TEXT:  
   
   
  
  The Goblin House 
   
  1 
   
    Goblin House 
   
  An adventure for  
  Characters levels 3-5 
   
  Written for Swords & Wizards  
  in the Highlands rules,  
   rules variant of Swords & Wizardry 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Contents 
  Goblin House ................................................................................................................... 2 
  Adventure Background ................................................................................................ 2 
  The Goblin House Travels ........................................................................................... 2 
  A Note on Monsters..................................................................................................... 2 
  Hooks/Getting the Party Involved ............................................................................... 2 
  Rumors ........................................................................................................................ 2 
  Outdoor Encounters ..................................................................................................... 3 
  General Random Encounters ....................................................................................... 3 
  In the Glade of the Goblin House ................................................................................ 3 
  Near the Secret Entrance ............................................................................................. 3 
  Approaching the Goblin House ................................................................................... 4 
  Entering the Goblin House .......................................................................................... 4 
  The Denizens of Goblin House .................................................................................... 5 
  Notes on the Slaves ..................................................................................................... 5 
  Where Are They? ........................................................................................................ 5 
  Intruders ...................................................................................................................... 5 
  Captured Intruders ....................................................................................................... 5 
  The Goblin House ............................................................................................................ 6 
  Key to the House ......................................................................................................... 6 
  1. The Upper House ................................................................................................ 6 
  The Dungeons of the Goblin House ............................................................................. 6 
  2. The Scrying Hall ................................................................................................. 6 
  3. Secret Panic Room.............................................................................................. 6 
  4. The Great Door ................................................................................................... 6 
  5. Gilban’s Mirror ................................................................................................... 7 
  6. Lord of the Wind ................................................................................................ 7 
  7. Secret Trap Door ................................................................................................ 7 
  8. Grand Feast Hall ................................................................................................. 7 
  9. Grand Hall of Preparation ................................................................................... 7 
  10. Stairs ................................................................................................................. 8 
  11. Mother Carrion’s Brew Hall ............................................................................. 8 
  12. Goblin Slaves.................................................................................................... 8 
  13. Hork’s Chamber ............................................................................................... 8 
  14. The Human Slaves ............................................................................................ 8 
  15. Guards .............................................................................................................. 8 
  16. Heart of the House ............................................................................................ 9 
  17. Guards .............................................................................................................. 9 
  18. Room of Arcane Fire ........................................................................................ 9 
  19. Goblin Slaves.................................................................................................. 10 
  20.  Offal Dweller ................................................................................................. 10 
  21. Goblin Slaves.................................................................................................. 10 
  22. Smaga’s Chamber ........................................................................................... 10 
  23. Drongg’s Chamber ......................................................................................... 10 
  24. Ululu’s Chamber............................................................................................. 11 
  25. Summoning Chamber ..................................................................................... 11 
  26. The Junk Room ............................................................................................... 11 
  27. Dashar’s Walk ................................................................................................ 11 
  27. Dashar’s Doom ............................................................................................... 11 
  Map 1 ........................................................................................................................ 12 
  Map 3 ........................................................................................................................ 12 
  Map 2 ........................................................................................................................ 12 
  Map 4 ........................................................................................................................ 13 
  Combined Monster Statistic Chart ............................................................................. 13 
  License ........................................................................................................................... 14 
   
   
  Writing, Editing and Layout: WR Beatty 
   
  Maps 2,3,4: Dyson Logos, modified 
  (with a special thanks to his Patreons whose funding allow 
  these maps to be available, 
  and especially to Dyson Logos for his generosity!) 
   
  Map 1: WR Beatty 
   
  Artwork: Public Domain, modified 
  (all modified and comped public domain artwork 
  is returned to the public domain) 
   
  © 2020 Rosethrone 
  Games/WR Beatty 
   
  Swords & Wizardry, S&W, and Mythmere Games 
  are trademarks of Matthew J. Finch. 
  Rosethrone Games is not affiliated 
  with Mythmere Games or Matthew J. Finch 
  
  The Goblin House 
   
  2 
   
  Goblin House 
  Inspired by the short story “Faith” by Poul and Karen Anderson 
   
  This adventure is intended for a strong and balanced party of 
  Characters Levels 3-5, though higher level characters could 
  certainly find challenge in the Goblin House. It is written for 
  Swords & Wizards in the Highlands, a Swords & Wizardry 
  Variant, but should be fully compatible with most classic RPGs. 
   
  Adventure Background 
   
  The Goblin House Travels 
  The Goblin House (see Denizens below for more information 
  about who really lives in the Goblin House) is a fragment of the 
  Dark Faerie Realm that magically insinuates itself into the 
  mortal realm at random intervals. The denizens of the House 
  raid the local area for food and slaves. 
   
  The Goblin House (and the dungeons beneath) will simply 
  appear overnight in a clearing, within a mile or so of a village 
  or a town where it will remain for 4d12 months before simply 
  disappearing without a trace overnight. When the Goblin House 
  travels, everything within is shifted through the spirit realm to 
  the new location. 
   
  Hooks/Getting the Party Involved 
  • 
  They camp in the woods. The next morning, not 100 yards 
  from where they set camp, a grey and black slate-covered 
  doorless building is standing in a clearing… that wasn’t 
  there the night before. 
   
  • 
  Traveling through the area, possibly on their way to 
  another adventure (such as “A Shadow Over the 
  Greatwood” or “The Mud King of Stoney Creek”), the 
  party stops at a village (Camden Village or the Hamlet in 
  either of the aforementioned adventures) for the night and 
  hears tales of the annual Culling and the locals speculate 
  on how much they will lose this year (depending on the 
  season – with anger and fear about losing children in the 
  late winter or early spring, with resignation and defeat 
  about losing animals or harvest in the summer or fall). 
   
  • 
  Caravan Guards! The party’s caravan is traveling through 
  the area, stops to resupply at a local village, and a baby 
  goes missing! 
   
  Rumors 
  • 
  “The winter was a long one, praise the Saints, but now 
  that we’re planning, the Culling’ll start, and it’ll be hard 
  for them young mothers. Ain’t been a year in forever that 
  has started off good.” 
   
  • 
  “Been a lot more wolves in the woods lately. Maybe they 
  chased off the Goblins and we’ll finally be at peace.” 
   
  • 
  “Gabby went out to that blasted House after her baby 
  disappeared and threw rocks at it ‘til she couldn’t stand no 
  more. She says she heard wicked laughter coming from 
  behind them walls.” 
   
  • 
  “We’s cursed, there’s no two ways about it. Done 
  offended the Saints somehow, I swear. I bet it’s that 
  foreigner and his elf-eyed wife.”  
   
  • 
  “I hear old Oric ain’t been the same since he took sick 
  from that cursed House in the woods. Seen him limping 
  outta town the other day.” 
   
  A Note on Monsters 
  The creatures in Rosethrone Publishing adventures are often 
  variants of creatures typically found in other role-playing 
  games. We have published a draft version of our bestiary 
  which is (more-or-less) updated with our particular 
  variations of these creatures. Standard monsters from your 
  favorite RPG can certainly be used to conform more closely 
  to your game world. Most of the variations are cosmetic, 
  some a simple name change, but some have more extensive 
  differences such as undead in the Highlands all drain ability 
  scores (for 20 minutes per undead hit die, though some are 
  permanent).  
  Three years ago, a strange, grey and black doorless house 
  sprung up overnight in a clearing in the dark forest to the 
  east of Hope Cross Village. Oric the Hunter, Jorn the 
  Trapper, Constable Arten Waller and a group of village men 
  went to investigate. They came back with few answers and 
  one of their number, Oric the Hunter who climbed atop the 
  glassy slate roof to investigate the chimney, returned cut to 
  ribbons and infected with a terribly wasting disease.  
   
  Shiralla the Witchwoman used her magical arts to divine the 
  nature of this new alien structure: a Goblin House. Little is 
  known about Goblin Houses but that they appear suddenly, 
  as if they grow up right from the ground itself, and soon 
  after their appearance, animals and grain and trinkets, and, 
  worst of all, children go missing.  Sure enough, three days 
  after the Goblin House appeared, sheep came up missing 
  from the flocks on the Southdowns. Then the grain bin was 
  broken into. A cow went missing a few days later. And then 
  the little ones started to disappear.  
   
  The locals besieged the Goblin House with battering ram 
  and flaming pitch, but to no avail. The house stood, 
  smoldering but undamaged. Petitions to the Governor of 
  Jacob’s Well brought a garrison of soldiers and a powerful 
  wizard to gain entrance to the terrible structure, but they left 
  three weeks later after half their number, including their 
  magic user, succumbed to a strange wasting sickness.  
   
  Every spring, two or three children go missing from the 
  village, every summer a few animals disappear, every fall 
  the harvest is plundered. The locals have begrudgingly 
  accepted the fact that Hope Cross is cursed and wait in terror 
  every spring for what they call “The Culling” to begin 
  another year of horror. It is only through the short winter 
  days and long winter nights that the people find any peace 
  as they pray for the house to disappear as suddenly as it 
  appeared. 
  
  The Goblin House 
   
  3 
   
  Outdoor Encounters 
  While this adventure is intended to be slotted into an existing 
  campaign world or to be run alongside another adventure, the 
  following encounters are all related to the Goblin House and 
  can provide clues as to what is going on. 
   
   
  General Random Encounters 
  These encounters will be within a mile or so radius of the 
  Goblin House, not in the Glade itself. Near the Secret Entrance 
  are more specific random encounters below. 
   
  2d6 
  Encounter 
  Notes 
  2 
  1 Goblin 
  With a stolen: 
  1. Infant 
  2. Wheelbarrow 
  3. Mule 
  4. Goat 
  5. Pig 
  6. Pie 
  7. Goose 
  8. Bag of Goose Down  
  3 
  Greenhag 
  Looking to form an alliance with the 
  Goblin House, will pretend to be a 
  lost old lady 
  4 
  Oric the 
  Hunter 
  Tracking a Goblin, if accosted he 
  will lose the trail and get very angry 
  5 
  2 Goblins 
  Butchering a cow, they will run 
  away if confronted (right to the 
  Secret Entrance) 
  6 
  1 Mazel 
  (random, not 
  Ululu) 
  Scouting the area, will try to stay 
  hidden, will try to flee (away from 
  the Secret Entrance) if confronted 
  7 
  1d3 Goblins 
  Looking for something to steal 
  8 
  1d4 Goblins 
  Rushing back to the Secret Entrance 
  with a sack full of 
  1. Salt               
  2. Grain 
  3. Hunan Hair 
  4. Silver Coins (93) 
  5. Children’s Books 
  6. Sugar 
  9 
  2d4 Wolves 
  Hunting, aggressive 
  10 
  1d3 Goblins 
  Looking for something to steal 
  11 
  1d3 Goblins 
  and 1 Mazel 
  They have stolen an infant and it is 
  crying loudly. The Goblins keep 
  passing it back and forth and the 
  Mazel (Hork) keeps hitting the 
  Goblins with a sharp stick 
  12 
  An escaped 
  child slave 
  Wandering aimlessly, terrified. 
  Knows the whole layout of the 
  Goblin House (he/she is sneaky and 
  clever) but has no idea how to get 
  back to the Secret Entrance 
   
   
   
   
   
   
   
   
  In the Glade of the Goblin House 
  2d6 
  Encounter 
  Notes 
  2 
  1d12 Wolves 
  Hunting, very aggressive, will 
  attack any prey they perceive as 
  weak enough to take 
  3 
  1d6 Giant 
  Dragonflies 
  Hunting, seeking frogs, birds, 
  and other small prey 
  4 
  2d4 Coyotes 
  Ravenous, will attack any 
  creature encountered, but 
  cowardly and will flee after one 
  or more are injured 
  5 
  1d8 Songbirds 
  Hiding from predators 
  6 
  1d12 Ravens 
  Squawking loudly 
  7 
  1d4 Groundhogs 
  Grazing 
  8 
  3d4 Squirrels 
  and a fiary 
  Playing tag 
  9 
  1 Porcupine 
  Curled up in a ball 
  10 
  1 Spectral Haunt 
  Begins following a random 
  person, imitating every move he 
  or she makes 
  11 
  1d6 Stirges 
  Hunting 
  12 
  1d4 Giant 
  Badgers 
  Running away from wolves, 
  aggressive because they are 
  afraid 
   
   
   
  Near the Secret Entrance 
  2d6 
  Encounter 
  Notes 
  2 
  2 Frantic 
  Sprites 
  Searching for one of their clan 
  who was taken by a Goblin. She 
  is: 
  1. Dead (nailed to a tree) 
  2. Taken by a different clan of 
  Goblins 
  3. Taken by Goblin House 
  Goblins who are devouring her 
  4. Just lost, she chased a 
  butterfly 
  3-4 
  Animal 
  Wounded by 
  Goblins 
  1. Wolf, attacks any who try to 
  help 
  2. Giant Badger, dying 
  3. Giant Turtle, shell crushed 
  4. Songbird, stripped of all its 
  feathers 
  5-9 
  1d4 Goblins 
  OR 1 Mazel 
  (Random) 
  50% leaving the stump, 50% 
  coming back to the stump 
  10-11 
  2 Goblins 
  Fighting over who gets to tell 
  Hork about the giant pile of gold 
  they swear they saw 
  12 
  1 Goblin 
  Lost in the woods 
   
   
  
  The Goblin House 
   
  4 
   
  Approaching the Goblin House 
  The area around the Goblin House is lovely: fields of 
  wildflowers, smoke grass and wild barley surround small fruit 
  trees and a clump of evergreens. Birds chirp and insects buzz.  
   
  The Goblin House stands in stark contrast to the pastoral scene 
  around it: grey and black slate, glass sharp and hard as iron 
  covers the entire windowless, doorless structure. The only 
  likely means of ingress is the large chimney in the center of the 
  structure that shimmers with heat and trails grey smoke day or 
  night.  
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Entering the Goblin House 
  The only (non-magical) methods of entering the Goblin House 
  are somehow dropping down the chimney and not getting 
  cooked or entering via the Secret Entrance (which leads to area 
  4 in the Dungeons Under the Goblin House). The Secret 
  Entrance is in a hollow stump 1200 feet to the west of the 
  Goblin House. Rangers, Foresters, Druids and others with 
  extensive knowledge of nature in general and trees in particular 
  will note that the stump is not native to the area.  
   
   
   
  Speaking with the animals of the area (birds, squirrels, a 
  porcupine and a family of groundhogs call the glade home) 
  will reveal that they have never seen or smelled a goblin in 
  the glade, but their unnatural scent is strong to the west 
  about 400 yards which, to the birds is a “quick glide,” to the 
  squirrels is “where the beechnuts are,” to the groundhogs is 
  “where the worms are easy to find,” and for the porcupine 
  is “where the trees are easy to climb.” 
  
  The Goblin House 
   
  5 
   
  Notes on the Slaves 
  The children were all taken as infants and know nothing 
  but a life in the Goblin House. They might be curious upon 
  meeting some “big folk like them” but they are just as 
  likely to run screaming for their Masters to protect them. If 
  well-treated by intruders, the children will readily leave the 
  Goblin House. 
   
  The Goblins have been enslaved for generations and know 
  nothing more than servitude to their Mazel Masters. They 
  are fanatically loyal and will defend their Masters to the 
  death.  
  Intruders 
  If the Goblin House is alerted to intruders, the Mazels 
  (almost certainly without Ululu, see 24 below) will gather 
  all the remaining Goblin Slaves they can (they will 
  abandon the children) and lock themselves in the most 
  defensible room(s) with fallback positions. Prime rooms for 
  defense are (in order of likelihood): 9, 15, 16 (they will be 
  loathe to abandon the heart but self-preservation will force 
  their hand), and finally room 25 (as an absolute final stand, 
  first releasing Dashar and begging for his help, then 
  summoning the Lord of the Wind to petition his aid). 
   
  Captured Intruders 
  The Mazels are not kind to intruders. Those who are not 
  killed outright will be bound and imprisoned in the Grand 
  Hall of Preparation (area 9 below), chained and hobbled 
  (Achilles tendons cut) to await “preparation.” One by one 
  they will be butchered and prepared for a Grand Feast, each 
  feast 2-4 days apart. Any intruders who are killed are 
  thrown to the Goblin Slaves (12, 19, 21) to consume and 
  then the remains are tossed to the Offal Dweller (area 20). 
  Anything carried by intruders that is not of interest to the 
  Mazels or the Goblins is tossed in the Junk Room (26). 
  The Denizens of Goblin House 
  Goblin House is the colloquial name for these structures, but 
  they would be better called Dark Fairy Houses as they are the 
  magical dwellings of Mazels who, while they may look a bit 
  like hulking Goblins, treat Goblin-kin as lowly slaves. Humans 
  and other mortals are mere cattle to Mazels. 
   
  Seven Mazels live here (room number): 
  • 
  Brumm (13) – the largest and strongest of the Mazels, 
  Hork’s number two, a little slow-witted, ends almost every 
  sentence with a question (“He is good, no?” or “I 
  understand how you feel, yes?”) – wears a tattered green 
  cape 
  • 
  Drongg (23) – the spiritual leader of the Mazels, more 
  cruel than Hork but not as clever, Drongg is the head 
  butcher, wears a leather apron and wields a cleaver and a 
  boning knife, an eighth level MU 
  • 
  Hork (13) – the leader of the Mazels, cruel and heartless, 
  sly and very intelligent, wears a chain shirt and wields a 
  mace (fights as F7), Hork is constantly washing off “the 
  taint of mortals” from his hands 
  • 
  Khreeh (13) – the weakest of the Mazels, a yes-man for 
  Hork, occasionally secretly eats Goblins, wears a long, 
  dirty moth-eaten tunic with flowers embroidered across the 
  chest 
  • 
  Mother Carrion (11) – the alchemist of the tribe and 
  brewer of foul ale (from entrails no less), carries a half 
  dozen potions at all times (as well as a very large flask of 
  Mother Carrion’s best ale), wields a magic dagger (The 
  Rusty Spike, dagger +2, on successful hit save vs. poison 
  or be infected with disease and lose 1 hp per hour until 
  cured) 
  • 
  Smaga (22) – small and wiry, Smaga is the tribe chef, 
  carries a large sack over his shoulder filled with spices and 
  other… less identifiable things, wields a whole arsenal of 
  knives (treat as daggers and throwing daggers)  
  • 
  Ululu (24) – the Mazel elder, all Ululu wants to do is eat, 
  forgets his own name sometimes, is prone to violent fits, 
  wears a ridiculous felt hat and wields a club (that he swears 
  is a magic staff) 
   
  NOTE: each Mazel has three matching keys, two for the doors 
  in room 9 and one for both doors in room 16. In addition, each 
  has a key to their own room, except Ululu who lost his. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Eighteen Goblin slaves serve here. 
  While they are generally mistreated by their Mazel Masters, the 
  Goblin slaves are fanatically loyal.  
   
  • 
  Azbag 
  • 
  Gagol 
  • 
  Grauk 
  • 
  Lug 
  • 
  Lugog 
  • 
  Madba 
  • 
  Mauhur 
  • 
  Nix 
  • 
  Nod 
  • 
  Nud 
  • 
  Prug 
  • 
  Slothog 
  • 
  Tepo  
  • 
  Thef 
  • 
  Trul 
  • 
  Tuf 
  • 
  Udbau 
  • 
  Urgog 
   
  Twenty-five Children slaves/cattle serve here or every 
  ethnicity and skin color, none over 12 years old, none over 4’6” 
  tall. Some notable children are: 
  • 
  Apples: boy, 11, large for his age, a little plump 
  • 
  Baby Blue: girl, 10 months old, cries a lot 
  • 
  Bright Eyes: girl, seven years old, inquisitive 
  • 
  Cockeye: boy, 6, scrawny with a lazy eye, laughs a lot 
  • 
  Me Too: girl, 6, dirty and quiet, complains a lot 
  • 
  Rat Chaser: boy, 8 years old, quick and smart 
  • 
  Runt: boy, 10, small for his age, brave and defiant, gets in 
  trouble a lot 
  • 
  Squeaky: girl, 9, bossy but compassionate 
  • 
  Tiny: boy, 3, physically strong and headstrong 
  • 
  Tummy: boy, 4, very fat, lazy but kind 
   
  Where Are They? 
  Individual rooms might have some denizens who are almost 
  always there (the guards in areas 15 and 17, for example). Other 
  rooms will say something like 1d6-2 Goblins will be here 
  meaning 0-4 Goblins might be in this room at any given time. 
  Other rooms will say something like there is a 40% chance that 
  3 Goblin and 4 Human Slaves will be here. Ululu is 90% likely 
  to be in his chamber (24) at any given time. 
   
   
   
   
   
  
  The Goblin House 
   
  6 
   
  The Goblin House 
  There are no doors or windows in the Goblin House. The 
  denizens and their visitors and victims enter and exit through 
  the Secret Entrance (see below). 
   
  The Exterior: the walls and roof of the Goblin House are 12’ 
  thick slabs of black and grey streaked stone whose uneven 
  surface has razor-sharp grooves cut at various angles.  
   
  Climbing the Exterior: Climbing the outside of the building 
  without heavy leather protective gear causes 1d4 hp of damage 
  each round, plus 1d4 hp of bleeding damage each subsequent 
  round (as wounds are infected with this magical stone which 
  suppresses clotting in wounds). Only magical healing will stop 
  the bleeding and anyone who does not receive such treatment 
  will bleed out quickly. Wearing heavy protective leather 
  (gloves and leather armor) gives the climber a saving throw (vs. 
  poison) each round of climbing. The climbing is relatively easy 
  (thieves gain a +25% bonus, others make a Dexterity check with 
  a +2 bonus) as the slope of the low roof is fairly shallow.  
   
  The Chimney: the lining is 3’ in diameter, the exterior is 8’ in 
  diameter. A person could easily be lowered down the 
  chimney… if he or she was immune to heat and fire damage. A 
  powerful wave of magical heat constantly radiates from this 
  chimney causing anyone who is not magically protected to 
  suffer 3d6 hp of heat damage per round of descent (the chimney 
  goes down 100’ to the Room of the Arcane Fire, below). See 
  the Room of Arcane Fire for more information about the 
  magical fire and heat. 
   
  Key to the House 
   
  The roof to this cavernous room is supported by three pillars, 
  two of which are hollow. 
   
  The floor and walls are the same black and grey streaked stone 
  the outer structure is fabricated from. Debris is scattered about: 
  wood, stone chips, mud and blood, none of which seems to have 
  a source in this room. There is a 40% chance that a Mazel 
  (random) and two Goblin slaves are here, the Mazel peering 
  into the crystal ball (see below) and the Goblins cleaning the 
  debris piles.  
   
  The north pillar: a secret door in the north side (careful 
  observation will note the near straight-line seams in the 
  stonework – the catch is a small iron hook embedded in the 
  mortar). Iron rungs are set in the side of the shaft that drops 60’ 
  to the secret trap door in room 7 below. 
   
  The central pillar: the chimney from the Room of Arcane Fire 
  (room 18) 100’ below.  
   
  The stairs: wind down a shaft 60’ to The Scrying Hall (area 2). 
   
  The dais on the north wall: Two large tapestries depict the 
  warped and twisted reality that is the Dark Faerie Realm and 
  the Court of the Night Queen. A table on which rests a crystal 
  ball. The crystal ball is usable only by faerie-kin and can reveal 
  anything (even that which is magically hidden or invisible) in a 
  500’ radius of the crystal ball.  
  The Dungeons of the Goblin House 
  The walls, floor and ceiling are all rough sandstone, blackened 
  with age and soot. 
   
  Torches burn in brackets at 30’ intervals throughout the 
  complex and every chamber has two or three torches burning 
  (with the exception of Room 14, the Human Slave Barracks, see 
  below). 
   
  Stone stairs wind clockwise up 60’ to The House (area 1). 
   
  Tapestries: 8’x8’ hangings on the east and west wall.  
   
  East wall: A stylized heart, with crooked white lines “growing” 
  from the bottom, overlaid by random red diagonal lines (The 
  Heart of the House, area 16) 
   
  West wall: A shining orb with light rays emanating in all 
  directions and a unicorn inside the orb (the crystal ball in 1 
  above) 
   
  Secret Door: hidden behind the spiral staircase (the door is on 
  the left side, under the steps – which spiral upward clockwise – 
  a 2’ tall secret door and tunnel under the stairs to area 3 – latch 
  is an upside down heart on the side of the staircase which must 
  be turned clockwise to open the secret door) 
   
   
  Any Mazel cut off from the others during an invasion will hide 
  in this room. 
   
  Two cots, a small table with a deck of cards on it, a shelf with 
  9 books (all poetry, written in six different languages). 
   
  Under one of the cots is a small, unlocked velvet lined pine box 
  with a gold framed hand mirror (which allows the holder to see 
  into any room in the Goblin House, simply by naming the room 
  – in demonic – while holding the mirror). 
   
  This massive oak door (8’ wide and 9’ high) is triple latched on 
  the right side and opens inwardly.  
   
  The latches, simple sliding bolts, are about 2’, 4’ and 6’ off the 
  floor and must be slid in the proper order for the door to open 
  (middle, bottom, top). If the bolts are slid in the wrong order, 
  the door magically locks – dispel magic at 12th or greater level 
  to open.  
   
  Short of bashing it in, there is no way to open the door from the 
  outside, though there is a large brass doorknocker that booms 
  throughout the complex when used. 
   
  The tunnel leads to the Secret Entrance, 1200’ to the west, 
  exiting through a hollow stump (see Entering the Goblin House 
  above). 
   
   
  1. The Upper House 
  2. The Scrying Hall 
  3. Secret Panic Room 
  4. The Great Door 
  
  The Goblin House 
   
  7 
   
  At the end of this short corridor is a cloth draped over the wall.  
   
  Behind the cloth is a gold-framed mirror mounted to the wall. 
  Gilban’s Mirror is Mirror of Revealing.  
   
  • 
  anything hidden, disguised, invisible, etc. is revealed in the 
  mirror’s reflection 
  • 
  any lie told before the mirror will be reflected as the truth 
   
  A 10’ tall marble statue of the Mazels’ patron demon lord: 
  Grushaan the Lord of the Wind, a winged vulture-headed, scaly 
  abomination.  
   
  If the command phrase is spoken (“In the name Grushaan, Lord 
  of the Wind, I command you!”), the statue animates as a 
  Marble Guardian (Small). 
   
  Two sturdy stone bookcases are built into the southern wall 
  here. 
   
  The western bookcase has baubles, knickknacks and a few 
  dozen books scattered about including:   
  • 
  a jar of eyeballs (glass eyes, actually, all with green irises)  
  • 
  a pewter box engraved with a variety of fruits (velvet lined 
  with a wax-sealed envelope which contains apple seeds) 
  • 
  an expertly carved wooden soldier (Simeon’s Carved 
  Figurines – command word spoken and grows to a 
  Wooden Warrior which serves for 1d4+4 rounds) 
  • 
  a jar filled with an inky black, tar-like substance (inert 
  Oozing Black Death) 
  • 
  a mummified goblin hand 
  • 
  a spool of fine silver chain (about 25’ of chain, worth 100 
  gp) 
  • 
  a clay jug, cork and wax sealed, covered in salt and dried 
  algae (contains very strong wine, 90 years old, worth 1200 
  gp) 
  • 
  nine books written in a foreign language (from the far 
  southern kingdoms, history, poetry, theology) 
  • 
  seven books written in the local language (poetry) 
  • 
  three books written in a magical language (failed magical 
  research, though if studied long enough a Delayed Blast 
  Fireball spell could be worked out, if the researcher has at 
  least a 16 Intelligence which will be able to see the fatal 
  flaw in the research) 
  • 
  twenty-six children’s books 
   
  The eastern bookcase is empty, the shelves well-worn. The 
  denizens use this bookcase as a ladder to reach the secret 
  trapdoor in the ceiling. 
   
   
   
   
   
   
   
   
  A great wooden banquet table dominates this room. All 
  foodstuffs are prepared in the north end of this grand chamber. 
   
  The Feast: all the Mazels (with 1d6+3 “honored” Goblin 
  slaves) are around the table which is laden with fruits, pies, 
  breads and sweets, with the body of a child baked with an apple 
  in its mouth while the remainder of the Goblin slaves serve the 
  meal, clean up the vomit and generally rush about trying to stay 
  out of their masters’ way.  
   
  The Feast is a noisome, vulgar affair of the Masters celebrating 
  that one of the children has “made the measure” (large enough 
  to eat…).  
   
  The Feast lasts 8-10 hours and the revelers generally fall into a 
  drunken stupor for another 2-4 hours following. The floors, 
  walls and even ceiling are caked in vomit, waste and thrown 
  food. 
   
  Non-Feast: the room is meticulously clean, with 1d4+3 Goblin 
  slaves and 1d3 Human slaves scrubbing, mopping, polishing 
  and sweeping at any given time.  
   
  The Grate: in the floor in the northwest end of the room drops 
  through a 4’ diameter shaft coated in waste 40’ to the Offal 
  Dweller (room 20).  
   
  The doors to this room are always locked. Each of the Mazels 
  carries keys for these locks. 
   
  Four pillars carved as women with demonic visages, a sunken 
  tiled waterless pool with a grate in the bottom, a huge abstract 
  tapestry on the west wall, three cabinets on the east wall. 
   
  The Pillars: are four Caryatid Columns any one of which may 
  be animated without sacrificing the stability of the ceiling – this 
  will be the first tactic of a Mazel discovering an intruder in this 
  chamber (while the Mazel hurries off to summon 
  reinforcements). 
   
  The Pool: this is the catch basin for the blood when the Mazels 
  ritually sacrifice their victims. Above the pool are a dozen 
  hooks set into the stone of the ceiling. The Grate covers a 50’ 
  long, 2’ diameter shaft that is glass smooth, leading down to the 
  Heart of the Hall (area 16). 
   
  The Tapestry: depicts flowers and lines and strange geometric 
  shapes. It is spattered and stained, though the stains are hard to 
  detect considering the random nature of the image (blood 
  stains). 
   
  The Cabinets: contain chains, knives, cleavers, saws and 
  various other tools.  
   
   
   
   
   
   
  5. Gilban’s Mirror 
  6. Lord of the Wind 
  7. Secret Trap Door 
  8. Grand Feast Hall 
  9. Grand Hall of Preparation 
  
  The Goblin House 
   
  8 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The doors at the top and bottom of this winding staircase (which 
  drops 40’) are always locked (each Mazel has a key) 
   
  The north wall of the 30’ long corridor between the staircases 
  is a mosaic tile depiction of the face of Grushaan, Lord of the 
  Wind, the Mazels’ patron demon.  
   
  The curtain that covers the entrance to this hall is made of 
  many layers of leather with a foaming mug inexpertly painted 
  on the outer surface, effectively blocking sound and smell from 
  escaping the room. When the passing beyond the curtain, 
  intruders must make a save vs. poison or become overcome 
  with the stench of the room, gagging and retching on hands and 
  knees, unable to do anything else for 1d4 rounds. Those who 
  succeed in their save still suffer a -1 on all rolls for 1d4 rounds. 
   
  A still against the east wall, a pile of debris in the northeast 
  corner, two overflowing, bubbling vats in the northwest alcove, 
  piles of bottles, jugs and barrels against the south wall.  
   
  The still: constantly percolating and shaking, seeming ready to 
  explode at any minute (indeed, if the still is violently shaken, it 
  will explode for 6d6 hp damage to anyone in this room, save vs. 
  dragon breath for half damage).  
   
  The pile of debris: is Mother Carrion’s bed, and consists of 
  human hair stuffed pillows, untanned animal hides, teeth from 
  all manner of creatures, and large rotting mushroom caps. 
  Buried among the debris is a leather sack containing 300 gp and 
  nine rubies worth 200 gp each. 
   
  The vats: contain Mother Carrion’s ingredients, a soupy mix of 
  entrails, organs and less identifiable ingredients which bubbles 
  and sloshes incessantly. If disturbed, each vat will rise up as a 
  Gibbering Mass and attack.  
   
  NOTE: the floor around the vats is very slippery, melee is at -3 
  for all with a Dexterity score of less than 15.  
   
  The bottles, jugs and barrels: are randomly piled, some filled 
  with “Mother Carrion’s Best,” most empty.  
   
  1d8-1 Goblins here at any given time. Seven Goblins sleep here 
  when their Masters allow, ostensibly guarding the door to the 
  Human Slaves (14), though the Goblins are always so 
  exhausted when here that they sleep soundly (95% chance that 
  any Goblins encountered here will be asleep). 
   
  Hork, Brumm and Khreeh share this chamber. 
   
  A fountain on the east wall with an apparatus next to it, chairs 
  and tables against the south wall, three tall cabinets against the 
  north wall, a statue in the southern corridor. 
   
  The fountain: used by the Mazels obsessively to clean 
  themselves, washing away the “taint of mortals” as Hork calls 
  it. 
   
  The apparatus: is a simple weight and height measuring 
  device, though its design is elaborate and ornamented. The 
  height measuring only goes as high as 4’6”.  
   
  The chairs and tables: uncomfortable but serviceable. 
   
  The cabinets: the three “cabinets” are actually vertical sleeping 
  chambers. Hork is convinced that this is the proper way to rest 
  and Brumm and Khreeh, his ardent supporters, have followed 
  suit.  
   
  The statue: in the corridor is a small depiction of Grushaan, 
  Lord of the Wind (see 6 above for a description). If the 
  command phrase is shouted from anywhere within this room 
  (“In the name Grushaan, Lord of the Wind, I summon the 
  storm!”), the statue opens its mouth and a gust of hurricane 
  force wind blasts outward, causing anything in the corridor or 
  the 20’ immediately beyond to be slammed into the cabinet on 
  the north wall, shattering the cabinet and causing 6d6hp of 
  damage (save vs. dragon breath for half) to any victims. Items 
  caught in the blast must also make a save or be destroyed.  
   
  All twenty-five human children live in relative squalor here on 
  bunkbeds lined up against the walls. The room is spotless. 
   
  No torches burn in this dim room, though a number of stubby 
  candles burn here and there. 
   
  The children, all stolen when they were infants, have known no 
  other life and no other creatures but the Goblin/Mazel masters 
  that they serve.  
   
  The walls in the eastern alcove are plastered with pictures torn 
  out of children’s books (trees, birds and other animals, etc.)  
   
  Two Goblins armed with shortswords and daggers stand at 
  attention outside this locked door (see 16 below).  
   
  They consider guard duty an honor and take it very seriously, 
  defending the door with their lives. They have no idea what lies 
  beyond. 
   
   
   
  10. Stairs 
  11. Mother Carrion’s Brew Hall 
  12. Goblin Slaves 
  13. Hork’s Chamber 
  14. The Human Slaves 
  15. Guards 
  
  The Goblin House 
   
  9 
   
  The doors to this room are locked at all times, with each Mazel 
  having a key that unlocks both doors.  
   
  A grate in the ceiling below which is a concave depression in 
  the floor, with channels cut into the slightly downward sloping 
  (to the east) floor.  
   
  The walls of the southern corridor are covered in a soft, fleshy 
  texture which pulsates slightly.  
   
  In the eastern alcove is the Heart of the House, a True Giant’s 
  beating heart which has tendrils of Rope Fungus growing from 
  the floor to into the bottom of the heart. 
   
  Destroying the Heart of the House destroys the magic of the 
  house. The upper structure collapses and the lower levels 
  become permanently anchored to the mortal realm. The heart 
  can take 100 hp of damage and is regenerated by the blood of 
  mortal sacrifices (at the rate of 1 point per hp of the sacrificed 
  creature).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The door in the west wall is unlocked. The door in the north 
  wall is locked (see 16 above). 
   
  Two Goblins armed with shortswords and daggers stand at 
  attention outside this locked door in the north wall.  
   
  They consider guard duty an honor and take it very seriously, 
  defending the door with their lives. They have no idea what lies 
  beyond. 
   
  40% of the time 1d3 Goblin Slaves will be here cleaning. 
   
  Rows of cabinets against the northwest wall, a large table 
  against the southern wall and an intensely hot furnace in the 
  southeast corner. 
   
  There is a 75% chance that Drongg will be here with 1d4 Goblin 
  Slaves. 
   
  The cabinets: contain all manner of spell components and other 
  weirdness in drawers of various sizes. There is a 50% chance 
  that any spell components sought after will be found here 
  (enough for 1d4 castings). In addition, there are 100 glass 
  marbles, 13 small amethysts (worth 30 gp each) and a 
  mummified goblin hand. 
   
  The table: this large wooden table has burn marks, deep cuts 
  and many, many stains on the surface.  
  • 
  beakers and other alchemical apparatus are neatly arrayed 
  against the wall 
   
  • 
  a pile of parchments (written on in tiny, messy, alien 
  writing which, if translated [from demonic] is most of a 
  formula for controlling the Heart of the House) 
   
  • 
  a book lying open to the twelfth page (Drongg’s spell book 
  containing:  
   
  • 
  1: Charm Person, Dancing Lights, Detect Magic, 
  Feather Fall, Light, Message, Magic Aura, Unseen 
  Servant;  
  • 
  2: Audible Glamour, Continual Light, Detect 
  Invisibility, Invisibility, Levitate;  
  • 
  3: Fireball, Haste, Infravision, Slow, Water Breathing;  
  • 
  4: Fear, Polymorph Self, Wizard Eye) 
   
  The Furnace: the fire in the furnace is a bound Fire Elemental. 
  Drongg will release the Fire Elemental if intruders interrupt his 
  work here. The Fire Elemental will attack any intruders at 
  Drongg’s command. If the Fire Elemental suffers more than 
  50% hit point loss, it will turn on Drongg and attack the Mazel. 
   
   
   
   
  16. Heart of the House 
  17. Guards 
  18. Room of Arcane Fire 
  
  The Goblin House 
   
  10 
   
  1d8-3 Goblins here at any given time. Five Goblins sleep here 
  when their Masters allow. The Goblins are always so exhausted 
  when here that they sleep soundly (95% chance that any 
  Goblins encountered here will be asleep). 
   
  The door is not locked. 
   
  This room is deep with mud and muck, offal and other waste, 
  piled high (3-4’ high piles) throughout the room. One of the 
  piles is an Offal Dweller who happily consumes all of the 
  Mazels’ waste. When the door opens, the Dweller will not 
  move, expecting some tasty treat (say a flayed corpse) to be 
  tossed in. If nothing is offered after 2 rounds, the Dweller will 
  rise up to investigate. It is not normally hostile, but it is always 
  hungry so it considers anything in the room potential food 
  (especially intruders!) 
   
  1d10-4 Goblins will be here at any given time. Six 
  Goblins sleep here when their Masters allow.  
   
  Door is locked, only Smaga has the key. 
   
  Bed, table and chair, worn but comfortable, locked 
  chest. 
   
  Locked Chest (Smaga has the key): contains three 
  books (Mazel cookbooks “How To Serve Man”) 
  and a leather sack with 4 emeralds (worth 200 gp 
  each), a brass medallion on a brass chain (medallion 
  depicts St. Ashar), and a tin flask with a syrupy 
  green liquid in it - a Potion of Vitality.  
   
  The Secret Door is not locked, a 2’ tall door hidden 
  by the locked chest and opens inwardly with a 
  simple push. 
   
  The door is locked, only Drongg has the key. 
   
  Outer Chamber: chair, desk, large rough-spun 
  wool curtain dividing the room. 
   
  The desk: papers on the desktop and in drawers are 
  written in sloppy hand, a demonic language. If 
  translated, they indicate that Drongg has been 
  researching how to control the Heart of the House.  
   
  The Inner Chamber: large bed, chest of drawers, 
  locked chest 
   
   
   
   
   
   
   
  The chest of drawers: contains 53 tiny charms and trinkets 
  generally worthless, though all of them are magically prepared 
  to have a protective spell cast upon them (to be used as a 
  protective charm: e.g. if protection from evil were cast on one 
  trinket, the wearer will gain +1 to rolls when confronting an evil 
  creature). Such charms usually last 2d12 hours before the magic 
  wears off. 
   
  The locked chest: contains about 10 yards of red velvet fabric 
  bunched up, with three glass vials (two of blue watery substance 
  and one of a light green thick gel – two Potions of Healing and 
  one Potion of Giant Strength) and a satchel with 300 gp 
  bundled up in the folds of the cloth. If the cloth is not carefully 
  handled, there is a 35% chance that 1d3 potions will fall out and 
  shatter. 
   
  The Secret Door is not locked. It is hidden as a design in the 
  stone and opens inwardly with a simple push. 
   
   
   
  19. Goblin Slaves 
  20.  Offal Dweller 
  21. Goblin Slaves 
  22. Smaga’s Chamber 
  23. Drongg’s Chamber 
  
  The Goblin House 
   
  11 
   
  Door is not locked. 
   
  Two beds, two chests. Ululu is 90% likely to be here, even if all 
  the other Mazels have gone off to defend the lair.  
   
  Both beds have been slept in (Ululu can’t make up his mind 
  which is more comfortable) and both chests have an array of 
  worthless junk in them which Ululu will constantly be digging 
  through looking for “that thing” that he’s always searching 
  for… 
   
  Once a month (on a new moon) the Mazels gather here to 
  worship their demonic patron, Grushaan the Lord of the Wind, 
  a winged vulture-headed, scaly creature led by Drongg.  
   
  Sometimes Drongg comes here alone to petition his patron. 
  There’s a 10% chance that Drongg will be here. Otherwise, 
  there will be 1d2 Goblin Slaves here.  
   
  The summoning circle in the southwest corner of the room is 
  chalk sealed over with wax. If the circle is disrupted, there is a 
  10% chance that Grushaan will notice and come to investigate. 
   
  If the Mazels make their last stand here, they will choose to 
  release Dashar from his prison (see 28 below), but the Stone 
  Wight will not defend his captors (in fact, he will try to kill 
  them).  
   
  Finally, in desperation, Drongg will summon Grushaan the 
  Lord of the Wind and petition him for aid against intruders. He 
  will offer is aid but will demand all the Goblin slaves as 
  payment. He will then aid the Mazels against the intruders and, 
  if successful, will then eat all the Mazels except Drongg. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The outer door (to 25) is never locked. The inner door (to 26) is 
  always locked, though the key hangs on the wall next to the 
  door.  
   
  Boxes, sacks, crates and barrels, plunder from dozens of 
  villages the Goblin House has terrorized. Much of what is here 
  is worthless junk, though among the piles of detritus might be 
  found: 
  • 
  a pair of muddy low boots 
  • 
  a greasy leather purse holding a silver coin worn nearly 
  featureless by decades of handling 
  • 
  a 10-pound round of mild white cheese (from the far south) 
  with a few slices taken out of it 
  • 
  a worn but well-made dagger at the bottom of a filthy 
  rawhide pouch 
  • 
  a faded map of the old Hamlish Kingdom 
  • 
  a scroll-case holding a fairly good map of the city of Malan 
  • 
  a purple stone pendant (polished to a perfect sphere) on a 
  leather cord 
  • 
  a battle-scarred shield painted purple and white 
  • 
  a quiver of 17 arrows 
  • 
  a box with twenty random pages of scriptures from the 
  Church of the Holy Saints with blasphemies written across 
  them in red ink 
  • 
  a mace (Saint Ashar’s Hammer, mace +2, wielder can 
  cast Spiritual Hammer three times per day) 
  • 
  a rain-stained sheet of vellum on which is penned, in a 
  scrawling hand, the dates and times of all of the boats and 
  ships that have passed by High Point from the first of the 
  year to the sixth day of the fifth month 
  • 
  a silver ring, blackened with tarnish, engraved with the 
  name Elanis in the outside (worth 200 gp) 
  • 
  a rusted knife, blade etched with a holy prayer, in a leather 
  sheath 
  • 
  a sooty vest quilted in a fish scale pattern 
  • 
  four usable swords, nine usable daggers, a chain shirt, a 
  helm 
   
  The door to this room is always locked. The key hangs on the 
  wall next to the door in room 26. 
   
  The floor from the door to stairs down to 28 has a deep groove 
  worn in it, as Dashar walks his prison from end to end 
  constantly. 50% chance that Dashar is in this room (see below), 
  otherwise he will come in 1d6 rounds either to investigate the 
  intrusion or simply taking his brooding endless walk. 
   
  If the door is left ajar, Dashar will attempt to flee, ignoring any 
  creatures in this room, or attacking any who get in his way.  
   
  The stairs and floor here have the same deep groove worn in 
  them from Dashar’s endless pacing back and forth. 
   
  Dashar is a Stone Wight imprisoned here generations ago, 
  driven mad by his isolation and imprisonment. 
   
   
  24. Ululu’s Chamber 
  25. Summoning Chamber 
  26. The Junk Room 
  27. Dashar’s Walk 
  27. Dashar’s Doom 
  
  The Goblin House 
   
  12 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 2 
  The Upper 
  Level 
  Map 1 
  The Goblin 
  House 
  Map 3 
  The Upper 
  Dungeon 
  
  The Goblin House 
   
  13 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 4 
  The Deepest 
  Dungeon 
  Combined Monster Statistic Chart 
   
  Caryatid Column 
  HD 5; AC 5[14]; Atk 1 stone sword (2-8); Move 6; SD Snap wpns. 
  Elemental, Fire 
  HD 16; AC 2 [17]; Atk 1 strike (3d8); Move 12; Save 3; CL/XP 17/3400; Special: Ignite materials, immune to 
  non-magic weapons 
  Gibbering Mass 
  HD 5; AC 1[18]; Atk Envelope (damage special); Move 3 (24 when attacking); Save 12; CL/XP 6/400; Special: 
  Envelop, regeneration 
  Goblin, Goblin-kin 
  HD 1-1 to 2; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight 
  Marble Guardian 
  (Small) 
  Marble Guardian (Small): HD 30 hp; AC 7[12]; Atk fist (2d8); Move 6; Save 14; Special: Immunities 
  Mazel 
  HD 4; AC 8[11]; Atk weapon (1d8 or 1d4); move 12; Save 12; CL/XP 3/60; Special: Thief Abilities 
  Offal Dweller 
  HD 7; AC 3 [16]; Atk 2 tentacles (1d8), bite (1d4+1); Move 6; Save 9; CL/XP 8/800; Special: Disease 
  Oozing Black 
  Death 
  HD 10; AC 6 [13]; Atk 1 attack (2d8); Move 6; Save 5; CL/XP 12/2000; Special: Digestive surface, 
  regeneration, immune to cold, divides when hit with lightning 
  Rope Fungus 
  HD 4; AC 6[13]; Atk 1d6+4 tendrils (1d6); Move 0; Save 13; CL/XP 6/400; Special: Strangulation 
  Wight, Stone 
  Stone Wight: HD 3; AC 5[14]; Atk 1 claw (1hp + ability drain); Move 9; Save 14; CL/XP 8/800; Special: Drain 
  1 point of Strength with hit, hit only by magic or silver weapons, victim must save vs. spells or turn to stone 
  Wooden Warrior 
  HD 9 (40 hp); AC 2 [17]; Atk 2 slams (2d6); Move 12; Save 6; CL/XP 10/1400; Special: Alarm, immunity to 
  cold and electricity, double damage from fire 
   
  
  The Goblin House 
   
  14 
   
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  The Goblin House 
   
  15 
   
   
   
   
   
   
  Three years ago, a strange, grey and black doorless house 
  sprung up overnight in a clearing in the dark forest to the east 
  of Hope Cross Village. Oric the Hunter, Jorn the Trapper, 
  Constable Arten Waller and a group of village men went to 
  investigate. They came back with few answers and one of 
  their number, Oric the Hunter who climbed atop the glassy 
  slate roof to investigate the chimney, returned cut to ribbons 
  and infected with a terribly wasting disease.  
   
  Shiralla the Witchwoman used her magical arts to divine the 
  nature of this new alien structure: a Goblin House. Little is 
  known about Goblin Houses but that they appear suddenly, 
  as if they grow up right from the ground itself, and soon after 
  their appearance, animals and grain and trinkets, and, worst 
  of all, children go missing.  Sure enough, three days after the 
  Goblin House appeared, sheep came up missing from the 
  flocks on the Southdowns. Then the grain bin was broken 
  into. A cow went missing a few days later. And then the little 
  ones started to disappear.  
   
  The locals besieged the Goblin House with battering ram and 
  flaming pitch, but to no avail. The house stood, smoldering 
  but undamaged. Petitions to the Governor of Jacob’s Well 
  brought a garrison of soldiers and a powerful wizard to gain 
  entrance to the terrible structure, but they left three weeks 
  later after half their number, including their magic user, 
  succumbed to a strange wasting sickness.  
   
  Every spring, two or three children go missing from the 
  village, every summer a few animals disappear, every fall the 
  harvest is plundered. The locals have begrudgingly accepted 
  the fact that Hope Cross is cursed and wait in terror every 
  spring for what they call “The Culling” to begin another year 
  of horror. It is only through the short winter days and long 
  winter nights that the people find any peace as they pray for 
  the house to disappear as suddenly as it appeared. 
   
  A short adventure set in the Rosewood Highlands for 
  Character Levels 3-5. 
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/The Rosewood Highlands (SW)/Rosewood Highlands Goblin House (SW)/Rosewood Highlands Goblin House (SW).pdf