TEXT: THE ANIMAL HOUSE 
  OF MASTER ÈAUMOR
  a one page dungeon by Alessio Posar 
  art by Maria Carolina Gasco 
  A long time ago, Èaumor was a 
  powerful wizard. Tired of the 
  cruelty among the realms of Man, 
  he retired deep in the forest to 
  live in harmony with nature and 
  animals. 
  But decades passed and his 
  solitude grew stronger and 
  stronger. Soon Èaumor began to use 
  his arcane powers to transmute his 
  animals, bending them to his will 
  and desires. 
  No one has heard of Èaumor for 
  ages, but his creatures still 
  survive in his den. 
  And they have human appetites. 
  His den, by the way, is a small 
  lodge on the side of a hill 
  (rooms 1 and 2; the other rooms 
  delve deep in the hill). 
  1 square = 1.5 mt (10 ft)
  1: the main door ajar; a feeding trough full of hay, 
  two rotting goblin corpses; a much older human 
  fighter corpse without his belongings; a pastoral 
  painting hiding a secret door. 2 Dire Wolves feeding 
  on their former masters’ bodies. 
  2: two magic scrolls hidden on a bookshelf, a 
  wardrobe full of worn out robes, a secret door 
  behind the blood-dripped bed. 
  3: the skeleton of Èaumor, his robe torn out, lies on 
  the three levers that control the barred doors in room 
  12. A rusty key is stuck between his ribs. 
  4: there is a trap at the southern entrance: magical 
  ropes that ties the unlucky one to the ceiling. A vast 
  display of wooden pleasure objects (they may be 
  valuable to the right person) and silk ropes. In the 
  dark there lurks Anya, the ravenous choking 
  wereserpent, along with her fiendish eggs.
  5: dirty bedrolls and mud on the floor hide weapons 
  and two dead adventurers’ treasure along with their 
  corpses, now food for wolves and boars. 
  6: a pile of garments in the corner, a small wooden 
  table with knives and chunks of rotten meat, broken 
  chairs, a cold hearth. 
  7: pieces of human flesh hang from the ceiling, 
  seasoned with salt and spices. A locked chest 
  contains bottles of berries wine and a potion. 
  8: in the latrine, deep in the dirt, Gwendolyn is 
  sleeping with one eye open. She was Èaumor’s 
  favourite wereboar, and now she looks after her own 
  domain. She likes to sleep wearing jewels. 
  9: fine and sharp knives on a metal table, blood 
  everywhere. Jars holding animal and human body 
  parts in green liquid. Failed experiments dwell here: a 
  furless she-wolf and her human-handed puppies. 
  10: locked in this storage room there is a Wooden 
  Golem resembling a naked woman. Also, among 
  blankets and sheets and jars, there are crystal candles 
  locked in a chest. 
  11: on the floor, there is a circle inscribed in a square 
  (there are places for the crystal candles in the angles, 
  with wax and gemstones on them – and a robe in the 
  middle). If new crystal candles are lit, they will melt 
  and turn into gemstones, but everyone in the square 
  might be turned into an animal. 
  12: locked in one cell there is a wererat. Once he was 
  an adventurer, a magic-user: he will promise a great 
  reward if set free, but note that he’s also gone crazy. 
  Also, animals don’t come here.
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SOURCE: textdata/thevault/One Page Dungeons/OPD The Animal House of Master Èaumor.pdf