon
  damage is listed with a parenthetical – e.g. (1d6-1)+3 – that
  indicates a situation where the -1 cannot take the die below
  1 – a roll of 1, 2, or 3 in this case = 4 damage.
  Initiative,To-hit and Damage statistics include Honor modifiers
  where applicable.
  Crawling Claws (HF 1, EP 35, Int. Non-, AL: N; AC 7; MV 9"; HD
  1d4+1 (CW B); hp 5, 5, 5, 4, 4, 3; SZ T; #AT 1; D 1d4 or 1d6 if unar-
  mored; SA Leap 15'; SD: 1⁄2 damage from edged weapons,
  magic weapons do no bonus damage, cannot be turned,
  raised or harmed by holy water, +1 point per die damage
  from cold; MR: Undead; Lang: None; Hon: Avg.; ML: 20; TOP:
  b/a; Crit BSL: Def AC -4; FF: n/a; HOB 2 pps. 37-38).
  1) HPs: ❑❑❑❑❑
  2) HPs: ❑❑❑❑❑
  3) HPs: ❑❑❑❑❑
  4) HPs: ❑❑❑❑
  5) HPs: ❑❑❑❑
  6) HPs: ❑❑❑
  Encountered At: Room 22
  Potential Yield: 
  ❑
  Destroy Claws (EPV = 35 x 6 = 210)
  Digger (HF 2, EP 152, AL: NE, AC 6 (Studded Leather Armor,
  armbands); MV 8"; F2 (CW D); hp 34; SZ M; #AT 3⁄2 or 1; D 1d6+4
  (shovel) or 1d2+4 (fist); SA: Specialized with Shovel (+3 to hit),
  +2 to hit with other attacks; SD: Nil; MR: Std.; Lang: Common,
  Forcuran; Hon: Avg.; TOP: 17; Crit BSL: Def AC +1 (with shovel);
  FF: 7; STR: 16/32; INT: 8/83; WIS: 11/42; DEX: 12/80; CON: 14/07;
  CHA: 7/71; COM: 2/80; Q&Fs: Superstitious, Maimed –
  Hunchback, Lisp, Butt Ugly; STPs: Establish Ambush Zone 18%).
  Posessions: Shovel, Sack, Studded leather armor, Armbands
  18
  
  Weapon: Shovel: Init 5, #AT: 3/2; To-hit: +3; D: (1d6 -2)+6 / (1d6
  -2)+6 / (1d6 -2)+6 / (1d6 -2)+6 / (1d6-2)+6 / (1d6-3)+6; BSL: Def
  AC +1
  Studded Leather Armor: AC 7 ❑❑❑❑ AC 8 ❑❑ AC 9 ❑
  HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  Encountered At: Variable (usually Area 9)
  Potential Yield: 
  ❑
  Defeat Digger (152 EP)
  ❑
  Studded Leather Armor
  ❑
  Shovel
  ❑
  Coinage (GPV = 6d10 + 2d10/10 + 1d10 /100)
  ❑
  Possible sack contents (see description for details)
  ❑
  Faerie-skin armbands (Grants +1 to overall AC).
  “El” (Llaranas Locram) (Gnomeling, Nefarian Variant; HF 2, EP
  143, AL: CE, AC 4 (Leather armor, Dex); MV 4"; T2; hp 26; SZ S;
  #AT 2 (illusory) or 1; D 2d8 (x2) or 1d6 (Hand axe) ; SA: Illusion,
  Backstab, +5 to hit with missiles, +1 to hit with daggers; SD:
  Hide in Plain Sight, Illusion; MR: +2 to save vs. Magic.; Lang:
  Common, Gnomeling; Hon: Avg.; TOP: 13; Crit BSL: Def AC -4;
  FF: 5; PP 40%, OL 35%, FT 20%, RT 20%, MS 55%, HS 55%, DN 45%,
  CW 55%; STP: Dagger Bonus,
  Blind Fighting,
  Armor
  Maintenance; 
  Maintenance/Upkeep 
  (General);
  Shaving/Grooming; 
  Weapon 
  Maintenance; 
  Laborer:
  General; Liar, Skilled 34%; Q&F: Facial Scar, Greedy, Jerk; STR
  11/8; INT 10/23; WIS 10/38; DEX 19/20; CON 10/5; CHA 8/9;
  COM 4/13).
  Encountered At: Room 21.
  Weapon: Hand Axe: Init: -6; D: 1d10/1d8/1d6/1d6-1/1d6-2/1d6-3
  Armor Track (Leather Armor): AC 8 ❑❑ AC 9 ❑
  HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  Potential Yield:
  ❑
  Defeat Illusion (1000 EPV) or
  ❑
  Defeat El (143 + 500 EPV)
  ❑
  Dagger (2 GPV)
  ❑
  Leather armor (Size S) (5 GPV)
  Eleriad (HF 5, EP 584, AL: LE, AC 5 (Fihrsid's Horrid Armor, Cape
  of Protection +1) or 7 (Bracers, Cape of Protection +1); MV 12";
  MU5 (CW C); hp 45; SZ M; #AT 1 or 3; D 1d6+3 (Quarterstaff) or
  (1d6-2)+3 (x3; Darts); SA: Spells, +2 to hit with Darts; SD: +1 to
  all Saves; MR: Std.; Lang: Common, Forcuran, Orcish; Hon:
  Great; TOP: 23; Crit BSL: Def AC -3 (+ To-hit mods above); FF: 6;
  STR 14/10; INT 14/53; WIS 8/64; DEX 12/29; CON 16/35; CHA
  11/76; COM 7/16; Bloodline, Fast Cast).
  Spells: (1) Animate Dead Animals ❑, Magic Missile ❑, Read
  Magic ❑, Phantasmal Force ❑, Write ❑, Yudder's Whistle of
  Hell's Gate ❑, (2) Choke ❑, Fihrsid's Horrid Armor, (3) Haste ❑
  Weapons:
  Darts: ROF 3; To-hit: +2; D: 1d6+3/(1d6-1)+3/(1d6-2)+3/(1d6-
  4)+3/4/4; BSL: Def AC -1
  Quarterstaff 
  (not 
  proficient): 
  To-hit: 
  -3; 
  Init: 
  -2; 
  D:
  1d6+3/1d6+3/1d6+3/1d6+3/1d4+3/1d3+3; BSL: Def AC -6
  Ammo Track: Darts: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  Armor Track (Fihrsid’s Horrid Armor): AC 6 ❑❑ AC 7 ❑❑ AC 8 ❑
  AC 9 ❑
  HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  Encountered At: Variable
  Potential Yield:
  ❑
  Defeat Eleriad (584 EP)
  ❑
  Cape of Protection +1
  ❑
  Bracers of Defense (AC 8)
  ❑
  Coinage (GPV = 64.32)
  Fire Beetles (HF 0, EP 35, Int. Non-, AL: N, AC 4; MV 12"; HD 1+3
  (CW E); hp 30, 29; SZ ; #AT 1; D 2d4; SA: Nil; SD: Nil; MR: Std.;
  Hon: Avg.; ML: 12; TOP: 15; Crit BSL: Def AC -1; FF: n/a; HOB 1,
  pgs. 66-68)
  1) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  2) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  Encountered At: Room 10
  Potential Yield:
  ❑
  Defeat Beetles (EPV = 35 x 2 = 70) 
  ❑
  3 "Fire Glands"
  Ghoul: (HF 4, EP 175, Int. Low.,AL: CE,AC 6; MV 9"; HD 2 (CW F);
  hp 33; SZ M; #AT 3; D 1d6/1d3/1d3; SA: Paralysis; SD: Undead;
  MR: Undead; Lang: Common; Hon: Avg.; ML: 20; TOP: n/a; Crit
  BSL: Def AC; FF: n/a;  HOB 3 p. 51)
  HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  Encountered At: Room 12
  Potential Yield: 
  ❑
  Destroy Ghoul (175 EP)
  19
  
  Homonculous (Nate) (HF 1, EP 270, Int. 14, AL: LE, AC 6; MV 6",
  18" Fly (B); HD 2 (CW F); hp 30; SZ T; #AT 1; D 1d3+1; SA: Sleep
  bite (save or sleep for 5d6+5 rounds), +1 to hit; SD: Eleriad
  takes 2d10 damage if it's slain; MR: Special; Hon: Great (+1 to
  all die rolls), Lang: Common, Forcuran, Orcish; ML: 14; TOP: 15;
  Crit BSL: Def AC +1; FF: n/a; HOB 4 p. 12)
  HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ 
  Encountered At: Variable
  Potential Yield: 
  ❑
  Destroy Nate (270 EP)
  Jol, Tomas and Raven (HF 0, EP 134, AL: N, AC 9; MV 12"; Bd2;
  hp 28; SZ M; #AT 1; D By Weapon -1 or 1d2-1; SA: Sarcasm; SD:
  Bard; MR: Std.; Lang: Common; Hon: Avg.; TOP: 14; Crit BSL:
  Def AC -4; FF: 5; STR: 9/18; DEX: 14/4; CON: 10/28; INT: 14/22;
  WIS: 9/39; CHA: 15/17; COM: 15/20; PP 15%, DN 35%, CW 65%,
  RL 20%).
  HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  Encountered At: Room 20
  Potential Yield: 
  ❑
  Defeat Jol (134 EP)
  ❑
  2 Puppets (GPV = 0.2)
  Kobolds (HF 0, EP 7, Int Low., AL: LE, AC 7; MV 6"; HD 1⁄2 (CW B);
  hp 14, 3 (13), 2 (13), 12, 11, 11; SZ S; #AT 1; D 1d4 or by weapon;
  SA: Nil; SD: Nil; MR: Std; Lang: Kobold, Goblin; Hon: Avg.; ML: 6;
  TOP: 12; Crit BSL: Def AC -4; FF: 3; HOB 4, pps. 65-66).
  Miellik: HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  Weapon: Javelin: ROF: 1; D: 1d6 vs. All
  Ammo Track: Javelin ❑❑
  Kurtul: HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  Weapon: Short Sword: Init: -2; D: 1d6-2/1d6-1/1d6/1d8/1d8/1d6
  M’kit: HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  Weapons: Javelin: ROF: 1; D: 1d6 vs. All
  Ammo Track: ❑❑
  Kiellit: HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Weapons: Javelin: ROF: 1; D: 1d6 vs. All
  Ammo Track: ❑❑
  Krrk: HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑
  Weapon: Short Sword: Init: -2; D: 1d6-2/1d6-1/1d6/1d8/1d8/1d6
  Encountered At: Room 7, Krilik (below) is encountered
  Wandering Only
  Krilik: HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑
  Weapon: Short Sword: Init: -2; D: 1d6-2/1d6-1/1d6/1d8/1d8/1d6
  Weapon: Javelin: ROF: 1; D: 1d6 vs. All
  Ammo Track: Javelin ❑
  Potential Yield: 
  ❑
  Kobolds - Slay (EPV = 7 x 6 = 42) 
  or ally with (EPV = 7 x 6 = 42)
  ❑
  3 Short Swords (2 in room 7, 1 on Krilik)
  ❑
  7 javelins
  ❑
  Coinage (GPV = ((2d4)/100) x 6)
  Llaranas Locram: See “El.”
  Magic Mouth, Rogue (HF 0, EP 120, Int. Average, AL: N, AC 3;
  MV 3" Fly (E); HD n/a (CW n/a); hp n/a; SZ M; #AT 1; D 1d4; SA:
  save vs. Spells negates damage, chatter; SD: Immune to phys-
  ical attack, dispelled at 12th level; MR: Special; Lang:
  Common, Forcuran, Elvish, Orcish; Hon: Avg.; ML: 20; TOP: n/a;
  Crit BSL: n/a; FF: n/a; HOB 4, pp. 111-112).
  HPs: n/a
  Encountered At: Room 12
  Potential Yield: 
  ❑
  Banish Magic Mouth (120 EP).
  Ogre (HF 2, EP 270, Int. Low, AL: CE, AC 5; MV 9"; HD 4+1 (CW
  H); hp 36; SZ l; #AT 1; D 1d10; SA: Nil; SD: Nil; MR: Std; Lang:
  Ogrish, Orcish; Hon: Avg.; ML: 11; TOP: 18; Crit BSL: Def AC +5;
  FF: 4; HOB 6, pps. 24-25).
  HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  Encountered At: Room 3
  Potential Yield: 
  ❑
  Slay Ogre (270 EP)
  Rats (HF 0, EP 5, Int. Animal, AL: N, AC 7; MV 15"; HD d4+3 hp;
  hp 7,7,6,6,5,5,4(x6); SZ T; #AT 1; D 1; SA: Disease (5% per bite);
  SD: Nil; MR: Std; Lang: Rat; Hon: Avg.; ML: 2; TOP: n/a; Crit BSL:
  Def AC -4; FF: 8; HOB 6 pps. 113-114).
  1) HPs: ❑❑❑❑❑ ❑❑
  2) HPs: ❑❑❑❑❑ ❑❑
  3) HPs: ❑❑❑❑❑ ❑
  4) HPs: ❑❑❑❑❑ ❑
  5) HPs: ❑❑❑❑❑
  6) HPs: ❑❑❑❑❑
  7) HPs: ❑❑❑❑
  8) HPs: ❑❑❑❑
  9) HPs: ❑❑❑❑
  10 HPs: ❑❑❑❑
  11) HPs: ❑❑❑❑
  12) HPs: ❑❑❑❑
  20
  
  Encountered At: Wandering Only
  Potential Yield: 
  ❑
  Slay Rats (EPV = 5 x 12 = 60)
  Rats, Giant (HF 0, EP 9, Int.Animal,AL: N,AC 7; MV 12"; HD d4+8
  (CW B); hp 12, 12, 10, 10, 10; SZ S; #AT 1; D 1d6-2; SA: Disease
  (7.5%); SD: Nil; MR: Std.; Lang: Rat; Hon: Avg.; ML: 4; TOP: 6; Crit
  BSL: Def AC -4; FF: 13; HOB 6 pps. 113-114).
  1) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  2) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  3) HPs: ❑❑❑❑❑ ❑❑❑❑❑
  4) HPs: ❑❑❑❑❑ ❑❑❑❑❑
  5) HPs: ❑❑❑❑❑ ❑❑❑❑❑
  Encountered At: Wandering Only
  Potential Yield:
  ❑
  Slay Giant Rats (EPV = 9 x 5 = 45)
  Skeleton, Modified (HF 2, EP 65, Int. Non-, AL: N, AC 7; MV 12";
  HD 2 (CW F); hp 35; SZ M; #AT 1; D 1d6; SA: Nil; SD: 2⁄3 damage
  from edged weapons; MR: Undead; Lang: None; Hon: Avg.;
  ML: 20; TOP: n/a; Crit BSL: Def AC -2; FF: n/a; HOB 7, pp. 65-66,
  regrown flesh provides addition hit die but increases vulnera-
  bility to edged weapons)
  HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  ❑❑❑❑❑
  Encountered At: Room 17
  Potential Yield: 
  ❑
  Destroy Skeleton (EPV = 65)
  Skeleton, Standard (HF 2, EP 65, Int. Non-, AL: N, AC 7; MV 12";
  HD 1; hp 28,27,26,23,22; SZ M; #AT 1; D 1d6; SA: Nil; SD: 1⁄2 dam-
  age from edged weapons; MR: Undead; Lang: None; Hon:
  Avg.; ML: 20; TOP: n/a; Crit BSL: Def AC -2; FF: n/a; HOB 7 pps.
  65-66).
  1) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  2) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  3) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  4) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  5) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Encountered At: Wandering Only
  Potential Yield:
  ❑
  Shatter the Skeletons (EPV = 65 x 5 = 325)
  Spiders, Large (HF 1, EP 175, Int. Non-, AL: N, AC 8; MV 6", 15"
  Web; HD 1+1; hp 28, 23, 23; SZ M; #AT 1; D 1; SA: Poison (Class
  B, +2 to Save); SD: Nil; MR: Std.; Lang: Spider; Hon: Avg.; ML: 7;
  TOP: 14; Crit BSL: Def AC -1; FF: n/a; HOB 7 pps. 96-97).
  1) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  2) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  3) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  Encountered At: Wandering Only
  Potential Yield: 
  ❑
  Slay Spiders (EPV = 175 x 3 = 525)
  Spiders, Huge (HF 2, EP 270, Int Animal, AL: N, AC 6; MV 18"; HD
  2+2 (CW F); hp 32, 31, 31, 31, 30, 27, 27, 26, 22; SZ M; #AT 1; D
  1d6; SA: Poison (Class B, Save at +1); SD: Nil; MR: Std.; Lang:
  Spider; Hon: Avg.; ML: 8; TOP: 14; Crit BSL: Def AC; FF: n/a; HOB
  7, pps. 96-97).
  1) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  2) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  3) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  4) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  5) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑
  6) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  7) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  8) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  9) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Encountered At: Wandering Only
  Potential Yield:
  ❑
  Slay Spiders (EPV = 270 x 9 = 2430)
  Walking Sticks, Giant (HF 1,EPs: 15,Int.Non-,AL: N,AC 4; MV 9";
  HD 1+1; hp 26, 24, 22; SZ S; #AT 1; D 1d6; SA: Ka-Thunk blow
  (leap into hand in club shape, force victim to save vs. Death
  or hit self for 1d6 per round until unconscious); SD:
  Camouflage (75-80% camouflage); MR: Std; Lang: Bug; Hon:
  Avg.; ML: 13; TOP: n/a; Crit BSL: Def AC -1; FF: n/a; HOB 8, p.
  72).
  1) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑
  2) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑
  3) HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑
  Encountered At: Room 8
  Potential Yield:
  ❑
  Slay Club Bugs (EPV = 15 x 3 = 45)
  21
  
  Zombies (HF 1, EP 65, Int. Non-,AL: N,AC 8; MV 6"; HD 2 (CW F);
  hp 28,28; SZ M; #AT 1; D 1d8; SA: Nil; SD: Brainless; MR: Undead;
  Lang: None; Hon: Avg.; ML: 20; TOP: n/a; Crit BSL: Def AC; FF:
  n/a; HOB 8, p 124)
  Room 16’s  Zombie 
  HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  Wandering Zombie 
  HPs: ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑❑❑ ❑❑❑
  Encountered At: 1 in Room 16, 1 Wandering.
  Potential Yield: 
  ❑
  Destroy Zombies (EPV = 65 x 2 = 130)
  Room-based Treasure Summary
  House (general): 
  ❑
  Furnishings (GPV up to 5,000)
  Room 2. Entry Hall: 
  ❑
  Fake coat of arms (GPV = .05)
  Room 3. Guess Who's Coming to Dinner: 
  ❑
  Coinage: (GPV = 157.75)
  ❑
  1 Pearl (GPV = 100)
  ❑
  Potion of Extra Healing
  Room 6. Music Room: 
  ❑
  Silver Flute (GPV = 350)
  ❑
  Sheet Music (Total GPV = 40)
  ❑
  Viol (GPV = 5 - 200 if repaired)
  Room 7. Lounge Lizards
  ❑
  Quill Pen (GPV =  0.1)
  Room 8. Library: 
  ❑
  Books (GPV up to 175 max)
  ❑
  3 Chairs (GPV = 30 each - 75 each if restored; 
  total either 90 or 225)
  ❑
  Couch (GPV = 100, 1000 if restored)
  ❑
  Table (GPV = 50 - 250 if restored)
  ❑
  6 Shelves (GPV = 60)
  Room 12. Study in Terror: 
  One item from each set: 
  ❑
  Set 1: Normal Chain Mail (350 GPV)
  or Chain Mail Armor +1 (500 EPV)
  or Cursed Chain Mail -1 (350 GPV)
  ❑
  Set 2: Cursed Long Sword -1 (10 GPV)
  or Quality Long Sword (50 GPV)
  or Long Sword +1 (400 EPV)
  ❑
  Set 3: Cursed Medium Shield -1 - Missile Attractor 
  (30 GPV)
  or Medium Shield +1 (500 EPV)
  or normal Medium Shield (30 GPV)
  Room 13. Game Room: 
  ❑
  Self-Playing Chess Board (GPV = 750)
  Room 14. Clean Sweep: 
  ❑
  Mop of Swabbing (GPV = 200)
  Room 15. Bedroom of Death: 
  ❑
  Hooded Cloak (GPV = 1)
  Room 16. Master Bedroom: 
  ❑
  Tiara (GPV = 2)
  ❑
  Bed (GPV = 5000)
  ❑
  Misc. room furnishings (GPV = 200)
  ❑
  Stuff in closet (GPV = 100)
  Room 17. Bathroom: 
  ❑
  Necrotic Ooze (GPV = 500)
  Room 18. Widow's Watch: 
  ❑
  Coinage: (GPV = 0.95)
  ❑
  Silver Earring (GPV = 35)
  ❑
  "Spell Bones" (Animate Dead Animals, Corpse Visage,
  Exterminate, Read Magic, Write; GPV = 5000)
  Cellar (General) 
  ❑
  Glass Globes (GPV = 100 each, 10 total = 1000 gp)
  Room 19. Wine Cellar: 
  ❑
  Misc. beverages (Max. GPV = 50)
  ❑
  Potion of Healing
  22
  
  Room 21: Summoning Room
  ❑
  Mirror (GPV = 2000; 300 if disenchanted)
  Room 22. Laboratory: 
  ❑
  Lab equipment (GPV = 500)
  ❑
  Stuffed Alligator (GPV = 200).
  ❑
  Old book marked "HIS" (GPV = 50)
  ❑
  Old book marked "HERS" (GPV = 50 or 200)
  Room 23. Wizard's Bedroom: 
  ❑
  Reading Glasses (GPV = 500)
  ❑
  Slippers of Spider Climbing
  ❑
  3 Spell Books (Cantrips: Chill, Dibs, Dry, Exterminate,
  Gather, Salt, Shine, Dirty, Dusty, Air of Legitimacy, Change,
  Distract, Hide, Mute, Palm, Present, Veiled Threat, Firefinger,
  Unlock, Creak, Footfall, Groan, Moan, Rattle, Tap, Thump,
  Whistle, Neutralize Alcohol )
  Level 1: Animate Dead Animals, Magic Missile, Copy, Corpse
  Visage, Erase, Mend, Read Magic, Phantasmal Force, Write,
  Yudder's Whistle of Hell's Gate
  Level 2: Blur, Choke, Fihrsid's Horrid Armor, Magic Mouth, Mirror
  Image
  Level 3: Extract Truth, Haste, Fly; Total GPV = 36,000)
  Haunting Effects
  To maintain the illusion that this is a haunted house, Eleriad’s
  parents set up number of visual and audible effects; their
  experiments further unleashed other odd results. Every hour
  of game time, roll a d8 as follows, or select one event:
  1) Cantrip: A random Cantrip (or one chosen by you) affects
  a random PC; the amount of magic cast in the creation of
  the house triggers these effects from time to time. This can be
  beneficial, like having an item cleaned or polished, or odd
  (like a sudden change of color or having hair suddenly grow
  – or shrink!  – 2d6”), or eerie (a sudden series of footfalls or a
  mysterious moan, perhaps) or whatever seems interesting. Try
  not to have the same Cantrip go off more than once. This
  can also be considered an encounter with the unseen ser-
  vant mentioned in the General section above if you don’t feel
  like coming up with a cantrip effect.
  2) Phantasm: A ghostly image appears to one PC (chosen at
  random), visible out of the corner of the eye, but it vanishes
  whenever the character turns to look at it. Nobody else can
  see it.
  3) Temperature Change: One character (determine at ran-
  dom) suddenly feels a sudden temperature drop that only
  lasts a moment.
  4) Eyes: Eyes appear in a wall near by, blink once, and vanish.
  5) Ghostly Hand: This hand appears in front of the party. It
  either (roll 1d4): obscene gesture, It 1) makes an insulting ges-
  ture; 2) slaps a random character for 0 damage; 3) beckons
  the party towards the nearest encounter area, or 4) gives the
  party the "thumbs up" signal before vanishing.
  6) Voice: A random PC hears a voice calling his or her name.
  The voice stops the second the PC reacts to it.
  7) Scream: A piercing scream erupts from the exact center of
  the party.
  8) Remnant: A Remnant is one of two things – either the emo-
  tional “imprint” of someone who died tragically or a random
  illusion/phantasm triggered by the extensive use of magic in
  this house. Either way it is a minor event and ceases to occur
  once the bloodline of the family that built this house (i.e.
  Eleriad and Nate) dies out. A Remnant takes the form of an
  odd occurrence witnessed by one or two (only) characters.
  This can be a ghostly shape seen at a distance, a door open-
  ing and closing quietly, a strange sound, movement around a
  corner – anything that might put the PCs on edge. This should
  be similar to the “Cantrip” event above, except that at most
  two characters experience it.
  23
  
  This item is only one of the many popular playing aids for HackMaster® produced by Kenzer and Company.
  Other HackMaster® items currently available include:
  Player’s Handbook (K&C2100, 400 pg. core rulebook)
  GameMaster’s Guide (K&C2101, 368 pg. core rulebook)
  GameMaster’s Campaign Record (K&C 2106)
  Spellslinger's Guide to Wurld Domination (K&C 2104 144 pg. guidebook)
  Combatant’s Guide to Slaughtering Foes (K&C 2105, 144 pg. guidebook)
  Zealot’s Guide to Wurld Conversion (K&C 2108, 144 pg. guidebook)
  Griftmaster’s Guide to Life’s Wildest Dreams (K&C 2113, 144 pg. guidebook) 
  Player Character Mat (K&C 2110, easy access to referenced charts, key game statistics, etc.) 
  Player Character Record Book Revised (K&C 2117, 16 pg. Comprehensive record book) 
  Aldrazar Fantasy Campaign Setting (K&C 2120b)
  Combat Wheel combat resolution aid (K&C 2126a)
  Adventurer’s Guide to Pixie Fairies (K&C2130, 96 pg. guidebook to this unique race)
  Hacklopedia of Beasts  
  Rustlers of the Night (K&C2011)
  Adventure Modules
  Slaughterhouse Indigo (4th-6th lvl) (K&C 2205)
  Sir Robilar’s City of Brass (7th-11th lvl) (K&C 2212)
  Road to Aster (5th-7th lvl) (K&C 2216)
  The Tower of Jhedophar (9th-12th lvl) (K&C 8008a)
  The Hungry Undead (3rd-5th lvl) (K&C 2223)
  Dead Gawd’s Hand (4rd-7th lvl) (K&C 2224)
  Temple of the Bronze Flane (3rd-6th lvl) (K&C 2225)
  Sometimes They Come Back (1st-2nd lvl) (K&C 2226)
  Isle of Death (5th-8th lvl) (K&C 2227)
  Other HackMaster compatible products
  Trove of Treasure Maps (K&C 1201)
  Goods and Gear: The Ultimate Adventurer's Guide (K&C 1203a)
  By the Sword: Dueling in Realms of Fantasy (K&C 1204)
  
SOURCE: textdata/thevault/Hackmaster/HackMaster 4e/HackMaster 4e Adventures & Settings/HackMaster 4e B3 House of Madness.pdf