TEXT: 5/3/2019
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  The Magician’s 
  House 
  A fantasy role-playing adventure for  level 2  characters. 
  This product is compatible with the  Dungeon Crawl Classics Role Playing Game . 
  
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  [Title Page] 
  The Magician’s 
  House 
  a fantasy role-playing adventure for 
  Dungeon Crawl Classics 
   
   
   
   
   
   
  Words and maps by 
  Ray Weidner 
   
   
  Art by 
  Edmund Dulac (cover, pp. 38, 72), William Alexander (p. 4), Edward King (p. 5), Jacques de Gheyn (p. 7), Thomas 
  Heaviside (p. 8), Hope Dunlap (p. 14), Howard Pyle (pp. 17, 54), Phil May (pp. 20, 76), Philippe Jacques de 
  Loutherbourg (p. 22), Edouard Wattier (p. 24), Henri Béchard (pp. 26, 71), Arthur Rackham (pp. 40, 50, 60, 84, 86), 
  Claude Mellan (p. 41), Hans Peter Hansen (p. 42), Emile Bayard (p. 46), Randolph Caldecott (p. 48), Aubrey Beards 
  (p. 51), Virginia Frances Sterrett (pp. 56, 78, 120), Carlo Galli Bibiena (p. 58), Emile Charles Wauters (p. 63), 
  Adolphe François Pannemaker (p. 64), Mary Hallock Foote (p. 66), Pablo Ruiz y Picasso (p. 70), William Pether (p. 
  74), Alphonse de Neuville (p. 80), Henry Justice Ford (p. 88), Jean-Michel Moreau (p. 112), Peter Newell (p. 116) 
   
   
   
  Document written and composed with  Google Docs 
  Charts created with  Google Drawings 
   
  Maps created with  Dungeon Painter Studio 
  Art scavenged from NY Public Library digital collection, Met Museum digital collection, Hermitage digital collection, Philadelphia 
  Museum of Art digital collection, oldbookart.com, oldbookillustrations.com 
   
   
   
   
  This product is based on the Dungeon Crawl Classics Role Playing Game,  published by Goodman Games. This product is published under 
  license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit 
  www.goodman-games.com or contact info@goodman-games.com. 
   
   
   
   
   
  Second edition 2019 
   
   
   
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  [Playtesters] 
   
   
   
   
  My Intrepid Playtesters 
   
  Adam B., Brendan F., Scott G., Stan G., Adam H., Alex H., Edward H., Steven H., Zachery H., Jeff L., Xavier L., 
  Joseph M., Silas M., Ernesto P., Brian R., Dylan S. 
   
   
   
   
   
   
   
  Keep chasing those rainbows! And wizards! 
   
   
   
   
  2 
  
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  Introduction 
  The city of Blackrock is in peril!  An army of shrieking demons marches inexorably closer, less than a week away from 
  putting its people to the knife. The Duke puts out a call: brave and resourceful heroes are needed to recover the sacred 
  words that will unleash the power of the Sealing Stone. Words that have passed beyond the world - and so these 
  adventurers must pass beyond the world, into…The Magician’s House! 
   
  The Magician’s House is designed to challenge the party and delight the players with its whimsy. Within its enchanted 
  walls, they will ﬁnd doors that open to strange vistas: faerie gardens, abandoned cities behind the mirror, libraries of 
  boundless size and crystal domes on the moon. They will encounter beings that interrogate and imperil, beguile and 
  betray, entreat and entertain; children and ogres and aliens and magical statues. 
   
   
  Using this adventure as a one-o� 
  You’re in luck!   The Magician’s House  is written as a 
  one-o� DCC adventure, providing the judge and players 
  with pre-generated PCs and a predetermined hook. 
  These PCs have their own motives and goals, which 
  players are encouraged to pursue. It’s very open-ended; 
  even as a one-o�, there are several di�erent ways to 
  fulﬁll the primary quest, and the motives of the 
  pre-generated characters will interact in unpredictable 
  ways. 
   
  The Magician’s House  presents genuine danger, but 
  unlike most DCC adventures, it is entirely possible for 
  the adventurers to succeed without a single ﬁght. 
  However, the peaceful solution is not necessarily 
  obvious or without its own costs, so it’s a rare group that 
  emerges from Mordank’s abode without having drawn 
  their swords. 
   
   
  Using this adventure in a campaign 
  Even though it was designed as a one-o� adventure,  The 
  Magician’s House  can easily be inserted into an existing 
  DCC campaign. It’s appropriate for 3-6 characters of 
  levels 1-3, although it could even serve as a very 
  dangerous funnel for zero-level PCs.  
   
  When using this adventure in an existing campaign, it 
  shouldn’t be hard to invent a hook. Something that the 
  PCs want is in the house, and the wizard hasn’t been 
  seen. Even better, the judge may introduce Mordank 
  earlier into the campaign, making it possible that the 
  PCs have more than one reason to enter his home.  
   
  However, if you adapt this material to an ongoing 
  campaign, keep in mind that a number of the challenges 
  were designed to play on the fact that the party has a 
  time limit of ﬁve days. A judge who uses this adventure 
  with existing characters might want to design a hook 
  that has a similar time limit. It’s not strictly necessary, 
  but it can add to the dramatic tension of certain 
  decisions that the party may have to make. 
   
   
   
   
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  Setup 
   
  Overview 
  The players should be informed of the following: 
   
  They are all adventurers of highly-varied backgrounds 
  who are, for di�erent reasons, 
  present in the City of 
  Blackrock. Unfortunately, 
  they are currently not able to 
  take advantage of its usual 
  virtues and vices; news has 
  recently arrived that an army 
  of demons advances on 
  Blackrock! 
   
  Happily, the Duke has 
  obtained the fabled Sealing 
  Stone, which will cancel the 
  black magic of the priests. To 
  use it, someone must read its 
  inscription aloud. The catch is 
  that it’s in Old Giante; general 
  knowledge of how this tongue 
  is spoken has passed beyond 
  this world.  
   
  Fortunately, Blackrock’s 
  premier magician,  Mordank 
  the Irregular,  has claimed to 
  possess this knowledge - 
  while deep in his cups, it must 
  be noted.  Un fortunately, 
  Mordank hasn’t been seen 
  since he returned to his house 
  from a drinking binge with his friend Lutz. That was 
  three months ago. Lutz hasn’t been seen, either.  
   
  The adventurers have been hired to enter the Magician’s 
  House to ﬁnd a pronunciation of the inscription. There’s 
  1000 GP  in it for each of them if they succeed. 
  Nobody’s sure how to get past the enchanted 
  door to the House, but the Duke gives them his 
  old expired invitation in case it is useful to 
  them. They are also furnished with a charcoal 
  rubbing from the face of the Sealing Stone. 
   
  There are ﬁve days until the army arrives. The 
  Duke tells the adventurers to take a day to 
  make their preparations, and to then enter the 
  Magician’s House in search of Blackrock’s 
  salvation. 
  What actually happened? 
  Three months ago, Mordank came home to 
  relax with his friend Lutz after a night of 
  drinking. Shortly after arriving, his angry 
  ex-patron Gentleman Hob dispatched several 
  Fae Cats to vex the wizard. They entered 
  through a  magic mirror  in the  Main Hall  (3), 
  and quickly freed the Lonely King and Bloody 
  Bones from the  Menagerie  (15) to cause havoc. 
  Mordank ﬁnally caught up with the wicked 
  felines in the  Faerie Shrine  (19), where a 
  reﬂected spell has trapped both the wizard 
  and the invaders ever since. 
   
   
  Starting the game 
  1.
  Tell the players what the premise is (see above). 
  2.
  Pass Handouts  A  and  B  to the players. 
  3.
  Players are presented with the  pre-generated 
  characters  and allowed to know each character’s 
  class and read its Impressions.  
  4.
  Each player chooses which pregenerated character 
  to run.  
  5.
  Each player then selects his or her PC’s preparation 
  activity (see below). 
  6.
  Players then take turns reading their character’s 
  Impressions, adding  one  descriptive element of their 
  own choice.  
  7.
  Finally, the party meets at the ﬁrst location - the 
  Front Door  (1) - when they are ready to begin. 
   
   
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  Selecting characters 
  The pre-generated PCs are listed towards the end of this 
  document. There are a few aspects of them which are 
  unique to  The Magician’s House . Impression: This is 
  ﬂavor text that can potentially help players inhabit the 
  roles, and to understand their objectives (see below). 
   
  ●
  Social class: It doesn’t come into play very 
  often, but social class is ranked as follows: noble 
  (highest), gentry and commoner (lowest). 
  ●
  Communities: This is a listing of all the 
  communities in which the PC has social 
  contacts. This becomes relevant during 
  intelligence gathering activities (i.e. 
  rumor-mongering). 
  Victory conditions 
  Each of the PCs have objectives which are not identical 
  but are  mostly  complimentary. These are called Win and 
  Lose criteria, and each PC has two Win conditions and 
  one Lose condition.  
   
  Interpret the ﬁnal results of the adventure depending on 
  which conditions have been fulﬁlled, as follows: 
   
  Win 
  fulﬁlled 
  Lose 
  fulﬁlled 
  Result 
  no 
  yes 
  Tragedy! 
  yes 
  no 
  no 
  Live to ﬁght another day… 
  yes 
  no 
  Glory! 
   
  This should be explained to players. 
  Alternate objective 
  If the GM wants to insure that this adventure lasts for 
  more than two sessions, he or she need only change the 
  conditions of the party’s reward: the Duke hires them to 
  return with Mordank the Irregular rather than ﬁnding 
  out how to pronounce the inscriptions of the Sealing 
  Stone. 
   
  In this case the GM may want to change one of the Win 
  goals for the pre-generated character Velouria. Instead 
  of being charged with insuring Mordank’s demise, she 
  seeks to discover the secrets of his power.  This can be 
  accomplished by reading his journals, studying Mordank 
  in the library, or using the Helmet of Inﬁnite Wisdom. 
   
   
   
   
  Preparation 
  To move things along, players should be told that there 
  are  three primary preparatory activities : shopping, 
  training and intelligence gathering. The players can do 
  whatever they want with this day, but there’s only 
   
   
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  enough time to get one of those kind of activities done, 
  and the Duke has made it clear that he expects them to 
  take a single day to prepare. 
   
  The party can choose to skip preparation and start 
  immediately. They can even take more time, but if they 
  do this, they will be brought into the Duke’s presence. He 
  will say that if they delay, he has much less time to send 
  others if they fail. If the PCs still insist on  two or more 
  days of prep , they will told that they be executed if they 
  fall short. 
  Simpliﬁed alternative 
  O�er each player the opportunity to go shopping. They 
  cannot lend each other money. Each player can roll for 
  one unique rumor from a community that his or her 
  character is a member of. 
  Shopping 
  Each character can spend his or her money to buy 
  equipment. However, money cannot be lent by PCs who 
  are not shopping - they don’t know each other well 
  enough yet! 
   
  All standard equipment is available for standard prices. 
  The following, however, may be easily located if the 
  players think to ask. 
  Witch potions 
  Madame Strella is a witch on the edge of town who sells: 
  ●
  Three  Healing Potions 
  ○
  Restores  1d6+1 HP . 
  ○
  100 GP  each. 
  ●
  Two  Sleeping Draughts 
  ○
  After  2d4 rounds  drinker falls asleep for 
  2d4 hours 
  ○
  DC 15 Fortitude save  prevents sleep (but 
  -1  to rolls for  1d4  hours) 
  ○
  50 GP  each. 
  ●
  One  Love Philter 
  ○
  Drinker falls in love with ﬁrst living 
  thing to touch him or her. 
  ○
  DC 10 Willpower save  to resist. 
  ○
  250 GP . 
  ●
  One  Tincture of Transformation 
  ○
  Imbiber turns into a rat immediately,  no 
  saving throw . 
  ○
  Rat : Init +1; Atk bite -2 melee (1 damage); 
  AC 13 (small and evasive); HD 0; hp 1; MV 
  20’; Act 1d20; SP Sneak/Hide +10; SV Fort 
  -4, Ref +1, Will unchanged 
  ○
  E�ect lasts for  one turn . 
  ○
  400 GP . 
  Blessings 
  The party can also buy blessings from various temples at 
  the rate of  75 GP per special Luck point . These points 
  aren’t used for Luck rolls or modiﬁers but can be burned 
  like other Luck points. Again, this is available if the 
  players ask about things like obtaining the blessings of 
  the local clergy. 
  Henchmen 
  There are a few sources through which a character can 
  seek NPC recruits. The number available depends on his 
  or her Personality: 
   
  1d20 + Personality 
  modiﬁer 
  Henchmen available 
  1 or less 
  0 
  2-7 
  1 
  8-13 
  2 
  14-19 
  3 
  20+ 
  4 
   
  Each type of henchman is available to di�erent types of 
  characters.  
   
  Henchman 
  type 
  Hireling 
  Employer 
  type 
  Anyone 
  Cost 
  50 GP 
  Hireling : Init +0; Atk club melee -1 (1d4); AC 11 (none); 
  HD 1d4; hp 3; MV 30’; Act 1d20; SP none; SV Fort +0, Ref 
  +0, Will -1; AL L. 
  Notes : Paid in full up front. Will not willingly ﬁght or 
  take risks. They expect to perform menial tasks, keep 
  watch, etc.  After  ﬁrst being endangered, must make a 
  morale check to avoid deserting the next time left 
  alone. Knows one random commoner rumor. 
   
  Henchman 
  type 
  Town Guard 
  Employer 
  type 
  Gentry  or  noble  background 
  Cost 
  200 GP 
  Town Guard : Init +0; Atk mace +0 melee (1d6) or heavy 
  crossbow +0 ranged (1d10); AC 14 (scale armor with 
  metal cap); HD 1d6+1; hp 5; MV 25’; Act 1d20; SP 
  crossbow takes 3 rounds to reload via windlass; SV 
  Fort +0, Ref +0, Will +0; AL N. 
   
   
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  Notes : Slow-witted, they mostly keep to themselves. 
  They love booze, and if permitted to drink enough, are 
  -2 to hit and initiative. 
   
   
   
  Henchman 
  type 
  Guild Thief 
  Employer 
  type 
  Criminal  community contacts 
  Cost 
  10%  of total loot per thief 
  Guild Thief : Init +1; Atk dagger +0 melee (1d4/1d10); 
  AC 12 (padded); HD 1d6; hp 4; MV 30’; Act 1d20; SP +2 
  thief skills; SV Fort +0, Ref +1, Will +1; AL L. 
  Notes : Curt and surprisingly professional. They will 
  cut and run if things look both dangerous and 
  unproﬁtable, however. The Guild will still demand 
  the full share of any loot acquired  before  such 
  desertions. They don’t expect a cut of the Duke’s 
  reward. 
   
  Henchman 
  type 
  Knight 
  Employer 
  type 
  Noble  background 
  Cost 
  500 GP 
  Knight : Init +1; Atk spear melee +1 (1d8); AC 15 
  (chainmail); HD 1d12; hp 7; MV 25’; Act 1d20; SP none; 
  SV Fort +1, Ref +0, Will +1; AL L. 
  Notes : Will accept half pay up front, half at the end. 
  Final half is owed unless the knight deserts; if he or 
  she dies, it goes to next-of-kin. Will only join a party 
  with a cleric. Solid ﬁghters, but they will act superior 
  to genty and may order around commoners. 
   
  Training 
  Each character can spend time training in one 
  particular activity. This provides a  +1  to one of the 
  following types of 1d20 rolls: 
   
  ●
  Hitting with a given weapon 
  ●
  Thief skill of choice 
  ●
  Spell of choice 
  ●
  Laying on hands 
  ●
  Turn unholy 
  ●
  Any other skill the player wants 
  ●
  Anything else with similar scope that obtains 
  judge approval 
  ●
  etc. 
  Forgery 
  A thief can spend the entire time forging a new and 
  current invitation to the house using the Duke’s old copy 
  as a template. This automatically succeeds without a 
  roll. 
   
  Additionally, a character with a criminal community 
  contacts can hire the guild to produce a ﬂawless fake for 
  400 GP . 
   
   
   
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  Intelligence 
  An information seeker must choose  only one  of his or her communities to contact. Such characters learn a number of 
  rumors equal to  3 + Personality modiﬁer . Roll on rumor table for the chosen community (see below) once for each rumor. 
  Aristocracy 
  1d6 
  Rumor 
  True? 
  1 
  Mr. Inscrutable is known for his expensive (some would say gaudy) jewelry, which wears at all 
  times, even when in his cups at some rancid hole, draped in rags. 
  Yes 
  2 
  He’s good at curses!  Mordank owed a hefty tab to Big Carl at the Perfumed Unicorn, which he paid 
  so that anyone who busts the place up or skips on their bill is stricken with a hex. The wizard 
  protects that which he values with curses. 
  Yes 
  3 
  Mordank the Irregular  is not of noble blood, so one is led to wonder where he comes by so 
  much…well, so much  gold . Of course, wizards have their ways, but he acts like the stu� grows on 
  trees. I’ve never seen a commoner who cares so little for his coins. 
  Yes 
  4 
  Master Mordank is a canny man of deep mystery. I have seen him cast powerful spells on multiple 
  occasions, and whenever he does so he whispers but a single word. Such élan! 
  Yes 
  5 
  The wizard’s servants are, without exception, creatures of no grace or intellect. They are all very 
  No 
   
   
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  easy to deceive. 
  6 
  I have heard that the master of the Magician House is a great lord among the faerie, and they all 
  owe him a great debt. All faerie you ﬁnd there should respect your hospitality rights if reminded. 
  No 
  Commoners 
  1d6 
  Rumor 
  True? 
  1 
  I hope Master Mordank is arright. He always looks out for us kids. I heard he took in Little Cammy 
  when her da was too ﬁerce with his bullywhip. 
  Yes 
  2 
  Watch out for Mordank’s friend Lutz. The last guy who gave Lutz a shiner was turned into a 
  suckling pig by Mordank…which they both promptly roasted and ate! 
  Yes 
  3 
  I hear the magician has a lot of faerie friends. My nana used to tell a lot of stories about them, and 
  she said either that one must never eat faerie food, or that they can’t abide by a person who won’t 
  accept their hospitality. I can’t remember which. 
  Yes 
  4 
  Madame Strella says that the so-called “Great Magician” (her words, I swear) is just a purveyor of 
  tricks, alliances, tools and a child’s understanding of the real secrets of creation. Again, her words. 
  Yes 
  5 
  Mordank the Wicked is actually the source of our troubles! Why do you think he’s gone scarce? 
  No 
  6 
  It is said that the Magician’s House has a hundred doors in Blackrock. 
  No 
  Criminal 
  1d6 
  Rumor 
  True? 
  1 
  Word on the street is that  Mordank the Irregular  pissed o� the Indigo Cartel, and even wizards 
  don’t scare them. A team of cartel killers was buying drinks for everyone at the Philosopher a few 
  days ago. Big smiles and cold eyes. 
  Yes 
  2 
  There are rumors of a “Back Door” to the Magician’s House. It’s said to open to a secret password 
  and be unguarded. The man who could pass through that could become wealthy indeed. 
  Yes 
  3 
  That loudmouth Lutz is always trading on his friend’s name, racking up debts that nobody can 
  collect. He was blabbing about Mordank’s servants, a sorry lot of multi-hued goblins. Says they 
  hate to be called goblins or brethren to the other colors. 
  Yes 
  4 
  There’s a lot of people in this city, both professional thieves and desperate folk, who are just 
  waiting for a chance to get into Mordank’s house while the magician is indisposed. 
  Yes 
  5 
  There’s said to be a corrupting curse that a�ects anyone who steals anything from the Magician’s 
  House. 
  No 
  6 
  A member of the Nine Veils broke into the Magician’s House once and lived to tell the tale. He said 
  nothing will hurt you if you don’t strike the ﬁrst blow. 
  No 
  Learned 
  1d6 
  Rumor 
  True? 
  1 
  Mordank the Irregular  is said to be not of this world. When he ﬁrst arrived in Blackrock seven 
  years ago, he could not speak our tongue, and his attire was very strange. However, three days 
  Yes 
   
   
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  after his ﬁrst appearance, he showed up at the Farting Philosopher to order a cask of whiskey with 
  perfect grammar and an aristocratic accent. 
  2 
  The few seers who have tried to discuss scholarly matters with Mordank have concluded that he is 
  very poorly read, and that’s being kind. Not a few wise men are skeptical that he truly knows Old 
  Giantese. 
  Yes 
  3 
  It is said that the wizard Mordank has access to a library of unfathomable richness…it is said by 
  the man himself!  But none have gazed upon it, so he is either a liar or a miser of knowledge. 
  Yes 
  4 
  It’s hard to know where an obvious foreigner like Mordank would have learned Old Gianetese. The 
  dead tongue is only found in ruins of this area, and the scholarship is not widespread. 
  Yes 
  5 
  It is the considered opinion of several Lawful high priests that faerie are creatures of Chaos, as 
  their fae presence may be repelled by invoking the power of the divine. Country folk believe that 
  the mere symbols of Law are enough, but temple authorities insist that only anointed priests can 
  provide protection. 
  No 
  6 
  It has been opined by those who have studied such matters that Mordank is himself a changeling 
  of the faerie and not human at all. 
  No 
  Mystical 
  1d6 
  Rumor 
  True? 
  1 
  Be careful in the Magician’s House. The place past the door lies beyond space and time, and each 
  room is a separate world. It is probable that time ﬂows di�erently in some places. Mordank has 
  always been an enthusiastic proponent of using time manipulation to speed some things up and 
  slow others down, but the particulars are harder than his neat theories suppose. 
  Yes 
  2 
  Mordank the Irregular  has always been greatly enthusiastic to treat with otherworldly beings. He 
  seems particularly fond of faeries, which is reckless enough, but at least he does not dabble in the 
  black arts. 
  Yes 
  3 
  Mordank’s powers have more than once betrayed a faerie origin. This is worrisome, for faerie gifts 
  are often the opposite of what they appear. 
  Yes 
  4 
  One thing consistent about Mordank even from his humble beginnings is that he takes pleasure in 
  the deceptive characteristics of mirrors and other simple tricks. 
  Yes 
  5 
  Few are aware that the only arts known by  Mordank the Irregular  are the making of glamours and 
  astral projection. The rest are lies and illusions. 
  No 
  6 
  Mordank is a powerful magician, but he’s almost helpless without his familiar and his wand. 
  No 
   
   
   
   
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  Inside the House 
   
  Basic features 
  Layout 
  The di�erent rooms of the House exist in widely 
  separated places, some in pocket universes or other 
  worlds. Each doorway is really a seamless portal 
  between such regions. The  Front Door  (1) and  Back Door 
  (12) are mounted on buildings that are otherwise empty 
  and ruined with a blank wall when seen from the other 
  side. 
  Decor 
  The default decor is mahogany-panelled walls with 
  blue-and-white glazed tile ﬂoors and white plaster 
  ceilings. Lighting is provided by crystal globes that 
  contain ﬂitting bugs that glow hues of blue, red and 
  yellow. 
  Crest 
  Seen in various places in the House. The crest has a gold 
  background, usually set on burgundy background. Upon 
  it, two black lobsters meet at the bottom, possibly 
  ﬁghting. A very surprised white pheasant stands astride 
  them, and a ﬁve-pointed red star blazes above. 
  Interior doors 
  Interior doors are paneled in mahogany, with shiny 
  brass handles that rotate to unlatch. They are not 
  heavy, but they are very sturdy. Underneath the wood is 
  an extremely strong metal that is matte grey and light. 
  Noise does not pass through closed doors, except for the 
  sounds of impact on the door itself. Determined 
  chopping will break through a door, which causes it to 
  cease functioning. Broken doors no longer open to their 
  destinations, and instead expose a howling void through 
  any breaks as though they were walls (see below). 
  Interior walls 
  Internal walls are usually paneled in dark mahogany. 
  Underneath this veneer is a greenish-purple plastic-like 
  material that oozes and self-repairs when gouged. As 
  with doors, determined hacking will expose a howling 
  void. Those who fall into this void are lost, but nobody 
  will be involuntarily sucked through a hole. 
  Kitchen Doors 
  The  Kitchen  (6) has a magic door that opens into several 
  di�erent rooms in the House. It looks like any other 
  internal door, except it has a small crest mounted 
  immediately above the handle. From the  Kitchen  (6) 
  itself, the door may only be opened if the Kitchen Door 
  Key is inserted into the lock that is present on the 
  Kitchen  (6) side of the door. Depending on how far the 
  key is turned, the door opens to a di�erent destination, 
  as follows: 
   
  ●
  No turn:  Visitor’s Lounge  (2) 
  ●
  ¼ turn:  Garden - Central Island  (9b) 
  ●
  ½ turn:  Moon - Alien Dome  (8a) 
  ●
  ¾ turn:  Lecture Hall  (18) 
  ●
  Full turn:  Playroom  (13) 
   
  From these di�erent locations, the Kitchen Door is 
  unlocked, except in the case of the  Visitor’s Lounge  (2). 
  From that room, the Kitchen Door Key is needed to open 
  the door. These other doors only open to the  Kitchen  (6). 
  While it is open to one location, none of the other 
  Kitchen Doors may be opened. 
  Magic Mirrors 
  Some of the mirrors is the house are magical. These 
  mirrors can be used as portals to the  Mirror World  (4), a 
  world that looks very similar to the real world at the 
  location of the magic mirror, but otherwise appears to be 
  a  Desolate City  (4b). Since all of the magic mirrors in the 
  house open to this vacant city, it’s possible to go in 
  through one mirror in the house and come out through 
  another. 
   
  A magic mirror can be either open or closed. A closed 
  mirror acts as a normal mirror that reﬂects everything 
  in this world but shows a slightly di�erent place beyond. 
  An open mirror looks the same, but it is possible to pass 
  through.  
   
  A closed mirror is opened by touching it and saying 
  aloud “ I've a sceptre in hand, I've a crown on my head. ”. 
  An open mirror can be closed by touching it and reciting 
  this phrase: “ Dreaming as the days go by, dreaming as 
  the summers die. ”. This can be be performed from either 
   
   
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  side, and it causes the frame to brieﬂy glow with magic 
  sigils.  
   
  A magic mirror can be broken like a normal mirror, 
  which destroys its enchantment. If it is moved from its 
  current position, it temporarily loses its connection with 
  the  Mirror World  (4). Reestablishing this connection 
  requires knowledge of the  Create Magic Mirror  spell. 
  Each mirror is ﬁxed in place,  5’ x 2’  and weighing  50 lbs. , 
  and is worth  200 GP . 
  Goblins 
  Mordank is served by a race of yard-high humanoids 
  with no hair, spindly limbs, outrageous noses and 
  multi-hued skin. This adventure refers to them as 
  “goblins,” but they never call themselves that, and they 
  object to the term. 
   
  Each goblin is specialized according to its skin color, and 
  they refer to themselves by function. The red goblins are 
  servants , while the yellow are  guards , and this is how 
  they refer to themselves. These are the two types 
  present in Mordank’s house. There is a low-key rivalry 
  between these types, and they are even reluctant to 
  acknowledge that they are of the same race. 
   
  Mordank has a contract with the Grey Sorcerers of 
  Goblin Town, so when goblins are killed in the house, 
  they are eventually replaced from the  Goblin Tunnels 
  (7). These open into the house through one of two 
  yard-tall goblin doors, and eventually connect to Goblin 
  Town. 
   
   
  Magic rings 
  Scattered through the House are a number of the wizard’s magic rings. Each ring is fashioned entirely di�erently with a 
  di�erent command word. Each ring can contain up to three charges before it requires recharging for one day per charge 
  in the  Ring Forge  (17). Each ring is worth a base of  50 GP . Add  25 GP  if the function is known and  25 GP per charge  if the 
  command word is known. Here is the master list of magic rings: 
   
   
   
   
   
   
   
   
  Ring name 
  Room 
  Command 
  word 
  Design 
  Power 
  Golden 
  Whispers 
  Visitor’s 
  Lounge 
  (2) 
  Crocus 
  Agate torus wrapped in 
  palladium wire on a 
  simple tin band. 
  Speaking the command word causes the wearer to feel 
  the ring tugging towards the greatest concentration of 
  wealth within 100’ for the next turn. 
  Plain 
  Truth 
  Main 
  Hall 
  (3) 
  Iris 
  Dull grey heavy 
  uranium gothic band 
  ringed by leering 
  gargoyles, mounting a 
  fractured peridot. 
  Touch will permanently dispel an illusion. A touched 
  being is returned to its “true” form, and unable to 
  change form or work glamors for one day. 
  Breath of 
  the Dragon 
  Study 
  (10) 
  Bluebell 
  Blackened iron twisted 
  into braids, ringed with 
  studs of jagged glass. 
  Sheet of ﬁre  20’ long  in a  30 degree arc . Everything in 
  the arc takes  2d6 damage; DC 13 Reﬂexes save  for  half 
  damage . 
  Invitation 
  Study 
  (10) 
  Da�odil 
  Smooth sandalwood 
  with a small face carved 
  from a citrine. 
  Point at any door in sight and teleport to the other side. 
  Even works on doors in the House, including magic 
  mirrors! 
   
   
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  Hand of 
  the Giant 
  Study 
  (10) 
  Gardenia 
  Square-cornered white 
  gold with a cluster of 
  opals. 
  Hand enlarges to giant size. It may be used for one feat 
  of giant-level brawn ( Strength 22, +6 modiﬁer ). Default 
  attack in this form is  +6 to hit and 2d6 damage . 
  Tongue of 
  the Native 
  Study 
  (10) 
  Dandelion 
  Filigree of platinum and 
  cobalt set with a large 
  rough chunk of 
  turquoise. 
  Able to speak and read any language native to where 
  the wearer currently stands. Note that Old Giantese  is 
  native to the area. 
  Mud Magic 
  Ring 
  Forge 
  (17) 
  Orchid 
  Bone with a single large 
  diamond. 
  By pointing at earth and squeezing his or her ﬁst, the 
  wearer causes earthen matter (e.g. rock, soil, sand, clay, 
  etc.) to soften to mud. A total of  600 lbs.  may be so 
  transformed, with a maximum rate of  200 lbs. per round . 
  E�ects are usually  DC 10 Reﬂexes saving throw  to avoid, 
  DC 16  if victims don’t see it coming.  2d6 damage  to 
  earthen beings per round. 
  Lèse 
  majesté 
  Ring 
  Forge 
  (17) 
  Tulip 
  Steel spiked band set 
  with alternating small 
  amethysts. 
  Wearer can issue verbal orders for the next  ﬁve rounds 
  to any one person at a time. If subject is able to 
  understand the orders, they must either obey them, or 
  su�er for  1d8 damage  and paralysis for  1d6 rounds.  A 
  successful  Fortitude saving throw  against  DC 15  negates 
  paralysis and  halves damage . 
  Wisdom of 
  the Earth 
  Ring 
  Forge 
  (17) 
  Dogwood 
  Rune-etched coral with 
  an aquamarine lozenge. 
  Ask one question, and an answer will be spelled out in 
  the sand nearest to the wearer’s feet. The answer is 
  provided by an invisible gnome that travels through the 
  earth. Unable to spy on those with powerful magic, and 
  it can only answer questions about things in contact 
  with earth. Even then it knows the answer only  70%  of 
  the time . 20%  of the time it is ﬂummoxed, but  10%  of the 
  time it thinks it has the right answer but it is wrong. 
  Wind 
  Porter 
  Ring 
  Forge 
  (17) 
  Hyacinth 
  Simple tungsten band 
  with an alexandrite 
  spike. 
  Whirlwind forms where wearer makes a ﬁst, and it may 
  be directed by movement. Flies up to  80’ per round 
  carrying up to  500 lbs.  Picks up whatever it touched, 
  dodged with  DC 15 Reﬂexes save . Contents are not hurt 
  but are helpless to act. Lasts  1 turn  and cannot carry 
  wearer. 
  Hidden 
  Hand 
  Ring 
  Forge 
  (17) 
  Marigold 
  Glittering red fat 
  pumice band with 
  heart-shaped 
  bloodstone. 
  The wearer points at two things, speaking the command 
  word both times, and they swap positions. Objects must 
  be within  60’  of each other and the wearer, and neither 
  may be animate or in excess of  500 lbs. 
  Dollmaker 
  Ring 
  Forge 
  (17) 
  Azalea 
  Old oily rope for a band 
  with a giant uncut ruby. 
  Wearer speaks the command word while touching an 
  object. The object is shrunk down to a doll that can be ﬁt 
  in one’s hand; this works on objects that weigh up to 
  1000 lbs.  The e�ect lasts until the object is thrown into 
  the air or damaged. A hurled doll-boulder can cause  3d6 
  damage  for maximum size objects. Living beings can 
  resist iconization with a  DC 12 Fortitude saving throw . If 
  they fail, they are shrunk and immobile, but they are 
  aware of their surroundings. 
  Transmute 
  Faerie 
  Shrine 
  (19) 
  Posey 
  Obsidian band carved as 
  a lifelike serpent with 
  lapis lazuli eyes. 
  That which is touched by the index ﬁnger can be 
  temporarily transformed into whatever he or she 
  names, so long as it is of  approximately equivalent 
  dimensions and mass  and something that the wearer 
  has observed. After  one turn , the original form is 
   
   
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  restored no matter what happens to the new shape i.e. 
  damage doesn’t carry over, even death and destruction. 
  Stolen 
  Moments 
  Faerie 
  Shrine 
  (19) 
  Wild Rose 
  Complex woven silk 
  braid with colorful 
  feathers and a ruby cut 
  in the shape of a hawk. 
  Stops time for  two rounds  except for the wearer. Objects 
  may be moved and imparted momentum, but they can’t 
  be damaged, and will hang in mid-air when released. 
   
   
  Alerts and breaches 
  If the party has done something to cause the guard 
  Captain in the  Barracks  (5) to become aware of their 
  intrusion, then the House can be considered to be  on 
  alert  for the next  1d6 turns . Moreover, if the party has 
  smashed through the  Front Door  (1) or  Back Door  (12), 
  then the House is considered to be  breached  until the 
  door is repaired, which should take about  1d6 turns . 
   
  The e�ect of an alert or breach is to increase the chance 
  and variety of  encounters  that occurs during this time. 
   
   
  Encounters 
   
  When the party is moving through the House proper (i.e. 
  everywhere but the  Mirror World  (4) and  Cosmic Library 
  (11)), there is a chance for a random encounter every ten 
  minutes. The base chance is  1-in-6 , but this can be 
  modiﬁed by circumstance; if the House is currently on 
  alert, then the chance of an encounter is  2-in-6  per turn. 
  If breached, then the chance is  3-in-6 . 
   
  Likewise, the encounter is drawn from a table that 
  depends on the current state of the House; roll 
  accordingly. In any case, the GM should ignore or 
  change any encounter that doesn’t seem logical. 
  Normal encounters 
  1d10 
  Encounter 
  1-2 
  Servants 
  3-4 
  Guard patrol 
  5 
  Chief Steward inspection 
  6 
  Wandering children 
  Alert encounters 
  1d10 
  Encounter 
  1-2 
  Servants 
  3-6 
  Guard squad 
  7 
  Chief Steward inspection 
  8 
  Wandering children 
  Breach encounters 
  1d10 
  Encounter 
  1-2 
  Servants 
  3-6 
  Guard squad 
  7 
  Chief Steward inspection 
  8 
  Wandering children 
  9 
  Looting commoners 
  10-11 
  Looting lowlifes 
  12 
  Invading party 
  Encounter descriptions 
  Servants 
  This is a group of 1d3+1 goblin servants. They are 
  red-skinned with long noses, wearing the livery of 
   
   
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  Mordank under a tabard with his crest. They are fussy 
  and mannered, but dim. Servants will only ﬁght if 
  cornered, but will try to 
  escort lost guests back to 
  the  Visitor’s Lounge  (2).  
   
  If PCs resist returning to 
  the lounge, they will try to 
  alert the guards. That 
  creates an alert, and a 
  guard squad  (see below) will 
  arrive at the report site in 
  1d6+6 rounds .  
   
  Servants (1d3+1) : Init -1; Atk 
  bite -1 melee (1d3); AC 11 
  (starched uniform); HD 
  1d6-1; hp 3; MV 20’; Act 1d20; 
  SP infravision 60’; SV Fort 
  -2, Ref +1, Will -1; AL L. 
  Guard patrol 
  This is a pair of  two  goblin 
  guards. They are 
  yellow-skinned with 
  bulbous noses, wearing a 
  tabard with Mordank’s 
  crest over a suit of light 
  mail, and they carry 
  wicked-looking polearms with metal caps.  
   
  A patrol that encounters trespassers will attempt to 
  lead them back to the  Visitor’s Lounge  (2). If the PCs 
  resist or lack an invitation, they will also attempt to 
  alert their fellows.  The pair will not start a ﬁght with a 
  larger party. 
   
  Guard (2) : Init +0; Atk bite +0 melee (1d3) or spear +0 
  melee (1d8) or baton +0 melee (1d4 + special); AC 14 
  (peaked helmet, reinforced gambeson); HD 1d6+1; hp 5; 
  MV 20’; Act 1d20; SP infravision 60’, anti-magic baton 
  (1d4 + special), piggyback ﬁghting (see below); SV Fort 
  +0, Ref +1, Will +1; AL L. 
   
  The anti-magic baton a metal cap at the end of the spear 
  with the cast iron face of a demon. If this end is struck 
  against any enchanted object, magical being or even 
  wizard, the following things will happen: 
   
  ●
  Any enchantments upon the target or magic 
  abilities are negated. 
  ●
  The baton will glow white-hot, doing  +1d6 
  damage  on a hit. 
  ●
  The cap will melt to slag in  1 turn , ending all 
  e�ects. 
   
  In combat, these goblins like pair-up and ﬁght 
  piggyback.  A stack of two goblins moves at half-speed, 
  but the one on top gets +1 to hit and the one on the 
  bottom gets +1 AC. 
  Chief Steward inspection 
  The Chief Steward is inspecting the House 
  for maintenance and cleaning, and he is 
  accompanied by two  servants . Outside the 
  Kitchen  (6), he will quickly realize that the 
  adventurers are intruders, but he will play 
  dumb so they will leave him alone.  
   
  The Chief Steward will try to subtly send a 
  servant for guards while he keeps he party 
  busy with dumb questions. If they attack, 
  he’ll try to escape. It’s very di�cult to 
  convince the Chief Steward that the wizard 
  Mordank needs the help of the PCs.  
   
  Chief Steward (1) : Init +1; Atk kitchen tool +0 
  melee (1d4); AC 11 (starched uniform); HD 
  2d6; hp 7; MV 25’; Act 1d20; SP infravision 
  60’; SV Fort -1, Ref +2, Will +3; AL L. 
   
  Servant (2) : Init -1; Atk bite -1 melee (1d3); 
  AC 11 (starched uniform); HD 1d6-1; hp 3; MV 
  20’; Act 1d20; SP infravision 60’; SV Fort -2, 
  Ref +1, Will -1; AL L. 
  Wandering children 
  This will either be the trio from the 
  Children’s Observatory  (14) or the bully from the  Study 
  (10) - 50/50 chance of either. The trio will be easily 
  frightened but looking for help to save their friend  Zenni 
  (in the  Moon - Time Dome  (8b)). The bully will play dumb 
  but look for an opportunity to steal from the party. He 
  especially wants more  magic rings .  
   
  Child (3; Oodak, Haerla and Minz) : Init +1; Atk bite -2 
  melee (1d2); AC 13 (small and lithe); HD 1d4-1; hp 2; MV 
  25’; Act 1d20; SP none; SV Fort -2, Ref +1, Will -1; AL N.  
   
  Burrock (1) : Init +1; Atk brawl +0 melee (1d3) or use a 
  magic ring (special); AC 12 (small and quick); HD 1d6-1; 
  hp 3; MV 25’; Act 1d20; SP possesses the magic rings 
  listed below and knows how to use them; SV Fort +0, Ref 
  +1, Will -1; AL C.  
   
  Ring 
  Burrock’s knowledge 
  Charges 
  left 
  Breath of 
  the Dragon 
  Ring power, command word 
  and usage 
  2 
  Invitation 
  Ring power, command word 
  and usage 
  2 
  Hand of the 
  Giant 
  Ring power, command word 
  and usage 
  2 
  Tongue of 
  the Native 
  Nothing 
  3 
   
   
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  Guard squad 
  This group consists of four goblin guards, led by a single 
  sergeant. They are yellow-skinned with bulbous noses, 
  wearing a tabard with Mordank’s crest over a suit of 
  light mail, and they carry wicked-looking polearms with 
  iron-shod butts.  
   
  The sergeants are unimaginative but di�cult to deceive. 
  A squad that encounters trespassers with an invitation 
  will attempt to lead them back to the  Visitor’s Lounge 
  (2). If the PCs lack an invitation, the squad will attempt 
  to bring them to the  Barracks  (5) to meet the Captain. If 
  the party resists, the squad will attempt to disarm and 
  apprehend. If a squad is 
  sent on alert and doesn’t 
  report back, a larger 
  squad may come looking 
  for it.  
   
  Guard (4) : Init +0; Atk bite 
  +0 melee (1d3) or spear +0 
  melee (1d8) or baton +0 
  melee (1d4 + special); AC 
  14 (peaked helmet, 
  reinforced gambeson); 
  HD 1d6+1; hp 5; MV 20’; 
  Act 1d20; SP infravision 
  60’, anti-magic baton (1d4 
  + see below), piggyback 
  ﬁghting (see below); SV 
  Fort +0, Ref +1, Will +1; AL 
  L. 
   
   In combat, these goblins like pair-up and ﬁght 
  piggyback.  A stack of two goblins moves at half-speed, 
  but the one on top gets +1 to hit and the one on the 
  bottom gets +1 AC. 
   
  Sergeant : Init +1; Atk bite +2 melee (1d3) or cutlass +2 
  melee (1d7) or baton +2 melee (1d4 + special); AC 14 
  (peaked helmet, coat of plates); HD 2d6+1; hp 8; MV 20’; 
  Act 1d20 or 2d16; SP infravision 60’, anti-magic baton 
  (1d4 + see below); SV Fort +0, Ref +1, Will +1; AL L.  
   
  The anti-magic baton is a metal cap on the butt of the 
  spear (for guards) or in the o�-hand (for the sergeant), 
  with the cast iron face of a demon. If this end is struck 
  against any enchanted object, magical being or even 
  wizard, the following things will happen: 
   
  ●
  Any enchantments upon the target or magic 
  abilities are negated. 
  ●
  The baton will glow white-hot, doing  +1d6 
  damage  on a hit. 
  ●
  The cap will melt to slag in  1 turn , ending all 
  e�ects. 
  Looting commoners 
  These are locals who are some combination of curious 
  and greedy. They tend to avoid ﬁghts and act guilty if 
  chastised. Here are the types of commoner groups: 
   
  1d4 
  Commoner group 
  1 
  Playing children ( -1  to all rolls,  1 HP ) 
  2 
  Family 
  3 
  Laborers ( 3 HP ) 
  4 
  Teenagers 
   
  Commoner (1d6+1) : Init +0; Atk club or knife +0 melee 
  (1d4); AC 10; HD 1d4; hp 2; 
  MV 30’; Act 1d20; SP none; 
  SV Fort +0, Ref +0, Will -1; 
  AL N. 
  Looting lowlifes 
  Local scum 
  opportunistically looking 
  to grab what isn’t nailed 
  down. They may try to 
  rob a party that is 
  smaller than theirs.  
   
  Lowlife (1d4+3) : Init +1; 
  Atk short sword or mace 
  +1 melee (1d6); AC 12 
  (gambeson); HD 1d6+2; hp 
  5; MV 30’; Act 1d20; SP none; SV Fort +1, Ref +0, Will -1; 
  AL N. 
  Invading party 
  This is a group of hard-bitten men dressed in matte 
  black chainmail with short swords and crossbows, and 
  they will act as intelligently as possible. They won’t 
  start a ﬁght unless the party gets in their way or has 
  what they need; these are professionals with a purpose. 
  Here is their purpose: 
   
  1d6 
  Purpose 
  1 
  Kill the wizard. 
  2 
  Find Mordank’s  magic rings  and their 
  command words. 
  3 
  Expedition to the  Cosmic Library  (11). 
  4 
  Gain control of the  golem  (at the  Mirror World 
  - Magic Mirror site  (4a) for the  Main Hall  (3)). 
  5 
  Collect all the written materials they can ﬁnd. 
   
   
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  6 
  Obtain the  Helm of Inﬁnite Wisdom  (currently 
  worn by Haerla in the  Children’s Observatory 
  (14)). 
   
  Professional (Num. of PCs) : Init +2; Atk longsword +2 
  melee (1d8) or crossbow +2 ranged (1d6 + special); AC 15 
  (chainmail); HD 2d8, hp 9; MV 25’; Act 1d20; SP start 
  ﬁghts with ﬂash grenade (see below), hexed crossbow 
  bolts (see below); SV Fort +0, Ref +0, Will +0; AL C. 
   
  Flash grenades can be thrown up to  40’ range  and they 
  have a  20’ radius  e�ect. Opponents must make  DC 15 
  Reﬂexes saving throw  or lose next action and roll  -1 to 
  all 1d20 rolls  for the next  1d6 rounds.  
   
  Hexed bolts inﬂict a minor curse in addition to the usual 
  damage.  The e�ect lasts  2d6 rounds  ( no saving throw ), 
  causing  fumbles  on any  1d20 roll  of a  natural 1-5 . 
   
   
   
  Children 
  There are several children in the House, located at  The 
  Moon - Time Dome  (8b), the  Study  (10) and the  Children’s 
  Observatory  (14). As a general rule, these children are 
  typical specimens in that they will cause trouble any 
  time they accompany the party and are not being 
  carefully watched and wrangled. Any time that a child is 
  given su�cient room to misbehave, it will happen  2-in-6 
  times. 
   
  Here is an list of tantrums that the GM can use to help 
  decide how a given child acts up: 
   
  ●
  Oodak quietly wanders o� to explore. 
  ●
  Haerla corrects a PC pedantically. 
  ●
  Haerla starts arguing with one of the other 
  children. 
  ●
  Minz starts singing loudly and tunelessly. 
  ●
  Minz impulsively runs o� in a random direction. 
  ●
  Zenni is saddened by something, and weeps 
  piteously in the corner. 
  ●
  Zenni is startled and runs o� screaming. 
  ●
  Burrock tries to steal something. 
  ●
  Burrock bullies another child. 
  ●
  Burrock tries to steal something in the House.  
   
   
   
   
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  Locations 
   
  Overview 
   
  How to use 
  Due to the nature of the House, it is not straightforward 
  to depict in a singular map. So instead of using such a 
  map to track the party’s position in this place, the 
  easiest way to do so is to rely on the maps for whatever 
  location they are currently in, and to simply transition 
  between room maps as the PCs transition between 
  locations. In most cases, they should start at location 1. 
   
   
   
   
   
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  1. Front Door 
   
  Scale is 5’ per square. 
  Overview 
  The door to the house requires an invitation or powerful magic to get past. Breaking it down causes a curse. Children 
  playing nearby know about the  Back Door  (12).  
   
  First impression 
  The  front door  is painted bright red, with the crest of 
  Mordank in the center, and a leering bronze demonic 
  face for a knocker. The actual building behind it is 
  ruined and empty. These buildings are arranged into a 
  nameless square with a few cobbles and pale weeds 
  reclaiming the rest. A small host of grubby  children  are 
  engaged in a game that involves a lot of shrieking and 
  kicking, but they take note of the party. 
  Features 
  Front Door 
  When approached, the knocker animates and haughtily 
  requests their invitation. If presented with a convincing 
  forgery, the door will permit entry and announce the 
  party to the servants within the  Visitor’s Lounge  (2). 
  Otherwise, it will only promise to let someone know that 
  they stopped by and cannot be persuaded. Altering the 
  invitation is a  DC 12  task that takes an hour. If a 
  preparatory activity is used by a thief to forge a new 
  invitation, it will automatically succeed.  
   
  It’s not too hard to break down the door, but there are 
  two downsides. First, this will alert everyone in the 
   
   
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  Visitor’s Lounge  (2). Second, anyone within 20’ when it is 
  smashed open will be  cursed .  
  Curse 
  The curse from smashing open the door has two e�ects. 
  First, the bonus from  Luck burn is halved , rounding up. 
  Second, if anyone asks the name of someone with the 
  curse, he or she must make a  DC 14 Willpower saving 
  throw  or reply truthfully, adding “…a common thief” to 
  the end. Mordank can undo the curse with a wave of his 
  hand. For purposes of dispelling, the curse has a  casting 
  roll of 24 . 
   
  Children 
  The nine children playing in the square are rowdy and 
  very loyal to the wizard. They all know the location of 
  the  Back Door  (12) and the 
  password to open it (“ Fart 
  Pudding ”), but they will not 
  divulge these unless the party is 
  able to convince the cynical youths that they are trying 
  to help Mordank the Irregular. The children are not 
  immune to credible threats of violence. 
  Exits 
  ●
  The Front Door itself leads to the  Visitor’s 
  Lounge  (2). 
  ●
  Several mud-choked streets and alleys lead to 
  the rest of the slums of Blackrock. 
  ●
  The  Back Door  (12) is located in an alley that is 
  several blocks away. 
  Treasure 
  ●
  none 
   
   
   
   
   
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  2. Visitor’s Lounge 
   
  Scale is 5’ per square. 
  Overview 
  This lounge is occupied by  Lutz , Mordank’s drinking buddy, currently asleep. Two servants are in attendance and try to 
  get visitors to wait. A  magic ring  is lying on the bathroom counter.  
   
  First impressions 
  To one side of the room are couches of ﬁne overstu�ed 
  suede surrounding a crackling hearth and a low stone 
  table. Spilled goblets and used dishes cover the table, 
  and a rumpled ﬁgure snores on a couch. This is  Lutz . On 
  the other side of the room is a high table of dark polished 
  wood surrounded by chairs of the same style. The crest 
  of Mordank is prominent on both sides of the chair at the 
  head of the table. Two goblin  servants  anxiously await 
  anyone who steps through the door. They wear tabards 
  that display the wizard’s crest. 
  Features 
  Lutz 
  Lutz is Mordank’s insolent drinking buddy. He wears 
  wine-stained white fur doublet and his sweaty hair is 
  plastered to his face. He lives in the Visitor’s Lounge, 
  and has been waiting here since Mordank left him to 
  attend to a minor emergency deeper inside. That was a 
  couple months ago. Lutz can be pretty sarcastic, but 
  he’ll share Mordank’s hospitality with anyone who 
  doesn’t annoy him. 
   
  If anyone threatens Lutz, he’ll warn them that Mordank 
  will do terrible things to anyone who hurts him (this is 
  true). If they are friendly, Lutz can explain how  Kitchen 
  Doors  work, and give directions to the  Garden  (9), where 
  time passes faster than in the outside world. 
  Servants 
  The two goblin servants will urge any visitors to wait in 
  the Lounge. If the visitors seem legitimate, they will 
  fetch refreshments. If the visitors don’t seem legitimate, 
  they will claim to do this while one fetches guards. 
  While the party waits, they will regale visitors with 
  stories of their master: 
   
  ●
  The entire Magician’s House is so large that no 
  servant claims to have seen it all. Some say it 
  may go on forever, or that new rooms 
  materialize from the Wizard’s dreams. 
  ●
  One time  Mordank the Irregular  saved the entire 
  city from an epidemic of deadly food poisoning 
  by summoning a vast horde of rats to descend 
  upon Blackrock to devour the o�ending grain. 
  Their bloated carcasses littered the streets for 
  months. 
  ●
  Mordank the Irregular  is famous for his 
  blasphemies against the many shrines of 
  Blackrock, claiming that their gods are 
  duplicitous spirits, things dreamed into being by 
   
   
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  their followers, or simple delusions. All learned 
  men and women appreciate Mordank’s erudite 
  philosophizing. 
  ●
  Once the Wizard of Blackrock transformed all 
  the whiskey to water after an epic hangover. 
  That is why whiskey cannot be found in 
  Blackrock, anymore. 
  ●
  When the Duchess’ famous annual Lawn Party 
  was assaulted by a Sewage 
  Golem,  Mordank the Irregular 
  was able to save the day by 
  transporting the thing to the 
  city granary, where there were 
  none it could menace. 
  ●
  Mordank the Irregular  is 
  known far beyond this realm, 
  treating with spirits and 
  creatures from the furthest 
  corners of creation. He abhors 
  violence and coercion, and he 
  always seeks common ground, 
  so he is welcomed by nearly all 
  who know his name. 
  ●
  Only with the help of  Mordank 
  the Irregular’s  stalwart 
  friends was Blackrock freed 
  from the deadly swarm of 
  zombie rats a few years back. 
  Without those angelic allies, 
  the evil rodents would have 
  consumed the other half of 
  town, too. 
  Bathroom 
  The door to the bathroom is a swinging portal of polished 
  oak. It’s clean and dressed in white marble. There is the 
  scent of rosewater and the faint tang of vomit. Behind a 
  wash basin is the  magic ring   Golden Whispers . 
  Treasure 
  ●
  The  magic ring  called  Golden Whispers  can be 
  found in the attached bathroom. 
  Exits 
  ●
  Front door opens to the  Front 
  Door  (1). 
  ●
  Interior door opens to the 
  Main Hall  (3). 
  ●
  Kitchen Door  opens to the 
  Kitchen  (6). It has no handle or 
  keyhole in this side and cannot be 
  opened from here. 
  Encounter statistics 
  Lutz (1) : Init -2; Atk punch -1 melee 
  (1d2); AC 9 (lumbering); HD 1d4; hp 2; 
  MV 25’; Act 1d20; SP none; SV Fort -1, 
  Ref -2, Will -3; AL N. 
   
  Servants (2) : Init -1; Atk bite -1 melee 
  (1d3); AC 11 (starched uniform); HD 
  1d6-1; hp 3; MV 20’; Act 1d20; SP 
  infravision 60’; SV Fort -2, Ref +1, Will 
  -1; AL L. 
   
   
  Ring name 
  Command 
  word 
  Design 
  Power 
  Golden 
  Whispers 
  Crocus 
  Agate torus wrapped 
  in palladium wire on 
  a simple tin band. 
  Speaking the command word causes the wearer to feel the ring 
  tugging towards the greatest concentration of wealth within 100’ for 
  the next turn. 
   
   
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  3. Main Hall 
   
  Scale is 5’ per square. 
  Overview 
  The central hall of the House, it connects many rooms. It also contains an open portal to the  Mirror World  (4). The 
  guardian of the house, a  Golem , waits just beyond this mirror, along with a key.  
   
  First impressions 
  A wide and short hall, with two doors on each side and 
  one at each end. Several abstract sculptures of colored 
  glass ﬂank a rug of scintillating fur. Looking glasses are 
  set into verdigris-stained oval frames on the walls at 
  regular intervals. 
  Features 
  Key hook 
  A cursory inspection will spot a rusty key hook near the 
  door to the  Garden  (9). It is currently empty. 
  Burned box and note 
  Behind the base of the sculpture near the door to the 
  Ring Forge  (17) is a small black box of black lacquered 
  wood and a partially-burned note. The interior of the box 
  is crushed velvet molded to hold six di�erent rings. They 
  are not present. Provide players with  Handout C  for the 
  note. 
  Mirror 
  Most of the mirrors are normal, but the one to the left of 
  the door to the  Garden  (9) is a  magic mirror , and it has 
  been left open. Physical objects pass through without 
  resistance into the  Mirror World  (4).  
   
  There are a few di�erences on the other side. On the 
  ﬂoor adjacent to the other side of the mirror is a  magic 
  ring  called  Plain Truth . Hanging on a hook on the same 
   
   
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  wall as the  magic mirror  is the key to the  Children’s 
  Observatory  (17). In addition, in the center of the mirror 
  world version of the Main Hall is a (usually) motionless 
  man-sized stone ﬁgure (the  golem ). 
  Golem 
  The golem appears to be a primitive but beautiful stone 
  ﬁgure of a muscular man with the rage-ﬁlled visage of a 
  demonic bat. It is motionless until activated or attacked. 
  Its left hand covers its  Rune of Creation  on its left hip.  
   
  The golem is activated if the wearer of the  Golem 
  Necklace  (currently the Guard Captain in the  Barracks 
  (5)) speaks its activation phrase. It proceeds to the 
  wearer of the necklace, attacking any who interfere. 
  Once near its owner, it attacks  everyone  else in the 
  vicinity. The wearer of the  Golem Necklace  may speak 
  another command that sends the golem here. 
   
  If the PCs somehow manage to damage 
  the golem, it will animate and ceaselessly 
  pursue the one who did so. It will return 
  here once its attacker is either dead or 
  outside the House, or if commanded with 
  the necklace. 
  Exits 
  ●
  Door to the  Visitor Lounge  (2). 
  ●
  Interior door at the other end 
  opens to the  Garden  (9). 
  ●
  Door to the  Barracks  (5). 
  ●
  Door to the  Kitchen  (6). 
  ●
  Locked door to the  Children’s Observatory  (14). 
  DC 14  lockpicking. 
  ●
  Locked door to the  Ring Forge  (17).  DC 18 
  lockpicking; failure curse shrinks lockpicks to 
  tiny proportions. 
  ●
  The  magic mirror  leads to the  Mirror World - 
  Magic Mirror Site  (4a) for anyone who leaves the 
  reﬂected version of the Main Hall. 
  Treasure 
  ●
  Each of the  eight sculptures  is bulky and 
  delicate, but worth  80 GP each . 
  ●
  The  eight sculptures  in the mirror world version 
  are only worth  10 GP each . 
  ●
  The  magic mirror . 
  ●
  The  magic ring  called  Plain Truth  sits on the on 
  the other side of the  magic mirror . 
  Encounter statistics 
  Golem (1) : Init -3; Atk strike +4 melee 
  (2d6); AC 18 (made of stone); HD 5d8; hp 
  25; MV 20’; Act 2d20; SP only damaged by 
  magic, half damage from cutting & 
  piercing & ﬁre & cold, immune to 
  electricity & mental e�ects, destroyed in 
  one hit if the Rune of Creation on its hip 
  struck for 5+ mundane damage (AC 22 or 
  Mighty Deed of 4+); SV Fort +8, Ref -3, 
  Will N/A; AL C. 
   
  Ring 
  name 
  Command 
  word 
  Design 
  Power 
  Plain 
  Truth 
  Iris 
  Dull grey heavy uranium gothic 
  band ringed by leering gargoyles, 
  mounting a fractured peridot. 
  Touch will permanently dispel an illusion. 
  A touched being is returned to its “true” 
  form, and unable to change form or work glamors for one day. 
   
   
   
   
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  4. Mirror World 
   
  Scale is 100’ per square. 
  Overview 
  This is the world that exists on the other side of the  magic mirrors  within the House. It consists of an eerily abandoned 
  city, and the haunted mists that surround it. Someone has left markers to guide between mirrors. One path is false, 
  however. 
  First impressions 
  The world on the other side of the mirror is eerie and 
  still. Sounds are dulled and colors are drained. At ﬁrst 
  glance, the immediate area of a  magic mirror  (the usual 
  entry point) appears like the room containing the 
  mirror.  
  Features 
  Magic mirrors 
  PCs will enter the Mirror World through  magic mirrors 
  in the House at  magic mirror sites  (4a). These sites are 
  connected by a network of guide marks that have been 
  left on the ground. 
   
   
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  Effects of passage 
  All text that pases through a  magic mirror  is reversed. 
  Normal writing takes 20x as long to read, and magic 
  scrolls are ruined. 
  Travel 
  A party can move through the  Desolate City  (4b) either 
  by following a  trail of “true” markers  (4c) or a  trail of 
  “false” markers  (4e), or by striking out in the wider 
  Desolate City  (4b) at large. Along the way, a party will 
  gaze upon strange  architecture , and may have an 
  encounter . 
  Architecture 
  Here is a list of sample 
  structures that the 
  party may observe; the 
  GM should feel free to 
  invent his or her own. 
   
  ●
  A majestic 
  fountain 
  surrounded by 
  tall and skinny 
  obelisks. It is 
  silent and dry. 
  ●
  A vast network 
  of terraced 
  courtyards 
  connected by 
  narrow stairs. 
  ●
  A pointed 
  archway topped 
  by a massive 
  stone sphere that seems to balance on the tip. 
  ●
  An empty canal is criss-crossed by footbridges 
  that meet on platforms with clusters of 
  minarets. 
  ●
  A massive stone cube building with no apparent 
  doorways or windows. 
  ●
  A winding staircase leads to a circular building 
  with no ceiling. A raised platform is in its center. 
  ●
  Enclosed pipes large enough for a standing 
  dwarf run from the side of a building into the 
  street. 
  ●
  A labyrinth of walls and passages extends 
  forward. In the center is a room that cannot be 
  reached from the maze, and instead opens to the 
  Catacombs below. 
  ●
  A collection of impossibly narrow towers 
  balance impossibly large spheres of stone at the 
  top. 
  ●
  A vacant amphitheater with low stone benches 
  surrounds a stage crowded with short pillars of 
  varying heights. 
  Encounter 
  Once per hour, there is a 2-in-6 chance that the party’s 
  trail will be picked up by a  Faerie Hound . If they have 
  already run into one of these before, then this results in 
  an immediate encounter. 
   
  If not, then the ﬁrst encounter result signiﬁes that one 
  or two parties members hears a distant howl. The second 
  such result means that a howl is heard much closer. 
  Finally, on the third result, they will be attacked. 
  Faerie Hound 
  These appear as shaggy 
  black wolfhounds the 
  size of small elephants 
  with burning red eyes. 
  They will not assault 
  those who smell of the 
  fae unless they attack 
  ﬁrst - this includes elves 
  and wizards who serve 
  patrons of a faerie 
  nature. If such a 
  character steps forward 
  without attacking, 
  Faerie Hounds will slink 
  away and leave that 
  party alone going 
  forward. 
  Exits 
  ●
  Magic mirrors 
  can be used to return to 
  the Magician’s House. 
  However, only the mirror to the  Main Hall  (3) is 
  already open. 
  ●
  Passage along  true and false guide marks  (4c 
  and 4e). 
  ●
  Leaving the path to strike out into the greater 
  Mirror World. 
  Treasure 
  ●
  none 
  Encounter statistics 
  Faerie Hound (1) : Init +1; Atk bite +4 melee (2d6); AC 15 
  (fast, with thick fur and muscle); HD 4d8; hp 18; MV 40’; 
  Act 1d20; SP half damage except from magic, once per 
  hunt may howl to cause rooting in place for 1d4 minutes 
  of all listeners who fail DC 10 Willpower save (i.e. may 
  still act but cannot move feet); SV Fort +5, Ref +2, Will 
  +2; AL N. 
   
   
   
   
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  4a. Mirror World - Magic Mirror Site 
  Overview 
  Each site looks a lot like the room on the other side. For details about each such site, see the section it is mirroring. 
   
  First impressions 
  Varied; see mirrored location. 
  Features 
  Varied; see mirrored location. 
  Guide mark 
  Immediately outside each magic mirror site is a  truthful 
  guide mark   (4c). The arrow pointing towards the  magic 
  mirror  is labeled with a star, while the other arrow is 
  labeled with the number “2”. 
  Exits 
  ●
  Magic mirror  back to the mirrored location; 
  these are: 
  ○
  Main Hall  (3) 
  ○
  The Moon - Time Dome  (8b) 
  ○
  Study  (10) 
  ●
  Truthful guide mark   (4c) that leads to the  guide 
  mark junction  (4d). 
  ●
  The party can choose to take the path of 
  another arrow and venture into the  Desolate 
  City  (4b). 
  Treasure 
  ●
  Varied; see mirrored location 
  Encounter statistics 
  ●
  none 
   
   
   
   
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  4b. Mirror World - The Desolate City 
  Overview 
  Those who step through  magic mirrors  and venture from the immediate surroundings ﬁnd themselves within a vast and 
  abandoned city. They can visit other  magic mirrors  in the city via a series of  guide markers . They can also become lost. 
   
  First impressions 
  The city is constructed entirely of a hard pale-colored 
  stone. All buildings - as well as features like bridges, 
  towers and roads - consist of simple geometric shapes of 
  seamless rock. Gaping doorways and windows open to 
  nearly featureless rooms. There is not a single sound. 
  Di�use grey light dribbles from a sunless sky. 
  Features 
  Guide markers 
  The  guide markers  are painted arrows and numbers at 
  key intersections. They are used to ﬁnd the paths 
  between  Magic Mirror sites  (4a). Three of these are 
  truthful , but one is  untruthful , as it leads to the  Empty 
  Square  (4f). 
  Exploring 
  The party may opt to leave the paths of  guide markers  in 
  order to explore the city. If they decide to head straight 
  in one direction, roll  1d6  for the number of hours they 
  need to travel before reaching the edge of the city.  
   
  It’s risky to leave marks of one’s own to ﬁnd one’s way 
  home. If a trail exists, roll 1d6 each hour. If it’s equal or 
  under the number of hours, then it is vandalized. Trying 
  to follow it will lead to a dead end, and get them lost. 
   
  If the party gets lost, they can attempt a  DC 16 
  navigation (Intelligence) check  each hour to ﬁnd what 
  they are looking for. 
  Exits 
  ●
  Not-lost adventurers can return to where they 
  left the path. 
  ●
  Characters can purposefully or accidentally ﬁnd 
  the way to  beyond the Desolate City  (4g). 
  Treasure 
  ●
  None 
  Encounter statistics 
  ●
  None 
   
   
   
   
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  4c. Mirror World - Truthful Guide Mark 
  Overview 
  On the ground is a painted marker that designates two directions and a number at each direction. It is easily overlooked if 
  the party is moving quickly. 
   
  First impressions 
  Two golden arrows are painted on the ground, pointing 
  di�erent directions. A “1” is painted beside one arrow 
  and “2” beside the other. 
  Features 
  Marker 
  The painted marks bear a charm to resist decay. 
  Travel 
  It takes approximately one hour to travel between a 
  magic mirror site  (4a) and the  guide mark junction  (4d) 
  via a trail of truthful marks. During this time, check 
  once for an  encounter . 
  Exits 
  ●
  The arrow with the “1” points along the route to 
  a  Magic Mirror site  (4a). 
  ●
  The arrow with the “2” points along the route to 
  the  guide mark junction  (4d). 
  ●
  The party can choose to take the path of 
  another arrow and venture into the  Desolate 
  City  (4b). 
   
   
   
   
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  4d. Mirror World - Guide Mark Junction 
  Overview 
  On the ground at an intersection there is a painted marker consisting of four golden arrows pointing down di�erent 
  streets.  
   
  First impressions 
  At a lonely intersection of six streets and two ramps, 
  four golden arrows are painted on the ground. Each 
  points down a di�erent street. 
  Features 
  False arrow 
  One of the arrows is fake, leading to a trap. It bears a 
  weak enchantment that it will be selected if the choice is 
  left to chance. The true arrows have an enchantment to 
  resist decay. 
  Exits 
  ●
  Following one of the true arrows leads to a 
  truthful guide mark   (4c). 
  ●
  Following the false arrow leads to a  false guide 
  mark  (4e). 
  ●
  The party can choose to take the path of 
  another arrow and venture into the  Desolate 
  City  (4b). 
   
   
   
   
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  4e. Mirror World - False Guide Mark 
  Overview 
  On the ground is a painted marker that designates two directions and a number at each direction. It is easily overlooked if 
  the party is moving quickly. 
   
  First impressions 
  A painted mark on the ground consisting of two golden 
  arrows pointing down di�erent avenues. In burgundy, 
  the number “1” is beside one arrow and the number “3” 
  beside the other. 
  Features 
  Arrow 
  These arrows are not enchanted at all. 
  Travel 
  It takes approximately one hour to travel between the 
  Empty Square  (4f) and the  guide mark junction  (4d) via a 
  trail of false marks. During this time, check once for an 
  encounter . 
  Exits 
  ●
  The arrow with the “1” points along the route to 
  the  Empty Square  (4f). 
  ●
  The arrow with the “3” points along the route to 
  the  guide mark junction  (4d). 
  ●
  The party can choose to take the path of 
  another arrow and venture into the  Desolate 
  City  (4b). 
   
   
   
   
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  4f. Mirror World - Empty Square 
  Overview 
  The  false guide mark  (4e) lead here. There’s a creepy statue in the middle of an empty square. Those who gaze upon its 
  face are cursed. However, if the party fails to do so,  two   Faerie Hounds  attack. 
   
  First impressions 
  The  guide marks  suddenly terminate in this wide and 
  nearly vacant square with a single entrance. Columned 
  buildings with no doorways face a platform made of 
  stone more weathered than anything in the rest of this 
  city. Broad steps lead up from 
  the far side, and at the top is a 
  statue. It faces away from the 
  entrance and is smoothed by 
  time. 
  Features 
  Statue 
  The face of the statue is 
  entirely indistinct, its hands 
  outraised nubs of stone. Those 
  who meditate upon it for a 
  moment feel an ancient regal 
  presence, long asleep. Those 
  who gaze upon the statue 
  without performing some rite 
  or symbolic o�ering (even a 
  splash of wine) will be  cursed . 
  If such a sign of respect is 
  made, however, then all 
  future  Faerie Hound 
  encounters are ignored.  
   
  If the adventurers leaves the 
  square without everyone 
  having gazed upon the featureless face of the statue, 
  they will immediately be set upon by two  Faerie Hounds , 
  even if they have previously backed down from the 
  party. 
  Curse 
  Those cursed for their lack of respect will dream of the 
  statue every night for the next week. Each 
  time, it is nearer than the last. The PC can 
  sense that it is angry, and wants the character 
  to return to show it reverence. If the character 
  doesn’t return to the square to show respect 
  before the ﬁnal night, then on that evening, 
  the PC will sleepwalk through the nearest 
  mirror, never to be seen again. 
  Exits 
  ●
  Return to the  false guide mark  (4e) 
  trail 
  Treasure 
  ●
  None 
  Encounter statistics 
  Faerie Hound (2) : Init +1; Atk bite +4 melee 
  (2d6); AC 15 (fast, with thick fur and muscle); 
  HD 4d8; hp 21, 17; MV 40’; Act 1d20; SP half 
  damage except from magic, once per hunt may 
  howl to cause rooting in place for 1d4 minutes 
  of all listeners who fail DC 12 Willpower save; 
  SV Fort +5, Ref +2, Will +2; AL N. 
   
   
   
   
   
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  4g. Mirror World - Beyond the Desolate City 
  Overview 
  The  Desolate City  (4b) is surrounded by an ancient pine forest shrouded in heavy mists. A day of marching through the 
  trackless wood will eventually lead to Faerie. There are some unpleasant inhabitants, though. 
   
  First impressions 
  A primeval pine forest, the  Olden Wood , stops right at 
  the edge of the  Desolate City   (4b), extending thick 
  tendrils of mist that melt under the grey light. There are 
  no trails, but the undergrowth is light. It is a perpetually 
  dusk under the shady boughs. 
  Features 
  Passage to Faerie 
  It doesn’t matter where travelers go; once they travel 
  out of sight of the  Desolate City  (4b), they cannot return 
  to it without some kind of appropriate magic. From 
  there, no matter what direction they march in, they will 
  reach  Faerie  in one day. 
  Encounters 
  Those who travel through the  Olden Wood  must 
  encounter each of its inhabitants once. Such a party will 
  meet  wicked faerie  and  the dead , in either order. 
  Wicked faerie 
  These faerie look monstrous in their true forms, but 
  make extensive use of glamours to make themselves and 
  their surroundings appealing to mortals. There will be 
  one faerie for every PC, and they will initially appear in 
  one of the following forms: 
   
  1d6 
  Initial appearance 
  1 
  A misﬁt troupe of actors and singers who 
  perform badly for the party. 
  2 
  A group of solemn and humble monks. 
  3 
  A hapless animal trainer with a group of 
  poorly-trained kittens; the kittens are the 
  other faerie. 
  4 
  A small group of plucky lost children. 
  5 
  A drunken fop and his wry servants. 
  6 
  A group of proud and beautiful young sisters 
  who became lost on the way to their tutor. 
   
  Wicked faerie can only attack those who have accept 
  their hospitality or attack them ﬁrst. They will do 
  anything they can to get PCs to partake of their drink 
  (tureens of swamp water that appear as wine) or food 
  (maggoty rat corpses that appear as roast quails or 
  sweet cakes). If denied three times, they snarl, revert to 
  form and slink away. 
  The dead 
  Shades of the dead are individually encountered as 
  shadowy and insubstantial human forms. The shades 
  are unable to a�ect or be a�ected by the world around 
  them. They are barely aware of their surroundings as 
  they constantly mutter secrets to themselves.  
   
  If someone asks a shade a question, it has a  2-in-6 
  chance of having useful information. If it doesn’t know 
  anything, it will ignore the quest, but if it does, it will 
  look up and whisper “blood for wisdom” while cupping its 
  hands. 
   
  If a pint of blood is fed to a shade of the dead, it will 
  appear more substantial and cunning. It is still 
  insubstantial, but it may be vaguely felt as a clammy 
  breeze. The shade will tell the PC what it knows, but it 
  will be couched to cause as much harm as possible. After 
  doing so, they will depart in search of a way home. 
  Exits 
  ●
  One day of travel in any direction emerges in 
  Faerie. 
  Treasure 
  ●
  Buried in the mud a foot below the site of a faerie 
  encounter is an assortment of about a dozen 
  skulls of various species, including two humans. 
  ●
  Below the skulls is a parcel wrapped in ﬁlthy 
  silk: 
  ○
  Silk wrapping: worth  50 GP 
  ○
  Shirt of silver mail:  500 GP ; AC +2, Act 
  -2, Fumble die 1d10 (intended for 
  ceremony) 
   
   
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  ○
  Bundle of rare spices (7): spoiled and 
  useless 
  ○
  Femur covered in gold leaf (6):  55 GP 
  each 
  Encounter statistics 
  Wicked faerie (number of PCs) : Init +1; Atk venomous 
  claws +4 melee (1d6 + special), gaping maw +2 (1d10 + 
  special); AC 15 (fast with thick scales); HD 3d8; hp 14; MV 
  35’; Act 1d20; SP half damage except from magic, 
  venomous claw does 1d6 Agility damage unless DC 14 
  Fortitude save, those bitten make a DC 10 Reﬂexes save 
  or lose a limb (roll 1d10; 1-5: an arm, 6-9: a leg, 10: head), 
  may cause anything to appear like something of similar 
  shape as long as nobody is watching for ten seconds; SV 
  Fort +4, Ref +2, Will +1; AL C. 
   
   
   
   
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  5. Barracks 
   
  Scale is 5’ per square. 
  Overview 
  This room is a living space for the yellow goblin guards. The captain is usually found here; he is devoted to duty but crafty 
  and ambitious. 
   
  First impressions 
  The room is packed tightly with racks of neat child-sized 
  bunks. A number of goblin guards occupy themselves 
  with sleeping, drilling and chicken-ﬁghts. There are a 
  lot of chicken-ﬁghts. 
   
  At one end of the room is a simple and study desk with 
  several neat piles of paper. An attentive goblin with 
  several medals on his uniform sits at the head, with 
  several others leaning forward in council. A thick 
  leather thong is wrapped around his neck. 
  Features 
  Guards 
  There are  1d12+5 guards ,  1d3 sergeants  and the  captain . 
  Their weapons are near. They won’t immediately notice 
  a quiet entrance, but it won’t take them long if the PCs 
  stay in the open. 
  Intruders! 
  The  Captain  will insist that any intruders are disarmed. 
  If his situation becomes dire, he will use the  Golem 
  Necklace  to summon the  golem . If that happens, 
  everyone else will ﬂee. A disarmed party will be 
  questioned.  
   
   
   
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  It is almost impossible to persuade the  Captain  that the 
  PCs should be allowed to stay. If the party seem like 
  rogues, he will try to recruit them in a  scheme . 
  Otherwise, they will be ejected from the house, warned 
  to never return. 
  Scheme 
  The  Captain’s  scheme is to embarrass the  Chief Steward 
  (in the  Kitchen  (6)) by tasking the party with stealing 
  his  Kitchen Door  key without injuring anyone. If they 
  can do that, he promises to help them. He’ll probably 
  renege. 
  Exits 
  ●
  Door to the  Main Hall  (3). 
  ●
  Yard-tall goblin door to  Goblin Tunnels  (7). 
  Treasure 
  ●
  Golem Necklace: A small facsimile of the  golem 
  on a braided leather band. The wearer can 
  activate the  golem   by speaking the phrase 
  “ Mere anarchy is loosed upon the world. ”  If the 
  wearer says “ The best lack all conviction, ” then 
  the  golem   will return to its designated home and 
  deactivate. See the  Main Hall  (3) for more 
  details. 
  ●
  Anti-magic cap (number varies): 10 GP 
  Encounter statistics 
  Guard (1d12+4) : Init +0; Atk bite +0 melee (1d3) or spear +0 
  melee (1d8) or baton +0 melee (1d4 + special); AC 11 
  (padding only); HD 1d6+1; hp 5; MV 20’; Act 1d20; SP 
  infravision 60’, anti-magic baton (1d4 + see below), 
  piggyback ﬁghting (see below); SV Fort +0, Ref +1, Will 
  +1; AL L.  
   
  In combat, these goblins like to pair-up and ﬁght 
  piggyback.  A stack of two goblins moves at half-speed, 
  but the one on top gets +1 to hit and the one on the 
  bottom gets +1 AC.  
   
  Sergeant (1d3) : Init +1; Atk bite +2 melee (1d3) or cutlass 
  +2 melee (1d7) or baton +2 melee (1d4 + special); AC 12 
  (padding only); HD 2d6+1; hp 8; MV 20’; Act 1d20 or 2d16; 
  SP infravision 60’, anti-magic baton (1d4 + see below); SV 
  Fort +0, Ref +1, Will +1; AL L. 
   
  If the iron tip of the baton is struck against a magical 
  object or spellcaster, the following things will happen: 
   
  ●
  Any enchantments upon the target or magic 
  abilities are negated. 
  ●
  The baton will glow white-hot, doing  +1d6 
  damage  on a hit. 
  ●
  The cap will melt to slag in  1 turn , ending all 
  e�ects. 
   
  Captain (1) : Init +2; Atk bite +3 melee (1d3) or halberd +3 
  melee (1d10); AC 14 (peaked helmet, coat of plates); HD 
  3d6+3; hp 14; MV 25’; Act 2d20; SP infravision 60’, other 
  guards get +1 initiative and use the Captain’s morale 
  while he lives; SV Fort +1, Ref +1, Will +3; AL L. 
   
   
   
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  6. Kitchen 
   
  Scale is 5’ per square. 
  Overview 
  The kitchen is a hive of activity for the goblin servants. It is presided over by the  Chief Steward , who keeps the key to the 
  Kitchen Door  . He is likely to mistake the PCs for replacement waiters and send them on an errand. 
  First impressions 
  The kitchen is cavernous, dimly lit and cacophonous. 
  Visitors can smell the roasting viands, hear the burbling 
  soup and smell the ﬁery curries. A small host of squat 
  red-skinned goblins in livery scurry about. A small 
  group of servants with ﬁre-spewing instruments roast a 
  thrashing side of beef. Another group stirs a massive 
  metal bowl from atop teetering stools. An o�cious 
  looking goblin with a magniﬁcently tuberous nose 
  stands amidst the chaos, imperiously ordering the rest 
  about. He has an iron chain around his neck. 
  Features 
  Initial reaction 
  The  Chief Steward  will initially mistake the adventurers 
  for large replacement servants. He’ll hand out tabards 
  and expect them to serve a meal to guests of Mordank. 
  The last three groups of waiters haven’t returned, and 
  it’s been a month since anyone has fed them. The PCs 
  must leave behind any unsheathed weapons.  
   
  If the PCs go along with it, he’ll send them o� with 
  smaller silvery bowls of the caustic stu� being stirred. 
  Behavior unlike a servant will quickly make the Chief 
   
   
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  Steward suspicious. If the party returns from that job, he 
  will tell them to either go relax at home or familiarize 
  themselves a bit with the House. 
   
  They are warned against damaging any doors or 
  decorative objects, and to spend no more than a few 
  minutes in the  Garden  (9), if at all. 
  Suspicion 
  It will be di�cult to convince the  Chief Steward  that 
  Mordank the Irregular needs 
  their help unless they mention an 
  escape from the  Menagerie  (15). 
  He can help by opening the 
  Kitchen Door  to di�erent rooms.  
   
  If asked, he has noted that 
  servants sent to the  Lecture Hall 
  (18) don’t come back. If the  Chief 
  Steward  does not trust the party, 
  he will send servants for guards, 
  and tell the PCs to leave. If they 
  remain, most servants will ﬂee 
  while they are attacked by the 
  roasting servants. 
  Exits 
  ●
  Door to the  Main Hall  (3). 
  ●
  One door is the  Kitchen 
  Door . This side can only 
  be opened with the key, 
  which is on a chain on 
  the  Chief Steward ’s neck. 
  It opens based on the key 
  position: 
  ○
  No turn:  Visitor’s 
  Lounge  (2) 
  ○
  ¼ turn:   Garden - Central Island  (9b) 
  ○
  ½ turn:  Moon - Alien Dome  (8a) 
  ○
  ¾ turn:  Lecture Hall  (18) 
  ○
  Full turn:  Playroom  (13) 
  ●
  Yard-tall goblin door to  Goblin Tunnels  (7). 
  Treasure 
  ●
  Wands of Roasting (4): Carried by the roasting 
  servants. 1d4 charges. Fires jet for  2d4 damage , 
  half on  DC 14   Reﬂexes saving throw , range  20’ . 
  Worth  65 GP . 
  ●
  Key to the  Kitchen Door . 
  ●
  Silver stirring paddles (6): Each paddle end is 
  coated in silver worth  15 GP . 
  ●
  Golden bowl lining: The 
  big stirring bowl is lined with  40 
  GP , and the two bowls meant for 
  the  Moon - Alien Dome  (8a) are 
  each lined with  10 GP . 
  Encounter statistics 
  Chief Steward (1) : Init +1; Atk 
  kitchen tool +0 melee (1d4); AC 11 
  (starched uniform); HD 2d6; hp 7; 
  MV 25’; Act 1d20; SP infravision 
  60’; SV Fort -1, Ref +2, Will +3; AL 
  L. 
   
  Roasting servants (4) : Init +0; Atk 
  culinary ﬂamethrower special 
  (special); AC 14 (aprons and 
  hoods); HD 1d6; hp 4; MV 15’; Act 
  1d20; SP infravision 60’, ﬂame 
  attack causes 2d4 damage to a 
  target within 20’ with DC 14 
  Reﬂexes save for half; SV Fort -2, 
  Ref +0, Will +0; AL L. 
   
  Servants (2d6+3) : Init -1; Atk 
  kitchen tool -1 melee (1d4); AC 12 
  (aprons); HD 1d6-1; hp 3; MV 20’; Act 1d20; SP infravision 
  60’; SV Fort -2, Ref +1, Will -1; AL L. 
   
   
   
   
   
   
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  7. Goblin Tunnels 
  Overview 
  Yard-tall goblin doors lead into a warren of cramped and confusing tunnels. These occasionally emerge into various 
  goblin facilities, and eventually connect to Goblin Town.  
   
  First impressions 
  A yard-tall door leads to an equally cramped hallway of 
  dressed stone. Burning torches are mounted in sconces 
  at distant intervals. The corridor is dim and uneven, 
  twisting unpredictably into the distance. 
  Features 
  Purpose 
  The goblin tunnels exist to conduct goblins to serve in 
  Mordank’s house, or back home as needed. Any time 
  that goblins are removed from duty, even the Captain 
  and the Chief Steward, their replacements will emerge 
  from these doors within the hour, if not less ( 1d6 turns ). 
  Conditions 
  PCs the size of human adults act at  -1d  in the tunnels 
  and  -2  in the chambers, due to cramped conditions. 
  Lighting is sparse, and due to the uneven hallways, one 
  cannot see more than 50’ at most. 
   
  Corridors branch every hundred feet or so, with 3-6 halls 
  coming together. 
  Travel 
  Getting anywhere in the tunnels is tricky. Without a 
  guide, they will become quickly lost. A guide will be able 
  to lead them between the two doors in the house in  one 
  turn  for  100 GP . Getting to Goblin Town will take  3 hours 
  and cost  500 GP . 
  Encounters 
  Every turn of travel in the tunnels, something 
  interesting turns up: 
   
  1d8 
  Encounter 
  1 
  Fungus garden: For food and beauty, grown on 
  the bodies of deceased goblins. 
  2 
  Peat bath: Public baths of hot wet burbling peat 
  bogs and standing pools. 
  3 
  Dormitory: Room with hundred of hammocks 
  in up to six levels. Dedicated to one color of 
  goblin. Invariably there’s  4d12  goblins just 
  hanging out, playing cards, arguing, etc. 
  4 
  Color vats: Bubbling vats of red, yellow, green, 
  blue and purple. Goblins are lining up to jump 
  in, and they come out the color of the vat. 
  Greens are bureaucrats, blue are engineers 
  and purple are the thinkers. 
  5 
  Engine room: It’s not clear what this 
  machinery does, but it’s doing it. Random 
  blasts of steam and sound, occasional 
  emergency repair teams. 
  6 
  O�ces: Occupied mostly by green goblins, with 
  morose representatives of other colors. Serves 
  several wildly unrelated bureaucratic 
  functions (e.g. “maritime tari�s, parade 
  permits and fungal trade dispute resolution”). 
  7 
  Functionaries: Group of  2d6  red (servant), 
  green (bureaucrats), blue (engineers) or purple 
  (thinker) goblins. Will not ﬁght, but if they 
  suspect the party, a squad of guards (see 
  below) will arrive next turn. 
  8 
  Guards: Group of  2d6  yellow goblins (guards). 
  They will attempt to either repel ( 50% chance ) 
  or capture ( 50% chance ) the party. Captured 
  intruders will probably be prosecuted and 
  enslaved. 
  Exits 
  ●
  One goblin door leads to the  Barracks  (5). 
  ●
  One goblin door leads to the  Kitchen  (6). 
  ●
  The tunnels eventually lead to Goblin Town. 
  Treasure 
  ●
  Not much in the tunnels, plenty in Goblin Town 
  Encounter statistics 
  Typical Goblin  (varies): Init -1; Atk bite -1 melee (1d3); AC 
  11 (starched uniform); HD 1d6-1; hp 3; MV 20’; Act 1d20; SP 
  infravision 60’; SV Fort -2, Ref +1, Will -1; AL L. 
   
   
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  Guard   (varies): Init +0; Atk bite +0 melee (1d3) or spear +0 
  melee (1d8); AC 14 (peaked helmet, reinforced 
  gambeson); HD 1d6+1; hp 5; MV 20’; Act 1d20; SP 
  infravision 60’, piggyback ﬁghting (see below); SV Fort 
  +0, Ref +1, Will +1; AL L. 
   
  In combat, these goblins like pair-up and ﬁght 
  piggyback.  A stack of two goblins moves at half-speed, 
  but the one on top gets +1 to hit and the one on the 
  bottom gets +1 AC. 
   
   
   
   
   
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  8. The Moon 
  Overview 
  This is the moon that orbits high above Blackrock. Portals from the rest of the Magician’s House open into sealed domes, 
  which is a good thing, because the surface is a low gravity hard vacuum environment. It is dangerous but possible to cross 
  between domes. There’s also a ruined city nearby.  
   
  First impressions 
  Lifeless grey pockmarked stone is underfoot, and the 
  night sky overhead is full of vivid stars. In the darkness, 
  the silhouettes of strange ruined buildings forms one 
  boundary. On the other side, the 
  ground abruptly ends in a cli� 
  overlooking fathomless darkness. 
  The party stands in a well-lit 
  crystal dome with cool air. 
  Several balls of light illuminate 
  from the ceiling. 
  Features 
  Low gravity 
  It’s possible to jump upwards for 
  up to  ¼ of a character’s Move , and 
  normal Move increases by  10’ . 
  Moving more than  40’ per round 
  requires a  DC 12   Reﬂexes saving 
  throw  to avoid a fall for  1d3 
  damage . 
  Domes 
  There are two  15’  hard crystal 
  domes set about  50 feet  from each 
  other (8a and 8b below). Each 
  dome has a crystal airlock that 
  opens to the vacuum between the 
  domes, like a small crystal closet 
  with a door on each side. The 
  other lit dome can be spotted only if a character makes a 
  careful inspection of the environs. 
   
  The crystal that the domes are constructed from has an 
  AC 17  and is shattered from blows that do  15+ damage . It 
  takes  half damage  from piercing and ﬁre and none from 
  cold or electricity. 
   
  As long as the dome is intact, it magically sustains a 
  livable environment. 
  Hard vacuum 
  Exposure to the hard vacuum outside the domes causes 
  2d6 temporary Stamina damage per round  with a  DC 10 
  Fortitude saving throw for half . This damage recovers at 
  a rate of  1 per minute  of rest, but if 
  Stamina reaches zero, a character 
  passes out. If unconscious in 
  vacuum, take  1 damage per round 
  until dead or rescued. 
  Crossing between domes 
  Crossing between domes takes  2 
  rounds  if moving carefully, or  1 
  round  if moving recklessly. If 
  moving recklessly, attempt a  DC 
  12 Reﬂexes saving throw ; on 
  failure, the PC takes  1d3 damage 
  and adds  1 round . 
  Shadowy ruins 
  The ruins consists of magniﬁcent 
  crystal structures connected by 
  transparent tubes and 
  underground passages. Almost all 
  are now open to the vacuum, 
  though a few are still sealed. 
  Special means will be required to 
  visit. 
  Exits 
  ●
  In the  Alien Dome  (8a) is 
  a  Kitchen Door . 
  ●
  In the  Time Dome  (8b) is a  magic mirror . 
  Treasure 
  ●
  None 
   
   
   
   
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  8a. The Moon - Alien Dome 
   
  Scale is 5’ per square. 
  Overview 
  This dome is occupied by two friendly guests of Mordank who happen to be alien columns of slime. They readily engage in 
  conversation if not attacked. 
   
  First impressions 
  The air of this dome reeks of rot and sulphur. The center 
  of the room is occupied by a black square platform, and 
  at its center is a low circular table. On the table is a 
  gem-studded  contraption . A cluster of embroidered 
  pillows is piled next to the table towards the  Kitchen 
  Door . To either side of the table is a bubbling pool of 
  putrescent yellow-and-blue slime. Outside this dome, 
  another  dome  can be seen not too far away amidst much 
  darkness. 
  Features 
  Slime pools 
  As soon as the PCs step into the room, each pool erupts 
  into a slimy column with ﬂailing tendrils. They vibrate 
  faster, but after a few seconds, they emit loud burping 
  words accompanied by a bright green gas. They are 
  beings called  All-Kin . 
  All-Kin guests 
  These two All-Kin (named  Ool  and  Nakek ) are guests of 
  Mordank the Irregular. They are very curious alien 
  travelers on a sabbatical of three-hundred years, so they 
  are in no rush. Still, they have been waiting for the 
  wizard’s return for several months.  
   
  He suggested that they meet him in this place due to the 
  agreeable gravity. Ool and Nakek are bored and eager to 
  converse with whoever will tarry to do so. 
  Unfortunately, although they understand Common, they 
  cannot speak it. They can, however, form crude shapes 
  with their pseudopods if PCs cannot ﬁnd a way to 
  understand them. 
   
  They will answer question to the best of their ability but 
  will ask about the following things: 
   
   
   
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  ●
  How do humans reproduce? 
  ●
  What do humans believe occurs after death? 
  ●
  How do humans keep from going mad from 
  loneliness? 
  ●
  What are humanity’s favored arts? 
  ●
  Do humans wish that we could physically merge 
  with other humans? 
   
  The All-Kin will readily volunteer that Mordank used to 
  go to the other dome to perform some kind of 
  experiments. They state that he owned  three green 
  outﬁts  that allowed him to safely cross. One day, the one 
  he wore was damaged, and he Mordank was forced to 
  cross between domes without a suit. He barely survived, 
  and vowed to never let that happen again. 
  Contraption 
  The contraption looks like a strange foot-tall sculpture 
  of metal and organic matter, studded with a wild variety 
  of gemstones. The  All-Kin  use it to communicate with 
  their people. Humans lack the proper appendages for it. 
  Another dome 
  The  Time Dome  (8b) can be seen from this one, although 
  all that can be determined is that it is lit with its own 
  airlock, and there seems to be a smaller and darker 
  dome within it. 
   
  The rest of the terrain is mostly darkness. The  shadowy 
  ruins  can be made out in the distance, and this is all 
  situated on a barren stone plain. The  low gravity  of the 
  moon is very apparent. 
   
  Crossing between domes  is dangerous but feasible. 
  Exits 
  ●
  A  Kitchen Door  opens to the  Kitchen  (6). 
  ●
  A crystal airlock opens to the surface of the 
  Moon  (8). 
  Treasure 
  ●
  Golden basin lining (2): The All-Kin sit in thick 
  gold basins to resist corrosion worth  150 GP . 
  ●
  Gem-studded alien communicator worth  800 GP . 
  Encounter statistics 
  All-Kin (2) : Init -1; Atk acidic pseudopod +2 melee (1d6 + 
  special); AC 13 + special (no obvious organs); HD 3d12; hp 
  19; MV 25’; Act 2d20; SP half damage except from magic, 
  cutting and ﬁre, test Luck each time one is hit by a 
  pseudopod and reduce armor’s AC by one, test Luck each 
  time one is hit or reduce weapon damage by -1d; SV Fort 
  +1, Ref -1, Will +3; AL L. 
   
   
   
   
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  8b. The Moon - Time Dome 
   
  Scale is 5’ per square. 
  Overview 
  This dome has another dome inside it. The  inner dome  loops time inside. Within, an ogre corners a boy and eats him, over 
  and over. 
   
  First impressions 
  Within this crystal dome, there is smaller  inner dome 
  made of a smoky crystal, and it has a crystal door facing 
  the airlock. There’s a sign beside the door that depicts 
  an hourglass in the center of a loop - give the players 
  Handout D . Two ﬁgures are dimly visible beyond the 
  glass: a hulking humanoid far bigger than a man, and a 
  small one cowering.  
   
  Some odd  tools and outﬁts  are scattered on the ﬂoor in 
  front of the  inner dome  door. To the side is an oval 
  looking glass  ﬁxed in an polished brass frame with a 
  relief of smiling faces. 
   
  Outside this dome,  another  dome  can be seen not too far 
  away amidst much darkness. 
  Features 
  Tools and outfits 
  The tools are designed for cutting and shaping the 
  crystal of the domes (and other locations). They rely on 
  very short and super-sharp blades, as well as small 
  intense heating elements. The key to the  Ring Forge  (17) 
  is mixed in with them. 
   
  The outﬁts consist of  three  green, bulky and raggedly 
  looking space suits. They look suspect, but will safely 
  traverse the vacuum. Wearing one suit and carrying 
  another across the gap is feasible, but trying it with both 
  requires a  DC 12 Reﬂexes saving throw  to avoid falling 
  for  1d3 damage  and tearing the carried suit. 
   
  One of the suits has a lot of small holes in the legs from 
  chemical burns. This is not apparent without inspection. 
  When used on the surface, the air leaks out halfway 
  through the ﬁrst round of movement. The partial air 
  reduces the  Fortitude saving throw DC to 7  for that 
  round. 
  Inner dome 
  The inner dome contains a time loop; for  twelve rounds , 
  it repeats the same events. The only thing that can 
  change the loop is if something new enters the inner 
  dome. That creates the potential for new events. 
  Otherwise, anything that is still in the dome at the end 
  of the loop will be part of the repeating events. Those 
  inside are unaware of any looping.  
   
  Leaving the dome before the end of the loop will cause a 
  “copy” to repeat the character’s actions while in the 
   
   
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  dome.  If the character re-enters, 
  the copy disappears from that 
  point in the loop. 
   
  As one enters the inner dome, 
  everything outside it is dark. 
  Inside, it’s lit by a glowing purple 
  gem set in the ceiling ( 10’ high ). If 
  the gem is broken (blunt melee 
  automatically breaks; otherwise 
  AC 20 ) or pried out, the loop ends. 
   
  Currently, the dome is looping the 
  events of a child named  Zenni 
  running into the dome, followed by 
  a grinning ogre named  Bloody 
  Bones , so named because he has 
  the head of an ogre on the body of a 
  hulking  blood-dripping skeleton. 
  Here’s the timeline: 
   
  Round 
  Events 
  1-2 
  The inner dome is empty. 
  3 
  Zenni  runs into the dome and collapses on 
  the ﬂoor. 
  4 
  Bloody Bones  enters, grinning, and 
  advances while  Zenni  crawls into the 
  corner. 
  5-6 
  Bloody Bones  picks up  Zenni’s  form and 
  taunts him as sobbing turns to bawling. 
  7 
  The ogre angrily throws the  Zenni  against 
  the wall near the door. 
  8 
  Bloody Bones  skips over to the dazed boy, 
  scooping him up. 
  9 
  Bloody Bones  stares  Zenni  in the face, 
  roaring as the child screams. 
  10 
  With a sickening crunch, the ogre bites 
  down on the boy’s head. 
  11-12 
  Bloody Bones  feasts upon the 
  still-twitching body of  Zenni 
  Zenni 
  Zenni is a scrawny boy with long brown hair and a 
  squeaky voice. He’s currently terriﬁed of the ogre, and 
  he will be somewhat traumatized even if rescued. 
  Looking glass 
  This is a closed  magic mirror  that can be used to travel 
  to the  Mirror World - Magic Mirror site  (4a). The faces in 
  the frame scowl when the mirror is 
  open and smile when it’s closed. 
  The mirror version of this room 
  has the inner dome, but there is no 
  time loop, ogre or young boy. It 
  does have a purple gem, however. 
  Another dome 
  The  Alien Dome  (8a) can be seen 
  from this one, although all that 
  can be determined is that it is lit 
  with its own airlock. 
   
  The rest of the terrain is mostly 
  darkness. The  shadowy ruins  can 
  be made out in the distance, and 
  this is all situated on a barren 
  stone plain. The  low gravity  of the 
  moon is very apparent. 
   
  Crossing between domes  is 
  dangerous but feasible. 
  Exits 
  ●
  A  magic mirror  is located outside the inner 
  dome, leading to the  Mirror World - Magic 
  Mirror site  (4a). 
  ●
  A crystal airlock opens to the surface of the 
  Moon  (8). 
  Treasure 
  ●
  The key to the  Ring Forge  (17) is on the ﬂoor 
  behind the  inner dome . 
  ●
  The purple gem in the  inner dome  is worth  400 
  GP  intact. 
  ●
  The purple gem in the mirror version of the room 
  is worth only  40 GP  intact. 
  ●
  The  magic mirror . 
  Encounter statistics 
  Bloody Bones (1) : Init -1; Atk stomp +3 melee (1d6) or grab 
  +4 melee (special) or swing held creature +4 melee (1d8 to 
  both); AC 16 (slick bony “skin”); HD 5d8; hp 20; MV 35’; 
  Act 2d20; SP half damage except from magic, half 
  damage (cumulative) for cutting or piercing attacks, up 
  to two grabbed opponents can be swung as weapons 
  against others, 8 damage in one hit or DC 18 Strength 
  check each round to break hold; SV Fort +6, Ref -1, Will 
  +2; AL C. 
   
  Zenni (1) : Init +1; Atk bite -2 melee (1d2); AC 13 (small and 
  lithe); HD 1d4-1; hp 2; MV 25’; Act 1d20; SP none; SV Fort 
  -2, Ref +1, Will -1; AL N. 
   
   
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  9. Garden 
   
  Scale is 10’ per square. 
  Overview 
  This location is a walled garden. Faerie  Leaf Boys  harass and pilfer from interlopers. In the central grove there is a 
  fountain  of healing and a massive oak that can animate to protect the  Leaf Boys . It is called the  Mean Old Man .  Time 
  passes extremely quickly in this place! 
   
  First impressions 
  This location is an expansive  walled  garden. Narrow 
  paths wind through verdant groves and over 
  gaily-painted footbridges. There are the sounds of 
  burbling  waters  and buzzing insects. The sun shines 
  bright and warm. 
   
   
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  Features 
  Time 
  Time travels quickly in the Garden. Start the clock at  3 
  PM . Then, set a timer in the real world. For every minute 
  that passes in the real world, one hour passes in the 
  game world. Tell players when the sun rises ( 5AM ) and 
  sets ( 8PM ). 
  Walls 
  The walls are about  15’ tall  of vine-encrusted stone. 
  From any given position outside a grove, the party may 
  spot doors on nearby (not opposite) 
  walls. It is not hard to climb them. 
  On the other side is a sea of tall 
  grasses. It is roamed by giant 
  talking animals that belong to 
  proud territorial clans. This is the 
  Primeval Savannah , and it is lies 
  betwixt Dreaming and Faerie. 
  Stream 
  The stream is gentle with 
  thigh-high waters. Little red ﬁsh 
  ﬂit past banks of blue-and-white 
  pebbles. Faerie is four days 
  upstream. Those who wade through 
  the stream must roll a  DC 10 
  Willpower saving throw  or be 
  changed; those who are fully 
  immersed get no saving throw. This 
  can happen once per PC. Those 
  a�ected roll once on the two tables 
  for  immersion e�ects . 
  Leaf Boys and The Mean Old Man 
  There are six Leaf Boys: slender 
  green-skinned elﬁn boys wearing loincloths and 
  shortbows. Each Leaf Boy must remain on its own island. 
  When nobody is looking, they can turn invisible by 
  standing completely still. They enjoy pranks. The Leaf 
  Boys have one grand joke: they pretend there is only one 
  of them who can teleport from island-to-island. 
   
  When the party ﬁrst enters the Garden, a Leaf Boy on a 
  nearby island will be spotted peering at them from 
  around a tree before he scampers o�.  
   
  If anyone attacks a Leaf Boy, they will all ﬁre elfshot at 
  the party while the Mean Old Man attacks. The Mean 
  Old Man is a hulking gnarled oak in the grove on the 
  central island  (9b) and he animates to protect the Leaf 
  Boys. If slain, the Mean Old Man melts into sludge, 
  leaving his  ruby heart  behind. 
  Grand Double Doors 
  These vast iron doors are engraved with etchings that 
  depict scenes from myths in which the gods act 
  foolishly. They stand  15’ wide  and  12’ high  and glow with 
  a faint purple hue. The doors lead to the rest of the 
  House, but they are currently frozen in time and thus 
  invulnerable and unmovable. 
  Dispel as a  DC 28  casting. 
  Exits 
  ●
  The  Grand Double Doors 
  lead to the rest of the House.. 
  ●
  One door leads to the  Main 
  Hall  (3). 
  ●
  One door leads to the  Study 
  (10). 
  ●
  A  Kitchen Door  leads to 
  the  Kitchen  (6). 
  ●
  Outside the wall is the 
  Primeval Savannah . 
  Treasure 
  ●
  Ruby heart: This gem is 
  worth  500 GP  and whispers faintly 
  to wizards and elves. If swallowed 
  by an arcane spellcaster, he or she 
  immediately learns the spell  Runic 
  Alphabet, Fey . 
   
   
   
   
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  Encounter statistics 
  Leaf Boy (6) : Init +2; Atk elf-shot +2 ranged (special @ 
  75’) or gust of wind special (special @ 20’); AC 14 (slight 
  and agile); HD 2d4; hp 5; MV 35’; Act 1d20; SP turn 
  invisible if unseen while remaining  motionless, can see 
  through vegetation, elf-shot doesn’t inﬂict damage but 
  deleterious conditions (see below), gust of wind is a 
  20’x5’ blast; SV Fort -2, Ref +3, Will +1; AL C.  
   
  Gusts of wind force a  DC 12 Fortitude saving throw  to all 
  in their path. PCs who succeed halve Move for the round. 
  Others are pushed  1d8+8’  and prone for  1d3 damage . 
   
  Elf shot stings but does not wound. It passes through 
  trees and leather, but not iron and earth. Those struck 
  must make  DC 14 Willpower saving throw  or be a�icted: 
   
  1d4 
  Elf-Shot E�ect 
  1 
  Character become feverish and ill. -1 to all 
  abilities except Luck. 
  2 
  Victim ienervated. -1 Strength and -1d3 
  Stamina. 
  3 
  The a�icted is cursed with clumsiness. -1d3 
  Agility and -1 Luck. 
  4 
  Target becomes bemused and distracted. -1d3 
  Intellect and -1 Personality. 
   
  Victims get a new saving throw every dawn to throw o� 
  the e�ect. It becomes lasting after three failures.  Leaf 
  Boys  can cure the e�ect.  
   
  Mean Old Man (1) : Init -2; Atk sweeping tree limb +4 
  melee (1d10 + special); AC 17 (made of wood); HD 8d8; hp 
  36; MV 30’; Act 1d20; SP attack all in 15’ dia. circle, +1d 
  damage from ﬁre; SV Fort +6, Ref -3, Will +3; AL N. 
  E�ects of immersion 
  1d6 
  Faerie change 
  1 
  Character sprouts large dragonﬂy wings, 
  destroying any armor or shirt. Can now ﬂy with 
  a buzz for  20’ per round  for a number of  rounds 
  per day equal to the character’s Stamina . 
  2 
  Gain an aura of otherworldly beauty, causing 
  those of opposite sex to react as though he or 
  she had a  Personality of 18 . The PC will become 
  very memorable and attract drama. 
  3 
  Legs are replaced with those of a goat.  +5 to 
  climbing roll  on mountainous terrain, and the 
  ability to  leap 15’ as a movement action . 
  4 
  PC can now see spirits of the dead. A typical 
  place has  haunts  with a  1-in-12  chance, but 
  sites of death will often have them. Haunts 
  can’t speak, but their appearance can signify 
  things. Rare haunts may be able to babble 
  cryptically. A character who has committed 
  murder will see those they have slain. 
  Murderers with this gift must immediately 
  make a  DC 12 Willpower saving throw  to avoid a 
  ﬁt of terriﬁed weeping for  2d4 rounds , losing  1d4 
  Personality  permanently. Undead are never 
  invisible to this character. 
  5 
  PC’s skin turns gold and he or she stops aging. 
  Alchemists who learn this will yearn for the 
  character’s organs. 
  6 
  The character can cast a spell  once per day 
  with a casting roll of  1d20 + Luck modiﬁer + 
  character level . Spellburn cannot be used when 
  casting this charm. The spell is (roll 1d6): 
  1.
  Cantrip 
  2.
  Charm Person 
  3.
  Color Spray 
  4.
  Mending 
  5.
  Sleep 
  6.
  Ventriloquism 
   
  1d6 
  Memory loss e�ect 
  1 
  Lose one random win condition replacing it 
  with  “ Go to the faerie lands to live forever. ” 
  2 
  A terrible trauma is forgotten;  +1d3 
  Personality . 
  3 
  Second childhood -  drop XP to halfway through 
  the prior level of experience.  Zero-level 
  characters disappear from reality. 
  4 
  Character loses chunks of his or her education, 
  such as it is;  -1d3 Intellect . 
  5 
  Character loses proﬁciency in his or her 
  current main weapon. 
  6 
  The character has lost memory of the last  10d10 
  months , and has no idea what they are doing 
  here. Unable to do anything but defend, talk or 
  ﬂee until another PC can convince them to do 
  otherwise. 
   
   
   
   
   
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  9a. Garden - Island Grove 
  Overview 
  Each island has its own dense grove of trees and undergrowth. The garden paths that wend through these groves are very 
  narrow, so mischievous  Leaf Boys  will pilfer from passing PCs.  
   
  First impressions 
  The dense canopy admits only dapples of sunlight to 
  reach the forest ﬂoor, which is choked with brambles. 
  The shore of the island is ringed with bright blue 
  blossoms the bob in the 
  light breeze. 
  Features 
  Undergrowth 
  Attempts to move faster 
  than  20’ per round  requires 
  a  DC 12 Reﬂexes saving 
  throw  to avoid tripping for 
  1d3 damage . The blue 
  ﬂowers that ring each 
  grove are able to talk, but 
  they are friendly and 
  empty-headed and are only 
  aware of what’s in their grove. They can say that the 
  Leaf Boy  is present on the island if asked. 
  Theft 
  Passing through a grove means that party members are 
  subject to pickpocket attempts. Three 
  attempts are made per passage; randomly 
  assign to di�erent characters passing 
  through. A targeted PC gets a  DC 18 
  Intelligence check  to detect the attempt. A 
  detected attempt causes the  Leaf Boy  to 
  abort and ﬂee. 
   
  If the party ﬁgures out that they have been 
  robbed, they will hear silvery laughter 
  coming from the  central island  (9b). A boy’s 
  voice cries out  “You have found me out! 
  Please come here; let us speak!” 
   
   
   
   
   
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  9b. Garden - Central Island 
  Overview 
  The central island has its own grove. On one shore is a set of lawn furniture for picnics with a  Kitchen Door  set into a 
  nearby tree. In the midst of the grove is an old crumbling  fountain . And at the center of the grove is a low hill with a 
  massive tree that is the  Mean Old Man .  
   
  First impressions 
  The central island is much like the others, although at 
  its center is a low hill topped by a sprawling gnotty oak. 
  Near the shore of the stream stands a set of iron lawn 
  furniture painted white. Within the undergrowth can be 
  seen some kind of crumbling stone structure. 
  Features 
  Seating area 
  The lawn furniture consists of 
  white-painted cast iron chairs 
  and a table, shrouded by a 
  white-and-blue umbrella. A few 
  yards away, a  Kitchen Door  is 
  set into a tree with a wide trunk. 
  Challenge 
  If the faerie have stolen 
  anything, a  Leaf Boy  will be 
  present to claim that it was a 
  ﬁne for trespassing without the 
  written permission of Oberon. 
  However, they have the 
  opportunity to regain their 
  possessions if they play a  game . 
   
  If the party is heading to the 
  fountain , a  Leaf Boy  will insist 
  that the party pay for the right 
  to approach it. The fee is a 
  gemstone the size of a ﬁngernail (i.e. worth  50+ GP ). He 
  will attack if the party tries to approach without paying. 
  Game 
  The  Leaf Boy  proposes a game of hide-and-seek. If the 
  party ﬁnds him, they get back their stolen possessions 
  plus an unspeciﬁed treasure. They can play as long as 
  they like, but the judge should keep track of  time  in the 
  outside world, and notify players as the sun rises and 
  sets. 
   
  Leaf Boys  are motionless and invisible, but can be found 
  by careful searching. A ten minute search allows a  DC 20 
  Intelligence check to ﬁnd one. If the search is 
  systematic, reduce DC by one for each roll in a given 
  grove. Reset if the  Leaf Boy  gets a chance to reposition. 
   
  If the party ﬁnds a  Leaf Boy , it will be a good sport and 
  return any property. He also presents them with a prize: 
  a heaping handful of acorns. The  Leaf Boy  invites the 
  party to take as many as they like. If the PCs are 
  gracious about the acorns, then any which are removed 
  from the Garden turn to silver!  If the anyone ﬁgures out 
  that there is more than one  Leaf Boy , they get a special 
  prize: a golden sprouting acorn! 
  Fountain 
  The fountain is made of very old 
  concrete; so old that it almost 
  looks natural. Yard-high stone 
  ﬁgures bracket it from two sides, 
  both very faded. Each feebly 
  spouts water from its smooth 
  face. One seems to have a 
  weeping face, the other is 
  indistinct. Inside the basin are a 
  few twinkling gems. A newer but 
  still old stone tablet has been 
  added to the base. It has an 
  inscription: 
   
  Tithe a gem like a drop of rain, 
  And bathe within to cleanse all 
  pain. 
  Once per century a light 
  appears, 
  Sent from Faerie to staunch all 
  tears.  
   
  If someone drops a gem worth  50+ GP  into the fountain, 
  the light descends into water, which then glows. 
  Whoever enters this water is healed of  all  ailments - 
  even death and alcoholism! 
   
  The healing does not work for those who have ever 
  stolen  gems  or slain a faerie here. Anyone who removes 
  a gem from the basin loses  1 HP per hour  until all are 
  returned. Once that person dies, the curse passes to the 
  ﬁrst person to take possession of a gem. 
   
   
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  Treasure 
  ●
  Acorns: A handful of silver acorns is worth  25GP . 
  There are  1200 GP  worth of acorns lying around 
  the Garden. It will take  three person-hours  to 
  collect all the acorns and require eight large 
  sacks. 
  ●
  Golden sprouting acorn:  Any  character who 
  swallows this automatically learns  Patron Bond 
  and  Invoke Patron  for the  Mean Old Man . Worth 
  600 GP . 
  ●
  Gems from  fountain : The bottom of the basin 
  has  17  gems. Each is worth ( 50 + 1d20) GP . They 
  are cursed as described. 
   
   
   
   
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  10. Study 
   
  Scale is 5’ per square. 
  Overview 
  This is the wizard’s personal study. It contains a desk with lots of interesting documents, a closed  magic mirror , and a 
  child bully equipped with  magic rings  who will extort the party for the documents. 
   
  First impressions 
  This cozy study primarily features an imposing 
  mahogany desk piled with documents. The ﬂoor is 
  covered with several fur rugs, and a squat iron brazier 
  supplies the room with a warm red glow. 
   
  To the side of the desk is an oval full-length mirror set 
  into the wall. A velvet pull-rope hangs besides a door 
  with no handle. A stout child ( Burrock ) sits in the 
  overstu�ed leather chair before the desk, reading 
  papers. He will be startled by any sudden entry. 
  Features 
  Desk 
  These documents are on the desk: 
   
  ●
  The Wizard’s  journal  ( Burrock  is reading this) 
  ●
  On Magic Mirrors 
  ●
  The Golemic Arts 
  ●
  Experimental  notes 
  On Magic Mirrors 
  Describes the mysterious existence of the  Mirror World 
  (4) and its  Desolate City  (4b). It also describes how to 
  make a mirror in detail (see original spell  Create Magic 
  Mirror ). Inside the cover is written:  “ I've a sceptre in 
  hand, I've a crown on my head.”   That’s the  opening 
  phrase .  Inside the back cover is written the  closing 
  phrase :  “Dreaming as the days go by, dreaming as the 
  summers die.” 
  Notes 
  These describe experiments to get di�erent faerie to 
  accept di�erent  magic rings  to enchant. Mordank has 
  been trying to determine the relationship between the 
  band and its other qualities. The notes describe the 
  properties of rings in  “Group III”. See  Handout E . 
  The Golemic Arts 
  Describes how to create a  golem   (such as the one in the 
  Main Hall  (3)) in detail (see  Create Golem ), mentioning 
  that they are tireless and indestructible servants. A 
  golem   is destroyed by maring its Creation Rune. This is 
  shown in the book (give the players  Handout F ). 
   
   
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  Journal 
  This handwritten journal describes Mordank’s early 
  days. He was an ill-treated orphan who herded his 
  uncle’s sheep. Eventually he met a his patron 
  Gentleman Hob,  who taught him the art of glamours. 
  Next, Mordank traveled to the city Quoloon, and entered 
  the magical demimonde. Resolving to grow, Mordank set 
  his sights on becoming a powerful and 
  respectable mage. The journal ends 
  here, incomplete. 
  Burrock 
  Burrock is a stout blond boy who 
  bullied the children in the  Children’s 
  Observatory  (14), chasing them into 
  the House. He followed them but 
  quickly lost their trail. Then he stole 
  four  magic rings  from a servant in the 
  Main Hall  (3). 
   
  Burrock will threaten to burn the 
  documents on the desk unless the PCs 
  give him  300 GP . He does so if the PCs 
  try to steal them. Burrock will accept 
  a lower price if he can accompany the 
  party, but he will eventually try to 
  rob them. 
   
  Burrock speaks the command words 
  aloud when he uses the rings. His 
  rings are: 
   
  Ring 
  Burrock’s knowledge 
  Charges left 
  Breath of 
  the 
  Dragon 
  Power, command word 
  (“ bluebell ”) and usage 
  2 
  Invitation 
  Power, command word 
  (“ da�odil ”) and usage 
  2 
  Hand of 
  the Giant 
  Power, command word 
  (“ gardenia ”) and usage 
  2 
  Tongue of 
  the Native 
  Nothing 
  3 
  Magic mirror 
  The  magic mirror  in this world opens to a mirror world 
  version of this room which is superﬁcially similar. None 
  of the documents in the mirror 
  version have any writing. The mirror 
  is currently closed. 
  Exits 
  ●
  One door leads to the  Garden 
  (9). 
  ●
  A  magic mirror  leads to the 
  Mirror World - Magic Mirror site  (4a). 
  ●
  Pulling the velvet rope rings 
  a sonorous gong, and after a minute, 
  the nearby door opens to the  Cosmic 
  Library  (11). 
  Treasure 
  ●
  Rugs (3): Thick soft fur from a 
  giant tarantula, worth  65 GP . 
  ●
  Iron Brazier: 5 lbs empty, 10 
  lbs full. If ﬁlled with quartz gravel, 
  gravel will glow with a pleasant heat. 
  Worth  35 GP . 
  ●
  On Magic Mirrors : Worth  500 
  GP . 
  ●
  The Golemic Arts : Worth  700 
  GP . 
  ●
  The  magic mirror . 
  ●
  Several magic rings possessed by  Burrock . See 
  below. 
  Encounter statistics 
  Burrock : Init +1; Atk brawl +0 melee (1d3) or use a magic 
  ring (special); AC 12 (small and quick); HD 1d6-1; hp 3; MV 
  25’; Act 1d20; SP possesses four magic rings; SV Fort +0, 
  Ref +1, Will +2; AL C. 
   
   
   
   
   
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  Ring name 
  Command 
  word 
  Design 
  Power 
  Breath of 
  the Dragon 
  Bluebell 
  Blackened iron twisted into 
  braids, ringed with studs of 
  jagged glass. 
  Sheet of ﬁre  20’ long  in a  30 degree arc . Everything in the 
  arc takes  2d6 damage; DC 13 Reﬂexes save  for  half 
  damage . 
  Invitation 
  Da�odil 
  Smooth sandalwood with a 
  small face carved from a 
  citrine. 
  Point at any door in sight and teleport to the other side. 
  Even works on doors in the House, including magic 
  mirrors! 
  Hand of 
  the Giant 
  Gardenia 
  Square-cornered white gold 
  with a cluster of opals. 
  Hand enlarges to giant size. It may be used for one feat of 
  giant-level brawn ( Strength 22, +6 modiﬁer ). Default 
  attack in this form is  +6 to hit and 2d6 damage . 
  Tongue of 
  the Native 
  Dandelion 
  Filigree of platinum and cobalt 
  set with a large rough chunk of 
  turquoise. 
  Able to speak and read any language native to where the 
  wearer currently stands. Note that Old Giant  is  native to 
  the area. 
   
   
   
   
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  11. Cosmic Library 
   
  Scale is 10’ per square.  
  Overview 
  This is a library that occupies an entire planet. Its creators are now degenerate savages, and several races of  Librarians 
  work eternally to maintain the books. They will also provide a guide for legitimate visitors. Almost any information can 
  be found here, but an expedition is required. 
   
  First impressions 
  This is a library with stacks that seemingly extend into 
  inﬁnity. Tall shelves stretch to a vaulted ceiling in tight 
  ranks that are bisected by a boulevard that extends to 
  the horizon, wide enough for a tyrant’s parade. 
   
  The doorway from the  Study  (10) opens from the side of a 
  green stone building with narrow windows. A small 
  plaza houses several ranks of wide low benches.  
   
  Standing before the doorway is a party of tall humanoids 
  with four spindly arms and two trunk-like legs. Their 
  hairless grey skin is decorated with magenta tattoos of 
  geometric patterns. Their hands are raised in peace. 
  Features 
  Greeting 
  The door from the  Study  (10) opens on the side of the 
  Nexus, one of many entrance hubs into the Cosmic 
  Library. These  Librarians  are posted here, and have 
  gathered to greet the party as they greet all visitors. 
  They will keep trying languages till they ﬁnd one the 
  PCs know. 
   
   The Librarians explain that this is the Cosmic Library, 
  the greatest repository of knowledge, cataloging the 
  wisdom of countless peoples. Visitors may freely 
  research what they want and the Librarians will supply 
  a guide. The party must donate one treasured memory 
  for every topic they want to research. This memory is 
  extracted via a special contraption that they will wheel 
  out. This will remove one of a PC’s Win conditions. 
   
   
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  Expedition 
  The Librarians will send one of their number as a guide 
  who will even help in combat. She will provide rations, 
  and water is available at periodic campsites. This is how 
  much time the trip is projected to take: 
   
  ●
  Time to reach ﬁrst topic: 
  20 hours , including rest 
  ●
  Time to reach each 
  additional topic: 
  approximately 10 hours , 
  including rest 
  ●
  Time to return to the 
  Nexus:  20 hours , including 
  rest 
  Rules 
  There are a number of important 
  rules that will be explained: 
   
  ●
  No unaccompanied 
  visitors; if the party loses 
  track of their Librarian, 
  they should sit tight and 
  wait for more Librarians 
  to arrive 
  ●
  No documents shall be 
  removed from the library 
  ●
  No documents shall be 
  damaged 
  ●
  Violence against anyone 
  in the library is forbidden, 
  except in self-defense 
  ●
  Absolutely no ﬁre larger 
  than a candle 
   
  Violations of these rules can 
  result in severe punishment. Be creative. 
  Environment 
  Most of the library is fashioned out of steel and a green 
  marble. Shelves are  20’ high  and  6’ wide , running about 
  60’ long . They are about 10’ apart, but boulevards are 
  about  120’ wide  and run perfectly straight for many 
  miles. The Cosmic Library is lit with hanging 
  incandescent bulbs.  
   
  There are occasional plazas for Nexi and study areas, 
  and occasionally other features. There are also 
  campgrounds at regular intervals (one league apart). 
  Other visitors and their Librarian guides can 
  occasionally be spotted at a distance, generally avoiding 
  each other. 
  Following the guide 
  The Librarian guide, Sehmesh answers most questions 
  tersely, but may open up to talk about the beautiful 
  planet of her people. She won’t 
  talk about why her tribe are not 
  under those skies. 
   
  If something happens to Sehmesh 
  and the party waits, they will be 
  found by a group of  1d4 Librarians 
  in  1d6 hours . One of them will 
  become the new guide. If they 
  don’t wait, it will take  2d8 hours , 
  and the  12 Librarians  who show up 
  will be inclined to expel the party. 
  Exits 
  ●
  The door from the Nexus 
  leads back to the  Study  (10). 
  ●
  Following Shemesh will 
  lead to the  Lover’s Battleﬁeld  (11a) 
  in  ten hours . 
  ●
  Going anywhere else in 
  the Cosmic Library is going to 
  meet with resistance at every step 
  from Librarians, and ﬁnding one’s 
  way will be very di�cult. The 
  judge should ﬁnd a way to make 
  this apparent. 
  Treasure 
  ●
  None 
  Encounter statistics 
  Librarians (4 in greeting party, 8 more in Nexus) : Init +1; 
  Atk trail ax +2 melee (1d6); AC 14 (leather harness with 
  two bucklers); HD 2d8+1; hp 10; MV 35’; Act 2d20; SP none; 
  SV Fort +1, Ref +1, Will +1; AL L. 
   
  Sehmesh (Librarian guide) : Init +1; Atk trail ax +2 melee 
  (1d6) or great bow +3 ranged (1d12 @ 100/200/300); AC 14 
  (leather harness with two bucklers); HD 2d8+1; hp 13; MV 
  35’; Act 2d20; SP The great bow may only attack once per 
  2 rounds except from a position prepared with a set 
  number of arrows; SV Fort +2, Ref +1, Will +3; AL L. 
   
   
   
   
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  11a. Cosmic Library - Lover’s Battleﬁeld 
   
  Scale is 5’ per square. 
  Overview 
  The PCs stumble on a ﬁght between two mortal enemies vying over a pair of  lovers  belonging to their respective species. 
  They can avoid the whole thing or intervene as they wish. 
   
  First impressions 
  This occurs after  ten hours  of travel. The battle can be 
  heard before the PCs are able to see anything. A 
  succession of loud cracks, screaming, and the sound of 
  shattering glass, pierce the air.  
   
  If the party gets closer, they will come upon a battle at a 
  campsite where a small host of armored and winged 
  knights ﬁre strange crossbows at rhino men in robes who 
  ﬁre blasts of lighting from their horns. A couple of 
  civilians cower on the far side of the battleﬁeld. An open 
  satchel lies on the battleﬁeld and something glittering 
  spills forth. 
  Features 
  Conflict 
  The  rhino men  and the  winged musketeers  have been at 
  war for time immemorial. Forbidden  lovers  - a winged 
  female and a rhino-man male - have used a profane 
  technology to make her pregnant. Warriors from their 
  people have converged here to ﬁght each other and do as 
  they will with the pair. 
  Rhino men 
  The  winged musketeers  have already killed two of them. 
  They are religious zealots who are ordered to slay the 
  lovers  and destroy the  Miscegenatrix . However, if they 
   
   
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  don’t feel conﬁdent of victory, they will accept the gems 
  in their stead, and they will not ﬁght to the last man. 
  Winged musketeers 
  They are armored in shining aluminum-titanium alloy 
  and armed with steam muskets. They are very civilized 
  and  professional. Their orders are to take the  lovers 
  prisoner. They cannot be bribed and will ﬁght to the last 
  man. However, they will also parlay, and if they learn 
  what the  Miscegenatrix  can do, its value will outweigh 
  that of the couple. 
  Lovers 
  The lovers need their emeralds to purchase passage to 
  the realm of the  Thrice-Dead Prince  (11c). That is where 
  they can ﬁnd the knowledge to safely care for their 
  hybrid o�spring. They don’t need the  Miscegenatrix . The 
  male ( Garag’rakool ) will ﬁght till his last breath to keep 
  his lover ( Velid ) safe. 
  Exits 
  ●
  Following the Librarian guide from here will lead 
  to  Research  (11b) in  ten hours , after a night of 
  rest. 
  Treasure 
  ●
  Satchel of emeralds: Worth  1600 GP . 
  ●
  The Miscegenatrix: A small idol or machine that 
  seems to be organic and protean with many 
  appendages. It is metallic but slightly warm to 
  the touch. Used properly (very complicated), it 
  allows for a fruitful union between a male and a 
  female of any species with those genders. Worth 
  2250 GP . 
  ●
  Winged Musketeer armor (5): Graceful and 
  articulated but unusable by other races.  20 lbs. 
  Worth  250 GP . 
  ●
  Steam musket (5):  12 lbs.  with full tank,  1d6 
  damage at 50/100/150 range , up to 3 attacks on 
  close targets with  -1d to hit  per extra attack (3 
  shots for 2 attacks and 6 shots for 3 attacks). 
  Each riﬂe has  1d6 shots  left (6 capacity). Worth 
  100 GP . 
  Encounter statistics 
  Rhino Men (7) : Init +0; Atk mace +2 melee (1d6), lightning 
  blast special (special); AC 12 (tough and fast); HD 2d8; hp 
  9; MV 30’; Act 1d20; SP 35’ lightning blast uses action and 
  movement action and causes 2d4 damage unless DC 12 
  Reﬂexes save succeeds; SV Fort +1, Ref +1, Will +1; AL C. 
   
  Winged Musketeers (5) : Init +2; Atk steam needle 
  autoriﬂe +4 ranged (1d6@150’); AC 16 (armored and 
  mobile); HD 2d6; hp 7; MV 20’ walking/50’ ﬂying; Act 
  1d20; SP rapid ﬁre allows three attacks against close 
  targets at -1d to hit per extra target; SV Fort +2, Ref +2, 
  Will +2; AL L. 
   
  Garag’rakool (rhino man lover; 1) : Init +4; Atk falchion 
  +3 melee (1d7), lightning horns special (special); AC 13 
  (tough and very fast); HD 3d8; hp 16; MV 30’; Act 1d20; SP 
  lightning blast uses action and causes 2d6 damage 
  unless DC 15 Reﬂexes save; SV Fort +2, Ref +2, Will +4; 
  AL C. 
   
  Velid (very pregnant winged female lover; (1) : Init -2; Atk 
  knife +2 melee (1d4); AC 10 (ungainly if nimble); HD 3d6; 
  hp 11; MV 20’; Act 1d20; SP none; SV Fort +1, Ref -2; Will 
  +3; AL N. 
   
   
   
   
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  11b. Cosmic Library - Research 
  Overview 
  After traveling for about a day, the party reaches their ﬁrst topic of interest. They may research until they ﬁnd what they 
  want, and move on to the next topic. All of this takes time.  
   
  First impressions 
  Sehmesh points out a collection of about four bookcases 
  where the desired wisdom may be found. When the party 
  ﬁnds out what they want, they can move to the next 
  topic, and eventually head back to 
  the Nexus. 
  Features 
  Research time 
  It takes  3d8 person-hours  of 
  research per topic to ﬁnd what is 
  desired. This can be shared by 
  multiple participants. 
  Non-academic characters 
  contribute 20 minutes for every 
  hour (i.e.  33% ). A PC can research 
  for  16 hours  per day with the other  8 
  hours  for rest and recuperation. 
  Travel between topics 
  It takes  3d6 hours  of travel between 
  topics. These trips are uneventful. 
  Journey home 
  Upon the return trip,  Sehmesh 
  determines that a wandering tribe 
  of primitive  Trappers  is now hunting along the party’s 
  return route. This presents them with three options: 
   
  ●
  Try the Gatehouse of the  Thrice-Dead Prince 
  (11c); total route length:  20 hours 
  ●
  Press through the  Trapper hunting grounds  (11d) 
  despite the risk; total route length: 
  24 hours 
  ●
  Take a safe route around it 
  all; total route length:  40 hours 
  Exits 
  ●
  The party is presented with 
  the choice of three possible routes 
  of return: 
  ○
  Past the the 
  Thrice-Dead Prince  (11c) in  eight 
  hours . 
  ○
  Through the 
  Trapper hunting grounds  (11d) in  six 
  hours . 
  ○
  A safe route to the 
  Nexus in  forty hours  after a night of 
  rest. 
  Treasure 
  ●
  Knowledge!   Priceless ! 
   
   
   
   
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  11c. Cosmic Library - The Thrice-Dead Prince 
   
  Scale is 5’ per square. 
  Overview 
  A pirate-king from the other side of the world has taken up refuge in the Cosmic Library and set himself up as a petty 
  warlord. He charges for passage through his realm or access to his books. The Thrice-Dead Prince levies capricious fees, 
  and his demeanor varies from welcoming to murderous. 
   
  First impressions 
  A rude barricade consisting of disassembled 
  bookshelves and boat rigging bars the path. It extends 
  out of sight in either direction and stands taller than 
  two men. Before a  gate  made of rime-encrusted 
  iron-bound planks lounges a small group of  guards . They 
  ready themselves as the party approaches. 
  Features 
  Guards 
  The  four  guards are dressed in a hodge-podge armor and 
  are attired in a motley of purple and gold. They have 
  tattoos and jeweled piercings and slouch against the 
  barricade. Today’s fee to pass the gate is  500 GP  per 
  person (Librarians are free), although anyone who wants 
  to negotiate is in luck: The  Prince  himself is within.  
   
   
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  If the guards are attacked,  four  more are waiting on a 
  walkway on the other side of the barricade. They ﬁre 
  crossbows, or can descend the wall with an action. In  1d4 
  rounds , they will be joined by  eight  more guards. On the 
  ﬁfth round  of combat, the  Prince  will appear on the wall 
  and send his personal guard into the fray. 
  Gate 
  The gate opens into a small fortiﬁed gatehouse. The gate 
  on the opposing side opens to the realm beyond the 
  Prince’s  domain; this barricade lies at a chokepoint. 
  However, a side gate opens into a barricaded courtyard 
  ringed by barracks and a cooking area. The  Prince  is 
  currently holding court here on a wooden throne atop an 
  impromptu platform. 
  The Prince 
  The Thrice-Dead Prince is a barrel-chested man with a 
  bald head, a sculpted black mustache and tufts of hair 
  emerging from his open silk shirt. 
  Swathed in purple and gold, he 
  warmly greets visitors to his royal 
  domain. He is attended closely by a 
  man with a large shapeless satin hat 
  with colored orbs of light that lazily 
  orbit his head. Several armed men 
  (the Prince’s “cavaliers”) lean 
  against the rear of his platform with 
  a falsely casual air. 
   
  Those who wish to negotiate for 
  passage are made an o�er: choose 
  one of their number to face his 
  greatest champion. If they win, he 
  will let them pass for only  5 GP  per 
  person. If they lose, there is no 
  penalty. 
   
  See below for details on the 
  challenge . 
  Exits 
  ●
  Backtrack to the  Trapper 
  hunting grounds  (11d) in  six 
  hours . 
  ●
  A long safe route to the Nexus in  thirty-three 
  hours  with a rest for the night. 
  ●
  After passing through the gatehouse, it takes 
  twelve hours  to reach the Nexus with a night of 
  rest. 
   
  Treasure 
  ●
  Strongbox of ivory plates: In a trapdoor under 
  the platform ( DC 10 detect traps check  to spot). 
  There are  40  delicate plates carved with 
  beautiful calligraphy. Each is worth  40 GP . 
  These are actually bank notes from a shipping 
  insurance cartel on the other side of the world. If 
  one can impersonate the rightful owner, they 
  could withdraw  150K GP . 
  Encounter statistics 
  Guards (16 total) : Init +0; Atk cutlass +1 melee (1d7) or 
  barbed javelin +1 ranged (1d8@30’); AC 14 (patchwork 
  armor); HD 1d8; hp 5; MV 30’; Act 1d20; SP none; SV Fort 
  +0, Ref +0, Will +0; AL C.  
   
  The Thrice-Dead Prince (1) : Init +1; Atk massive tulwar 
  +3 melee (1d10+1); AC 13 (hidden chain shirt); HD 3d8; hp 
  15; MV 25’; Act 1d20; SP none; SV Fort 
  +2, Ref +0, Will +3; AL C. 
   
  Cavaliers (5) : Init +2; Atk sabre +2 
  melee (1d8); AC 15 (mail); HD 3d8; hp 
  15; MV 25’; Act 1d20; SP; SV Fort +2, 
  Ref +3, Will +1; AL N. 
   
  Jacinto the Well-Read (1) : Init -1; Atk 
  sta� +0 melee (1d4) or  Cantrip  (1d3 @ 
  20’, DC 20 Reﬂexes save to avoid); AC 
  11 (thick robe); HD 2d4; hp 5; MV 30’; 
  Act 1d20; SP  Cantrip  spell at casting 
  roll of 20; SV Fort -1, Ref +0, Will +3; 
  AL N 
   
   
   
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  The Challenge 
  If the party accepts the  Prince’s  challenge, he reveals 
  that the “champion” is his advisor,  Jacinto the 
  Well-Read , and the conﬂict is actually a debate. Here 
  are the rules: 
   
  ●
  There will be three questions about philosophy 
  ●
  The  Prince  will ask each question in turn 
  ●
  Each contestant shall answer before proceeding 
  to the next question 
  ●
  Answers should be wise, learned and concise 
  ●
  The  Prince  will decide who answered better as 
  soon as both answer 
  ●
  The contestant who answers better for two or 
  more questions in the winner 
  ●
  The player can decide who answers the ﬁrst 
  question ﬁrst; the other contestant answers the 
  two following questions ﬁrst 
   
  The Prince is not stupid, but he isn’t well-read. 
  Eloquence and an air of learnedness are most important. 
  The  Prince  will get bored by long or technical answers. 
  To win a round, the PC must succeed in a  DC 13 
  Personality check . This roll is modiﬁed based on the 
  following criteria: 
   
  Criteria 
  Roll modiﬁer 
  Appeal to the gods 
  +1 
  Has the sound of inescapable logic 
  +1 
  Gives the shorter answer 
  +1 
  Points out ﬂaws in opposition   * 
  +1 
  Mildly witty or clever 
  +1 
  Very funny or eloquent 
  +2 
  Partly rebuts opposing argument  * 
  +2 
  Skillful ﬂattery of the  Prince 
  +2 
  Demolishes opposing argument   * 
  +4 
  Uses esoteric terms 
  -1 
  Boring or rambling 
  -1 
  Nonsensical 
  -1 
  The  Prince  asks to start (3 min.) 
  -1 
  The  Prince  asks to wrap up (3 min.) 
  -1 
  The  Prince  cuts the PC o� (5 min.) 
  -2 
  Disrespects the gods 
  -2 
  Disrespects the  Prince 
  -4 
  *  Only one of these bonuses can apply, and the PC must 
  answer second to be eligible. 
  Questions and answers 
  ●
  Question : “What makes boats ﬂoat, even when 
  they are full of men?” 
  ○
  Jacinto’s answer : “My Prince, you of course 
  recall that a branch or a plank will ﬂoat on 
  the water. Thus it is the will of the gods that 
  wood should exist above water. We see this 
  by the fact that a tree must be watered at 
  the roots. Why have the gods ordained this? 
  So men could ﬁnd trees upon the land that 
  would take them upon the water, honoring 
  the gods with their brave deeds. Such as 
  those undertaken by my Prince before 
  arriving in this most unusual of places.” 
  ●
  Question : “When is it acceptable to take another 
  man’s life?” 
  ○
  Jacinto’s answer : “A man who lacks 
  strength has been judged by the gods as 
  unﬁt to care for that which is his. A man 
  makes his place in the world through 
  strength, and so does he lose it. This is the 
  natural cycle of life, and those who claim 
  otherwise lack the courage to see the truth. 
  My Prince must surely jest by asking, for 
  none know this as well as he.” 
  ●
  Question : How is man to know the will of the 
  gods? 
  ○
  Jacinto’s answer : “The gods make their 
  wills known through many, many signs. 
  The stars, the ﬂights of birds, and even the 
  wind can speak their edicts to wise 
  mortals. A wise man who lacks the 
  otherworldly nature or the extensive 
  training will allow himself to be guided by 
  those who are. Guides and mentors are 
  inevitably marked by their exposure to the 
  Other Side.” <pulls open robe to expose 
  third nipple, looks at PC triumphantly with 
  a raised eyebrow> 
   
   
   
   
   
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  11d. Cosmic Library - Trapper Hunting Ground 
   
  Scale is 5’ per square. 
  Overview 
  This area of the stacks has been taken over by a tribe of primitive hunters of a spider-like species. They will probably 
  ambush any party that travels through the region, despite Sehmesh’s best e�orts. 
   
  First impressions 
  This area is much like the rest of the Library, except 
  other researchers will not be seen while passing 
  through. Sehmesh will point out some of the web lines 
  laid down to alert the hunters. 
  Features 
  Trappers 
  Trappers are one of the many degenerate subspecies of 
  the ancient people who built the Library. They have not 
  lost all of their intelligence, so they live a primitive 
  existence in hunter bands that make nets from their own 
  silk and envenom hunting darts with their own 
  secretions. Trappers are the size of goblins and they 
  hunt in groups. 
  Encounter 
  To see if the party is ambushed, roll 1d8; if the numbered 
  rolled is less than the total number of party members 
  (including Sehemesh and any children), then they are 
  ambushed. The attack will occur when passing through 
  close-knit stacks 10’ across. The only chance the party 
  has to detect the ambush when Trappers are moving 
  behind the party. Allow those is the rearmost rank a  DC 
  16 Intelligence check  to hear those Trappers moving into 
  position. They have one round to react before the 
  ambush occurs. 
  Initial attack 
  If the party didn’t notice the ambush setup, the 
  attackers get a free round. Either way, Trappers on top 
  of the stacks start the attack by launching nets. Three 
  on the left throw nets at the front of the party while two 
  on the right throw them on the rearmost PCs. The next 
  round, Trappers on the ground engage in melee while 
  those atop the bookcases throw darts. 
   
   
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  Battle tactics 
  Trappers can clamber up a bookcase with a single action 
  or down one for a single movement action. However, the 
  ones up top are unlikely to join the fray below. The 
  Trappers will automatically 
  withdraw if they lose half their 
  number or more. They will quickly 
  climb over and through bookshelves 
  when ﬂeeing. 
  Exits 
  ●
  A long safe route to the 
  Nexus in  thirty-six hours 
  with a rest for the night. 
  ●
  It takes  six hours  to return 
  to the gatehouse of the 
  Thrice-Dead Prince  (11c). 
  ●
  It takes  four hours  to pass 
  through the hunting 
  grounds. 
  ●
  From there, it takes  twelve 
  hours  to reach the Nexus, 
  with a night of rest. 
  Treasure 
  ●
  Bone-Lance of Rage: The 
  magic spear of the leader. 
  1d8 damage, one-handed. 
  Before an attack is made, the wielder may burn 
  Personality to increase the damage by +1d per 
  point. Worth  450 GP . 
  ●
  Spear poison (10): A foul green paste in a 
  paper-mache bottle. Each is good for one sword, 
  two spears or four arrows. Dries after one turn. 
  Worth  15 GP . 
  ●
  Trapper net (5): The Trapper nets are not easily 
  used by any being with merely two arms. 
  However, the silk is worth  35 GP  per net. 
  Encounter statistics 
  Trapper (9) : Init +0; Atk short spear 
  +1 melee (1d4 + special), or dart +1 
  ranged (1d3 + special @ 10/20/30) or 
  net +2 ranged (special @ 8/16/24); AC 
  13 (chitinous and slight); HD 1d6; hp 
  4; MV 35’; Act 1d20 or 2d16; SP spear 
  and dart inﬂict poison that causes 
  1d5 Agilty damage on ﬁrst hit unless 
  DC 12 Fortitude save, a hit with the 
  net causes entanglement unless 
  victim makes Reﬂexes save (DC is 
  attack roll), entanglement means 
  the character cannot move or 
  attack, getting out of the net 
  requires an action and a DC 20 
  Strength check with +3 for each 
  action of cutting, backstab is +4 to 
  hit and 1d10 damage; SV Fort +1, Ref 
  +1, Will -1; AL N. 
   
  Trapper Leader (1) : Init +3; Atk 
  magic spear +3 melee (1d10); HD 2d6; 
  hp 7; MV 35’; Act 1d20; SP spear has 
  a poison that causes 1d5 Stamina 
  damage unless DC 12 Fortitude save, rolls morale for 
  entire group while alive, backstab is +4 to hit and 1d10 
  damage; SV Fort +2, Ref +2, Will +2; AL N. 
   
   
   
   
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  12. Back Door 
   
  Scale is 5’ per square. 
  Overview 
  This is the secret alternative entrance to the Magician’s House. It is used by the children of the neighborhood as a safe 
  haven but otherwise unknown. It is several blocks from the  Front Door  (1) in the same slums. 
   
  First impressions 
  This alley smells vile as all the 
  walls are coated in a thick coat of 
  congealed grease. Near the end of 
  the alley is a red-painted door. The 
  buildings are in disrepair, crawling 
  with rats. 
  Features 
  The door 
  This door is similar to the  Front 
  Door  (1), except that it has no 
  knocker or animated face that 
  accepts invitations. Instead, it 
  remains locked unless one speaks 
  the password: “ Fart pudding ”. 
  Breaking down the door 
  It’s possible to break down the 
  door with tools or sustained 
  battering. Anyone within 20’ of the 
  outside of the door when it is 
  smashed open will be  cursed . No saving throw. The curse 
  from smashing open the door has two e�ects. First, it 
  causes the bonus from each Luck 
  burn to be halved, rounding up. 
  Second, if anyone asks the name of 
  someone with the curse, he or she 
  must make a  DC 14 Willpower 
  saving throw  or reply truthfully, 
  adding “…a common thief” to the 
  end. Mordank can undo the curse 
  with a wave of his hand. For 
  purposes of dispelling, the curse 
  has a casting roll of  24 . 
  Exits 
  ●
  Once opened, the Back 
  Door leads to the  Playroom  (13). 
  ●
  Leaving the alley leads to 
  the rest of the city of Blackrock - 
  including the  Front Door  (1), 
  several blocks away. 
  Treasure 
  ●
  None 
  Encounter statistics 
  ●
  None 
   
   
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  13. Playroom 
   
  Scale is 5’ per square. 
  Overview 
  This is a lounge for visiting children. There are a few enchanted toys. 
   
  First impressions 
  This room features several overstu�ed  couches  that are 
  upholstered in multi-colored yarn around low tables. 
  The sound of trickling water can be heard from that part 
  of the room.  
   
  Another portion of the room appears to have an 
  miniature palace  nearly as tall as a man. In yet another 
  corner is some kind of polished  mechanical assembly . 
  Scattered  toys  lies on the ﬂoor. 
  Features 
  Couches 
  The couches and table forms an area for rest. To the side 
  is a small bubbling rusted tin fountain. Beside that is a 
  wooden box bolted to the ﬂoor, painted with scenes of 
  children enjoying food. It is magical, and it will ﬁll up 
  with a mildly sweet cake every time it is closed. It loses 
  its enchantment if unbolted. 
  Miniature palace 
  The small scale palace is a playset intended for young 
  girls. Dressable dolls can be found within and beside the 
  palace. There is a also a rack of child-sized  enchanted 
  frocks  (see Treasure). 
  Mechanical assembly 
  This is a large polished chrome orrery, displaying the 
  sun and nearby planets as ﬁnely-etched metal spheres 
  mounted on silently rotating gimbals. To the side is a 
  telescope with a sign under it reading “ Children only! ” 
   
  Those who gaze at any of the planetary bodies through 
  magniﬁcation will notice a stupendous level of detail, 
  and the telescope can be used to zoom. If a viewer keeps 
  studying, ﬁner and ﬁner details are revealed, but he or 
  she starts to ﬂoat weightlessly. If the character is a 
  child or halﬂing, then no harm will occur. 
   
  Otherwise, the character will be pulled by the gravity of 
  the spheres and must attempt  DC 14 Reﬂexes saving 
  throw  to grab an anchor. If this fails, the adventurer 
  appears to grow smaller to those in the room as they 
   
   
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  drift towards the planets that suddenly loom larger in 
  their eyes.  
   
  At this point, the PC and his companions have  two 
  rounds  to ﬁgure out a way to secure him or her; 
  attempting to use a rope requires a  DC 12 Reﬂexes  check. 
  After that, the character cannot be recovered, 
  appearing to rapidly shrink and approach the planet and 
  will ﬁnally burn up upon atmospheric entry. If the PC is 
  secured, then the e�ect immediately ends as soon as 
  they are drawn back to the ground. 
  Toys 
  Throughout the ﬂoor are 
  scattered toy weapons, as 
  well as strange silvery 
  blocks. The latter are 
  exotic magnetic toys. 
  Exits 
  ●
  One door leads to 
  the  Back Door  (12). 
  ●
  One door leads to 
  the  Children’s 
  Observatory  (14). 
   
  A  Kitchen Door  leads to the 
  Kitchen  (6). 
  Treasure 
  ●
  Miniature palace: 
  This is heavy ( 220 
  lbs. ) and delicate. It is worth  250 GP . 
  ●
  Orrery: The orrery is very heavy ( 400 lbs. ) and 
  delicate. It is also enchanted and extremely 
  valuable, worth  1600 GP  to the right parties. The 
  telescope is not enchanted and can be detached. 
  ●
  Silvery blocks (16): These are magnetic blocks 
  that can be snapped together for structures or 
  used to levitate each other. The full set is worth 
  320 GP . 
  ●
  Enchanted frocks (4): Each frock has a tag 
  inside with command words “ fancify ” and 
  “ mixy-upy ”. The ﬁrst word causes parts of the 
  dress to turn the color of 
  whatever touches it. The 
  second word causes it to 
  blend with contacted 
  colors. Each can be sold for 
  100 GP . 
  Encounter 
  statistics 
  ●
  None 
   
   
   
   
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  14. Children’s Observatory 
   
  Scale is 5’ per square. 
  Overview 
  One wall of this room is a  transparent pane  blocking passage to the  Menagerie  (15). Three  children  hide in this room, and 
  one of them will pretend to be a monster to scare the party away.  
   
  First impressions 
  This room contains two very low circular tables with 
  equally low chairs. Between them is a large pile of 
  quilted throw pillows. One of the walls is a transparent 
  pane through which a dark and vacant room can be 
  seen. As soon as the party steps into the room, the 
  pillows in the center rise into a squat vaguely humanoid 
  ﬁgure that gestures warningly. 
  Features 
  Transparent pane 
  This material has an  AC 17  and is shattered from blows 
  that do  15+ damage . It takes  half damage  from piercing 
  and ﬁre and none from cold or electricity. The  Menagerie 
  (15) on the other side is not illuminated, but obvious 
  features may be seen from this side. 
  Children 
  Three children hide in this room; one under each table 
  and one within the pillows. The one in the pillows has 
  tied them around his body and will threaten to curse the 
  party if they do not turn from this room. These kids ran 
  in here with a fourth to escape a bully ( Burrock , 
  currently in the  Study  (10)). Not long after, one child was 
  grabbed by an ogre as the rest hid - this child is  Zenni , 
  currently found at the  Moon - Time Dome  (8b). The 
  children are: 
   
  ●
  Oodak : The eldest, a quiet but brave boy, 
  currently in the pillows. 
  ●
  Haerla : A clever know-it-all girl, sister of Minz. 
  Wearing the  Helm of Inﬁnite Wisdom . 
  ●
  Minz : An enthusiastic and highly distracted 
  young boy.  
   
  The children are afraid but they won’t abandon their 
  friend. They hope the wizard can help. If the party can 
  help them ﬁnd the wizard or  Zenni , they will use the 
  Helm of Inﬁnite Wisdom  to help the adventurers. They 
  describe  Zenni  as a scrawny boy with long brown hair 
  and a squeaky voice. 
   
  If the party tries to leave the children behind, then  Minz 
  will sneak away and try to follow them discreetly. Then 
  the other two will go in search of him. 
   
   
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  Helm of Infinite Wisdom 
  A brightly chromed helmet with 
  eyeballs shooting lightning 
  around the rim and two giant 
  metal bat wings on top. Once per 
  hour, the wearer can concentrate 
  on a question and get an in-depth 
  answer; this takes one minute. 
  The character must make a  DC 11 
  Willpower saving throw . If this 
  succeeds, the PC gets an answer 
  and takes  1d6 Personality 
  damage . On a failure, the 
  character is knocked unconscious 
  for a number of hours equal to the 
  damage, thus failing to learn the 
  answer. The Helm cannot be 
  removed from the wearer’s head 
  without a command phrase 
  (“ ignorance is bliss ”) or death. 
  Haerla has not thought to ask if 
  there is a way to remove it and 
  thinks it is permanent. 
  Exits 
  ●
  On the other side of the 
  transparent pane  is the 
  Menagerie  (15). 
  ●
  Locked door leads to the 
  Main Hall  (3).  DC 14  lockpicking 
  check. 
  ●
  Door to the  Playroom  (13). 
  ●
  Door to the  Aquarium  (16). 
  Treasure 
  ●
  Helm of Inﬁnite Wisdom  : 
  See above. Worth  1200 GP . 
  Encounter statistics 
  Children (3) : Init +1; Atk bite -2 
  melee (1 damage); AC 11 (small and 
  lithe); HD 1d4-1; hp 2; MV 25’; Act 
  1d20; SP none; SV Fort -2, Ref +1, 
  Will -1; AL N. 
   
   
   
   
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  15. Menagerie 
   
  Scale is 5’ per square. 
  Overview 
  This room was used to imprison otherworldly beings. The two latest inhabitants were freed from their magic circles, and 
  they broke through the  transparent panes  into a room beyond. 
   
  First impressions 
  This room has no lighting, but the  Children’s 
  Observatory  (14) casts wan illumination. There is 
  another transparent wall on the wall opposite to that, 
  though the room beyond is even more dimly lit. One of 
  the panes on that wall is shattered outwards. On the 
  ﬂoor are the blasted remains of two  broken seals . 
  Features 
  Transparent panes 
  The walls facing the  Children’s Observatory  (14) and the 
  Lecture Hall  (18) are made of transparent crystal. One of 
  the three panes shared with the  Lecture Hall  (18) is 
  shattered outwards. That room is very dimly lit, with a 
  cluster of candles in the darkness. This material has an 
  AC 17  and is shattered from blows that do  15+ damage . It 
  takes  half damage  from piercing and ﬁre and none from 
  cold or electricity. 
  Broken seals 
  The two circles on the ground are both scorched and 
  marred. They were drawn with rare pigments mixed 
  with dried blood. Complicated patterns cause dizziness if 
  stared at for long. 
  Exits 
  ●
  Transparent panes  bar passage to the 
  Children’s Observatory  (14). 
  ●
  One of the  transparent panes  has been 
  shattered into the  Lecture Hall  (18). 
  Treasure 
  ●
  None 
  Encounter statistics 
  ●
  None 
   
   
   
   
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  16. Aquarium 
   
  Scale is 5’ per square. 
  Overview 
  This room view an underwater environment through transparent walls. A tentacled monster emerges from an open hatch 
  to attack anyone taller than a child. 
   
  First impressions 
  Floor, ceiling and two walls are  thick glass  through 
  which may be seen an alien coral reef in the depths of an 
  unknown ocean. Unfathomable sea life gapes back at 
  human gawkers, pulsing with color. Vast shadows pass 
  in the blue distance. In the center of the room is a 
  cylindrical glass platform . A unblinking eye, wide as a 
  dinner plate, can be seen refracted within. 
   
  Near each door is a ring of  hanging tanks  attached to 
  the ceiling, containing misshapen ﬁsh that pulse with a 
  yellow-green light. A circular prayer mat lies within 
  each ring. 
  Features 
  Thick glass 
  The ﬂoor, ceiling and walls are incredibly thick, 
  requiring  50+ HP damage  to crack. Doing so causes 
  ﬂooding for  3d20 damage  to everyone in the room. More 
  importantly, the doors will be destroyed, stranding 
  everyone in the room  400’  below the surface of an alien 
  ocean. 
   
   
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  Cylindrical glass platform 
  The platform in the center of the room has an open glass 
  hatch on top. It takes one movement action to close the 
  hatch and one action to turn the locking wheel. Within 
  and below the platform is a water-ﬁlled glass chamber 
  with an exit to the open ocean. 
   
  The large eye belongs to its 
  occupant, the  Deep Watcher . The 
  Deep Watcher will use its tentacles 
  to attack anyone who comes within 
  15’  or tries to pass by. However, it 
  will not attack any creature that is 
  4’8” or shorter, and it will also 
  withdraw if four or more tentacles 
  and severed. 
  Hanging tanks 
  The ﬁsh in the hanging tanks are 
  shaped like brains with a tail and 
  ﬁns. They pulse with light, and the 
  pulses become brighter and more 
  frequent when an individual nearby 
  is concentrating or meditating 
  nearby. This will be evident any 
  time a spell is cast. 
   
  If anyone meditates within a circle 
  of hanging tanks for a few minutes, 
  the ﬁsh will glow with a constant 
  bright light while swimming in tight 
  circles. Then, for as long as this 
  character remains still, he or she 
  may communicate mind-to-mind 
  with  any  living being in sight. 
   
  The rings and mats are out of the reach of the  Deep 
  Watcher . The power of the brain ﬁsh can be used to 
  negotiate with it - the  Deep Watcher  is slow-witted but 
  utterly treacherous. 
  Exits 
  ●
  One door leads to the  Children’s Observatory 
  (14). 
  ●
  One door leads to the  Ring Forge  (17). 
  Treasure 
  ●
  Brain Fish (3 per tank x 8 
  tanks): Each one is worth  250 GP 
  alive and  20 gp  dead. They have 
  exotic ﬁsh requirements like 
  periodic spinal ﬂuid infusions into 
  their tanks. 
  ●
  Prayer mats (2): Soft, thick 
  and beautiful, woven with rare dyes 
  and gold thread.  210 GP  value each. 
  Encounter statistics 
  Deep Watcher (1) : Init -1; Atk 
  tentacle grab +3 melee (special), or 
  tentacle squeeze special melee 
  (1d4), or bite special melee (1d8); AC 
  13 (thick rubbery skin); HD 8d8; hp 
  40 (10 per tentacle); MV 0’; Act 4d20; 
  SP impossible to sneak up on, 
  tentacle hit causes a character to 
  make a DC 14 Reﬂexes save or be 
  grabbed (make a Luck check to be 
  able to attack), actions against 
  grabbed character are squeeze, pull 
  to mouth or bite; SV Fort +3, Ref -2, 
  Will +0; AL C.  
   
  Characters who are hit by tentacle 
  grabs are held unless they make a 
  Reﬂexes save . Once grabbed, they are squeezed, or 
  pulled towards its beak in one round. A character may be 
  freed with a  DC 16 Strength check . 
   
   
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  17. Ring Forge 
   
  Scale is 5’ per square. 
  Overview 
  This is where Mordank spent his time building and enchanting his  magic rings . There are some useful notes on  magic 
  rings , as well as a few other trinkets. 
   
  First impressions 
  This room has a lot of stu� in tight quarters. There’s a 
  work area  that includes a workbench with scattered 
  tools and a squat metal box with a hatch. On a canted 
  desk  are scattered documents and an assortment of ink 
  bottles and discarded styluses. Finally, a cot, mirror and 
  low table are somehow crammed into a corner. The 
  moldy remains of a meal are still upon the table. 
  Features 
  Work area 
  The work area consists of a long workbench connected 
  to a small forging area in the corner. The forge itself is a 
  highly compact and heavy metal cube - it is 
  atomic-powered and emits no heat until opened. There 
  are broken clay moulds for rings in the vicinity. On the 
  workbench are ﬁne metal-working tools, slugs of 
  di�erent metals and a small box brimming with 
  semi-precious jewels. There’s also a small bin of 
  bric-a-brac: bits of ivory, amber, petriﬁed wood, etc. 
  Amidst this is the  magic ring  Lèse Majesté. 
  Desk 
  The desk contains sketches and notes about theories for 
  why a faerie approves of one ring design over another. 
  The notes can be summarized by  Handout G . The book 
  on the desk is entitled “ On Magic Rings ”. At the base of 
  the angled top is a  silver wand . 
  On Magic Rings 
  This is the draft of a scholarly autobiography. The story 
  it tells is of the wizard’s rise to greater prominence. 
  Mordank the Irregular  was looking for sources of power. 
  Disdaining the diabolical, he sought a more powerful 
  faerie Patron - The Gentle Lady. 
    
  She taught him the art of making  magic rings , available 
  to her patron-bound wizards. Each ring is a contract 
  with a di�erent faerie. But the precise ring a faerie will 
  accept is very unpredictable. That is the chief di�culty 
  of the art. Also one must be able to summon or visit 
  faerie, as well as negotiate with or coerce them.  
   
  The Gentle Lady also led Mordank to the  Cosmic Library 
  (11), where he has learned some of the arts of its creators 
  (who he calls The Visitors). With that knowledge, he can 
  bend space and time, and he made this House. 
   
   
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  Rest area 
  Consists of a simple cot, a cheap steel mirror, a wash 
  basin and a low table with the moldy remains of the last 
  meal. 
   
  There is an enchantment that causes anything under 
  the bed to be invisible. In this space is a small jewelry 
  box made of black lacquered wood with a red velvet 
  lining. Within the box are ﬁve  magic rings . 
  Exits 
  ●
  Door to the  Main Hall  (3).  DC 18  lockpicking 
  check; failure activates curse that shrinks 
  lockpicks down to comically tiny proportions. 
  ●
  Door to the  Aquarium  (16). 
  Treasure 
  ●
  Magic rings : These are the ones in the room. See 
  below for more details. 
  ○
  Lèse Majesté : On the workbench. 
  ○
  Mud Magic : In the box under the bed. 
  ○
  Wisdom of the Earth : In the box under 
  the bed. 
  ○
  Wind Porter : In the box under the bed. 
  ○
  Hidden Hand : In the box under the bed. 
  ○
  Dollmaker : In the box under the bed. 
  ●
  Atomic forge: Compact but very heavy oven of 
  steel and boron, super-hot and never needs fuel. 
  Worth  470 GP . 
  ●
  Silver wand: The wand is made of silver shaped 
  like a realistic gnarled root that clasps a small 
  skull of black crystal. The wand bonds with 
  whoever next casts an arcane spell while 
  holding it. That character then adds  +3  to all 
  casting rolls, but the spell is randomly selected 
  from the level of the selected spell. The mage 
  can still direct its e�ect. The bond lasts until 
  Remove Curse  cast with  22+,  or shattering the 
  crystal skull. Worth  240 GP . 
  ●
  Semi-precious gems: About two handfuls, worth 
  a total of  110 GP . 
  ●
  Metal slugs (14): The precious  ½ lb.  slugs (4) are 
  worth a total of  60 GP  while the set is worth  85 
  GP . 
  ●
  On Magic Rings : Worth  50 GP . 
  Encounter statistics 
  ●
  None 
   
   
   
   
   
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  Ring name 
  Command 
  word 
  Design 
  Power 
  Mud Magic 
  Orchid 
  Bone with a 
  single large 
  diamond. 
  By pointing at earth and squeezing his or her ﬁst, the wearer causes 
  earthen matter (e.g. rock, soil, sand, clay, etc.) to soften to mud. A total 
  of  600 lbs.  may be so transformed, with a maximum rate of  200 lbs. per 
  round . E�ects are usually  DC 10 Reﬂexes saving throw  to avoid,  DC 16  if 
  victims don’t see it coming.  2d6 damage  to earthen beings per round. 
  Lèse 
  majesté 
  Tulip 
  Steel spiked band 
  set with 
  alternating small 
  amethysts. 
  Wearer can issue verbal orders for the next  ﬁve rounds  to any one 
  person at a time. If subject is able to understand the orders, they must 
  either obey them, or su�er for  1d8 damage  and paralysis for  1d6 rounds. 
  A successful  Fortitude saving throw  against  DC 15  negates paralysis 
  and  halves damage . 
  Wisdom of 
  the Earth 
  Dogwood 
  Rune-etched 
  coral with an 
  aquamarine 
  lozenge. 
  Ask one question, and an answer will be spelled out in the sand nearest 
  to the wearer’s feet. The answer is provided by an invisible gnome that 
  travels through the earth. Unable to spy on those with powerful magic, 
  and it can only answer questions about things in contact with earth. 
  Even then it knows the answer only  70%  of the time . 20%  of the time it 
  is ﬂummoxed, but  10%  of the time it thinks it has the right answer but it 
  is wrong. 
  Wind 
  Porter 
  Hyacinth 
  Simple tungsten 
  band with an 
  alexandrite spike. 
  Whirlwind forms where wearer makes a ﬁst, and it may be directed by 
  movement. Flies up to  80’ per round  carrying up to  500 lbs.  Picks up 
  whatever it touched, dodged with  DC 15 Reﬂexes save . Contents are not 
  hurt but are helpless to act. Lasts  1 turn  and cannot carry wearer. 
  Hidden 
  Hand 
  Marigold 
  Glittering red fat 
  pumice band with 
  heart-shaped 
  bloodstone. 
  The wearer points at two things, speaking the command word both 
  times, and they swap positions. Objects must be within  60’  of each 
  other and the wearer, and neither may be animate or in excess of  500 
  lbs. 
  Dollmaker 
  Azalea 
  Old oily rope for a 
  band with a giant 
  uncut ruby. 
  Wearer speaks the command word while touching an object. The object 
  is shrunk down to a doll that can be ﬁt in one’s hand; this works on 
  objects that weigh up to  1000 lbs.  The e�ect lasts until the object is 
  thrown into the air or damaged. A hurled doll-boulder can cause  3d6 
  damage  for maximum size objects. Living beings can resist iconization 
  with a  DC 12 Fortitude saving throw . If they fail, they are shrunk and 
  immobile, but they are aware of their surroundings. 
   
   
   
   
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  18. Lecture Hall 
   
  Scale is 5’ per square. 
  Overview 
  The only lighting is a candelabra held by a dangerous faerie lord called the  Lonely King . He will insist on the party’s 
  company, and he attacks if they insult him. 
   
  First impressions 
  The room is mostly dark. There’s a long high table set 
  for a feast that runs along a glass wall with a broken 
  pane. At the head of the table is a handsome elﬁn man in 
  a robe of ermine and lace; he wears an enormous 
  moonstone on a mithril choker. He holds a candelabra in 
  one hand as he stands to receive visitors. 
  Features 
  Table 
  The table is set with a mouth-watering feast that can 
  scarcely be seen in the shadows. Sitting at  four  of the 
  chairs are the corpses of adventurers; they all have their 
  heads twisted at very unnatural angles. 
  Lonely King 
  The Lonely King is an arrogant and heartless faerie lord 
  who usually appears as a dandy, but can transform in a 
  blink to his murderous alter ego,  Rawhead . He will do so 
  if assaulted once or displeased three times. He will invite 
  the party to sit and accept his hospitality. The Lonely 
  King will be quite insistent, and dismiss the corpses as 
  “rude guests.”  He will attack if the party absolutely 
  refuses to tarry.  
   
  The Lonely King urges guests to partake of the feast but 
  is not insulted if they merely sit. His Highness will 
  eagerly gossip and bandy wit. He is quick to boast, and 
  just as quick to denigrate the dull and the crude. He can 
  be condescending but may take a liking to characters 
  who display wit and beauty. 
   
  The Lonely King was a captive of Mordank until he and 
  his brother  Bloody Bones  (currently in the  Moon - Time 
  Dome  (8b)) were released by the Fae Cats that now 
  occupy the  Faerie Shrine  (19). The Lonely King and his 
  brother would like to enter the  Faerie Shrine  (19) to slay 
  Mordank, but a ward keeps them out.  Bloody Bones  is 
  supposed to be looking for another way in. 
   
  The two passions of the Lonely King are his love of 
  games  and his hatred of Mordank the Irregular. He often 
  insults the wizard, calling him an uncouth charlatan. If 
  Mordank enters this room, the Lonely King will attack 
  him. 
   
   
   
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  Games 
  The  Lonely King  is eager to play games of chance. If they 
  have nothing in mind, he’ll teach a game called  Lachesis 
  that is played with a tarot deck.  
   
  Resolve any game with three opposed checks of  1d16 + 
  Intelligence modiﬁer + Luck modiﬁer  ( Lonely King 
  Intelligence modiﬁer  is  +1  and  Luck modiﬁer  is  +2 ). 
  Professional gamblers roll  1d20 . The ﬁrst to win two 
  rounds wins the game. 
   
  The  Lonely King  will not cheat, and he treats cheating as 
  an insult. He has little to wager at this time except his 
  moonstone choker, but he will only bet it if goaded. He 
  will take it as an insult even if he loses 
  it fairly, however. 
  Ending the feast 
  Unless angered, the  Lonely King  will 
  eventually let them pass. He will 
  insist on being a patron of any PC that 
  he really enjoys.  
   
  All who ate or drank at the table are 
  cursed to try to kill the wizard the ﬁrst 
  time they see him outside the  Faerie 
  Shrine  (19); they get a  DC 15 Willpower 
  saving throw  to resist. 
   
  This curse is broken if Mordank or the 
  Lonely King  dies. 
   
   
  Fighting the party 
  The Lonely King becomes Rawhead in 
  a blink as soon as he is engaged in 
  combat. He appears to be an ogre with 
  long muscled arms and a skinless 
  bloody head. 
   
  If the Rawhead ﬁghts the party over an insult and is 
  reduced to one-quarter hit points, he will revert to 
  gaseous form and (probably) escape.  
   
  However, if they pass into the  Faerie Shrine  (19), the 
  Lonely King  will wait for their return, fully healed. If 
  they return with Mordank, he will ﬁght to the death, 
  assisted by any PCs who partook of his feast and do not 
  resist its enchantment. 
  Exits 
  ●
  Kitchen Door  to the  Kitchen  (6). 
  ●
  The broken pane on the transparent wall opens 
  to the  Menagerie  (15). 
  ●
  Door to the  Ring Forge  (17). 
  ●
  Door to the  Faerie Shrine  (19). 
  Treasure 
  ●
  On burly female warrior corpse: 
  ○
  Splint mail 
  ○
  High elven blade: Mithril sword that 
  damages as a magic weapon; worth  45 
  GP 
  ●
  On tall tattooed shaman corpse: 
  ○
  Red ﬂower robe: Endure any weather as 
  long as it stays dry 
  ●
  On bald female thief corpse: 
  ○
  Thief tools 
  ○
  Pair of extremely 
  high-end custom daggers worth  60 GP 
  ●
  On wizened male alchemist 
  corpse: 
  ○
  Potion carrying case: 
  Handy tote, snaps open, secures up to 
  20  potions. Contains one potion; acts 
  as  Stinking Cloud   with a casting roll 
  of  20  if exposed to air. Worth  120 GP . 
  ●
  Moonstone choker:  Once per 
  day  for  one round , the wearer may 
  command up to  200 lbs.  of a natural 
  elemental substance (e.g. dirt, ﬂames, 
  rock, ice, etc.) within  50’ , moving it up 
  to  50’ .  Strength 20  and  2d6 damage , 
  DC 13 Reﬂexes  saving throw to avoid. 
  Worth  800 GP . 
  ●
  Flatware setting (9): 
  Paper-thin bone china,  30 GP . 
  ●
  Silverware setting (9): With 
  Mordank’s crest,  40 GP . 
  ●
  Wine bottle (5): Fine vintage, 
  50 GP . 
  Encounter statistics 
  Rawhead (1) : Init +1; Atk strike +5 melee (1d6+1) or grab 
  +4 melee (special) or head-twist special melee (2d6); AC 
  15 (skin like wood); HD 6d8; hp 30; MV 40’; Act 2d20; SP 
  half damage except from magic, victim of a grab attack 
  must make opposed attack against the attack roll or be 
  held, head-twist is an attack against held characters 
  that automatically hits, Moonstone Choker, assume 
  gaseous form once per day for as long as desired; SV Fort 
  +5, Ref +1, Will +4; AL C. 
   
  Once per day , the wearer of the Moonstone Choker may 
  command up a mass of elemental substance (e.g. dirt, 
  ﬂames, rock, ice, etc.) to blast one target within  50’  for 
  2d6 damage ,  DC 13 Reﬂexes  saving throw to avoid. 
   
   
   
   
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  19. Faerie Shrine 
   
  Scale is 5’ per square. 
  Overview 
  Mordank the Irregular is in this room with  ﬁve Fae Cats  who are pretending to be him. They are all imprisoned in magic 
  circles from which they cannot escape, but the party can easily free any of them. They all try to convince the party that 
  they are the real wizard. 
   
  First impressions 
  The center of this wide room is lowered three steps, and 
  ﬁve unlit braziers surround it. A rustic altar stands at 
  the far end of the room from the door. On the ﬂoor of the 
  recessed center of the room is a great diagram of 
  complex glowing geometry. Six smaller circles are 
  arranged in a circle, and within each of those there is a 
  rumpled middle-aged man. All six men are identical! 
  Features 
  Situation 
  The  Fae Cats  got into the house through a  magic mirror . 
  They were sent by  Gentleman Hob  to torment Mordank. 
  When they came here, Mordank imprisoned them, but 
  the magic of the  Fae Cats  reﬂected this on him. Now, 
  they use a glamour to mimic Mordank. The magic circles 
  occur at the intersection of complex patterns of glowing 
  geometric lines. 
   
  Nothing may cross the lines, but a circle’s containment 
  is broken if the symbols are defaced from the outside. 
  Magic cannot pass in either direction, but a circle can be 
  dispelled from outside as though it had a casting roll of 
  20 . The gap is large enough that one may not discreetly 
  whisper to a circle’s occupant. 
  Time distortion 
  Passing through the door into this room, in either 
  direction, causes an entire day to pass. This is a 
  side-e�ect of the seal against magic entities. Mordank 
  can toggle this at will if free. The prisoners will 
  volunteer this information. 
   
   
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  The Dilemma 
  All of the circle occupants will try to convince the PCs 
  that they are Mordank. The  Fae Cats  are cunning! 
   
  Things they deﬁnitely know about Mordank: 
  ●
  Mordank’s relationship with  Gentleman Hob 
  and the  Gentle Lady . 
  ●
  The fact that he gets 
  much of his powers 
  through his  magic rings . 
  ●
  The command words for 
  the rings are the names of 
  ﬂowers. 
  ●
  The wizard’s general 
  personality. 
  ●
  The nature of the  Leaf 
  Boys  and the  Mean Old 
  Man  in the  Garden  (9). 
  ●
  The nature of the  Mirror 
  World  (4), 
  ●
  The passphrase to  open 
  the  magic mirrors . 
  ●
  The existence of the  Back 
  Door  (12). 
  ●
  The nature of the house 
  and the  goblins. 
  ●
  The  golem   in the  Main 
  Hall  (3). 
  ●
  The  Kitchen Doors  and 
  Goblin Tunnels  (7). 
   
  Things they deﬁnitely don’t know: 
  ●
  The actual command 
  words used to activate 
  any rings. 
  ●
  Mordank’s soft spot for 
  children. 
  ●
  The passphrase to  close 
  the  magic mirrors . 
  ●
  The secret of the  golem ’s 
  Creation Rune . 
  ●
  The passphrase for the  Back Door  (12). 
  ●
  The  Golem Necklace  in the  Barracks  (5). 
  ●
  The owner of the  Kitchen Door  key (i.e. the Chief 
  Steward in the  Kitchen  (6)).  
   
  Mordank will be extremely reluctant to reveal any 
  command words or other secrets. 
  Freeing a captive 
  If a  Fae Cat  is freed, it will attempt to free its fellows as 
  soon as it’s feasible to try. In the meantime, it will try to 
  maintain the ruse. 
   
  Once Mordank is free, he will be friendly. Mordank will 
  try to get the party to escort him to his rings. He ﬁghts 
  with great reluctance. 
  Horned altar 
  Surrounded by an ivy-covered bier, this scented altar of 
  dogwood sprouts antlers atop. Lit 
  candles coat most of the surface 
  with wax. A  magic ring  left on a 
  horn point will regain one charge 
  per day. Two rings are charging 
  now.  
  Exits 
  ●
  Door to the  Lecture Hall 
  (18) 
  Treasure 
  ●
  Magic rings  on the altar; 
  see below for more details: 
  ○
  Stolen Moments 
  ( 2 charges ) 
  ○
  Transmute  ( 1 
  charge ) 
  ●
  Mordank the Irregular! 
  Encounter statistics 
  Fae Cat (5) : Init +3; Atk claw +3 
  melee (1d6) and bite +1 melee (2d4); 
  AC 16 (liquid agility and thick fur); 
  HD 2d8+1; hp 12 each; MV 40’; Act 
  1d20/1d16; SP leap 30’ as 
  movement action to withdraw 
  from melee without opponent 
  getting free attack, half damage 
  except from magic, take 1d6 
  damage to force one spell aimed 
  at it to be also inﬂicted on the caster at equal power; SV 
  Fort +2, Ref +5, Will +2; AL C. 
   
  Mordank the Irregular (1) : Init +2; Atk +1 punch (1d2); AC 
  11 (slippery); HD 6d4; hp 17; MV 30’; Act 1d20/1d14; SP may 
  spend one action to create simple illusions (see below); 
  SV Fort +1, Ref +4, Will +7; AL N. 
   
  Mordank’s illusions are intangible but convincing 
  animate images over a  10’x10’  area. 
   
   
   
   
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  Ring name 
  Command 
  word 
  Design 
  Power 
  Transmute 
  Posey 
  Obsidian band carved 
  as a lifelike serpent 
  with lapis lazuli eyes. 
  That which is touched by the index ﬁnger can be temporarily 
  transformed into whatever he or she names, so long as it is of 
  approximately equivalent dimensions and mass  and something 
  that the wearer has observed. After  one turn , the original form is 
  restored no matter what happens to the new shape i.e. damage 
  doesn’t carry over, even death and destruction. 
  Stolen 
  Moments 
  Wild Rose 
  Complex woven silk 
  braid with colorful 
  feathers and a ruby cut 
  in the shape of a hawk. 
  Stops time for  two rounds  except for the wearer. Objects may be 
  moved and imparted momentum, but they can’t be damaged, and 
  will hang in mid-air when released. 
   
   
   
   
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  Completing the 
  adventure 
   
  Consequences 
  There are a lot of things that can happen as a result of 
  this adventure, even if the party succeeds in their quest. 
  If Mordank is freed, he will insist on the return of any of 
  his property, but he will reward each PC for freeing him 
  with one of the following, as requested: 
   
  ●
  500 GP 
  ●
  Instructions for a random spell of his choosing 
  ●
  A minor magic item 
  ●
  Information about where to ﬁnd a valuable 
  magical treasure 
  ●
  Referral to  The Gentle Lady  as a Patron 
  ●
  A favor to be requested in the future 
  ●
  Friendship! 
  ●
  Anything roughly equivalent 
   
  If the wizard isn’t freed, then the House may be invaded 
  by other entities, possibly including the PCs, and freeing 
  him could be a future quest. Keep in mind that Mordank 
  will seek out his property and its thieves if and when he 
  ﬁnally escapes. Alternately, if he doesn’t survive, the 
  party may try to take over the Magician’s House, but 
  there will be other interested parties to contend with. 
  But at least they will get to keep their loot. 
   
   
  Winning and losing 
  Ben Meeks 
  Win 
  Save the city 
  ●
  Save  Mordank the Irregular  from imprisonment 
  in the  Faerie Shrine  (19). 
  ●
  Figure out how to use the  magic ring   Tongue of 
  the Native  (found in the  Study  (10)). 
  ●
  Find a book in the  Cosmic Library  (11) to 
  translate the Sealing Stone inscription. 
  ●
  Get the cooperation or helmet of Haerla from 
  the  Children’s Observatory  (14). 
  Spread the faith to new lands and people 
  ●
  Convert the All-Kin in the  Moon - Alien Dome 
  (8a) to the way of the Father. 
  ●
  Find his way to Faerie, intent on being a 
  missionary. Routes from: 
  ○
  Over the wall of the  Garden  (9). 
  ○
  Beyond the Desolate City  (4g). 
  Lose 
  Do not allow innocents to be harmed 
  ●
  Let any of the children from the  Children’s 
  Observatory  (14) come to serious harm if 
  encountered. 
  ●
  Not saving  Zenni  from the  Moon - Time Dome 
  (8b), if encountered. 
  ●
  Let  Burrock  from the  Study  (10) be seriously 
  hurt, if encountered, unless  Burrock  attacks 
  someone. 
  ●
  Failing to save the city. 
   
   
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  Tom Sharply 
  Win 
  Obtain 2,500 GP of wealth for himself 
  ●
  His share of the wealth is  2,500 GP  or more. 
  ●
  The amount of wealth he has stolen is worth 
  2,500 GP  or more. 
  ●
  A combination of the prior two. 
  ●
  Any money spent during preparation or the 
  adventure itself counts against this total. 
  Save  Mordank the Irregular  and secure a favor 
  ●
  Mordank is rescued from imprisonment in the 
  Faerie Shrine  (19), and Tom extracts a promise 
  Lose 
  Do not lie to an ally 
  ●
  Anyone who one has an explicit expectation of 
  mutual aid is considered an “ally”. 
  ○
  Obviously other PCs who do not betray 
  ○
  This  can  include friendly NPCs. 
  Deng Zench 
  Win 
  Discover the source of the wizard’s power and his fate, and 
  report back 
  ●
  The treatise  On Magic Rings  from the  Study  (10) 
  is read. 
  ●
  The  Lonely King  in the  Lecture Hall  (18) can 
  impart this knowledge. 
  Die while slaying a worthy foe 
  ●
  Bloody Bones  in the  Moon - Time Dome  (8b) 
  ●
  The Rawhead form of the  Lonely King  from the 
  Lecture Hall  (18) 
  ●
  Mean Old Man  from the  Garden  (9) 
  ●
  The  ﬁve  Fae Cats from the  Faerie Shrine  (19) 
  Lose 
  Do not allow  Mordank the Irregular  to learn your name 
  and live 
  ●
  If any servants or guards learn Deng’s name and 
  live, that’s a problem. 
  ●
  Big risk: the curse that comes from breaking 
  through either the  Front Door  (1) or the  Back 
  Door  (12). 
  Lithwick the Curious 
  Win 
  Obtain a source of powerful magic 
  ●
  Must be able to use power in question. 
  ●
  Must also be able to safely lay claim to it; e.g. if 
  Mordank is free, he will eventually come for his 
  property. 
  ●
  Any of the following: 
  ○
  At least  ten   magic rings . 
  ○
  These spells: 
  ■
  Create Magic Mirror  (from the 
  Study  (10)) 
  ■
  Create Golem  (from the  Study 
  (10)) 
  ○
  The  Miscengnator  from the  lover’s 
  battleﬁeld  (11a) 
  ○
  All  of these patrons: 
  ■
  The  Mean Old Man  from the 
  Garden  (9). 
  ■
  The Gentle Lady from the  Study 
  (10). 
  ■
  The  Lonely King  from the 
  Lecture Hall  (18). 
  Find a powerful patron or teacher 
  ●
  The  Mean Old Man  from the  Garden  (9). 
  ●
  The  Gentle Lady  from the  Study  (10). 
  ●
  The  Lonely King  from the  Lecture Hall  (18). 
  Lose 
  Do not die 
  ●
  Pretty straight-forward. 
  ●
  If she gets the curse of the statue of the  Mirror 
  World - Empty Square  (4f), resolve whether or 
  not she succumbs at the end. That counts as 
  failure. 
  Karn Zun Veshna 
  Win 
  Save the city 
  ●
  Save  Mordank the Irregular  from imprisonment 
  in the  Faerie Shrine  (19). 
  ●
  Figure out how to use the  magic ring   Tongue of 
  the Native  (found in the  Study  (10)). 
   
   
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  ●
  Find a book in the  Cosmic Library  (11) to 
  translate the Sealing Stone inscription. 
  ●
  Get the cooperation or helmet of Haerla from 
  the  Children’s Observatory  (14). 
  Destroy a great source of evil 
  ●
  Bloody Bones from the  Moon - Time Dome  (8b). 
  ●
  Rawhead (aka the  Lonely King ) from the  Lecture 
  Hall  (18). 
  Lose 
  Do not end the adventure corrupted in body or soul 
  ●
  The faerie mutations of the stream in the 
  Garden  (9). 
  ●
  The curse of the  Front Door  (1) or  Back Door  (12), 
  if not removed by Mordank. 
  ○
  The curse of the statue from the  Mirror 
  World - Empty Square  (4f) doesn’t count 
  because it is not permanent. 
  ○
  But if he dies from it, that counts. 
  ○
  Enchanted by the  Lonely King  in the 
  Lecture Hall  (18) to attack Mordank. 
  Velouria 
  Win 
  Verify the death of the human wizard...one way or 
  another 
  ●
  The death of  Mordank the Irregular  in the  Faerie 
  Shrine  (19) is required. 
  Discover a way back to Faerie for her tribe 
  ●
  Through the  magic mirrors  and  beyond the 
  Desolate City  (4g). 
  ●
  Over the wall and upstream from the  Garden  (9). 
  Lose 
  Do not die 
  ●
  Pretty straight-forward. 
  ●
  If she gets the curse of the statue of the  Mirror 
  World - Empty Square  (4f), resolve whether or 
  not she succumbs at the end. That counts as 
  failure. 
  Rictus 
  Win 
  Find a cure for his raging alcoholism 
  ●
  The ancient fountain on the  Garden - Central 
  Island  (9b). 
  ●
  Self-help books from the  Cosmic Library  (11). 
  Find a better place to drink his life away than that moist 
  and filthy alley 
  ●
  If  Lutz  likes him, the  Visitor’s Lounge  (2). 
  ●
  Mordank will see to this is he is freed from the 
  Faerie Shrine  (19), and friendly. 
  ●
  Note that money alone won’t do it, since Rictus 
  will fritter away any sum. 
  Lose 
  Do not let an insult go unpunished 
  ●
  Possible conﬂicts: 
  ○
  Lutz  in the  Visitor’s Lounge  (2). 
  ○
  A  Leaf Boy  in the  Garden  (9). 
  ○
  The  Lonely King  in the  Lecture Hall  (18). 
  ○
  Burrock  in the  Study  (10). 
  ○
  Mordank the Irregular in the  Faerie 
  Shrine (19). 
  ○
  Other PCs? 
  ●
  Punishment typically consists of injury or 
  compensation, plus an apology. 
  ○
  Injury/compensation should be about 2x 
  as much as initial insult. 
  ○
  An apology is  necessary . 
   
   
   
   
   
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  Pre-generated 
  characters 
   
   
   
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  Ben Meeks (Neutral Cleric) 
  Impression 
  ●
  Fiercely devoted to Civictus, The Father of 
  Cities. 
  ●
  Passionate debater and devoted friend. 
  ●
  Greatly enjoys the sacrament of the cultivated 
  grape, and revelry in general. 
  Social class 
  ●
  Gentry 
  Communities 
  ●
  Commoners 
  ●
  Learned 
   
   
   
  Win 
  ●
  As a minister of Civictus, Ben’s mission is clear: 
  Save the city. 
  ●
  The City, and its Father, is not a single place - it 
  is an idea.  Spread the faith to new lands and 
  people 
  Lose 
  ●
  Despite the hurly burly of the city, for it to work 
  as an idea, some principles must be observed.  Do 
  not allow innocents to be harmed. 
  ○
  “Innocents” are humans, elves, dwarves 
  and halﬂings who are not combatants or 
  violent criminals. 
  ○
  Failing to save the city would constitute 
  allowing the death of innocents. 
   
  Ben Meeks 
  Class 
  Cleric 
  Level 
  2 
  Strength 
  12 
  Stamina 
  10 
  Intellect 
  5 
  Personality 
  17 
  Agility 
  12 
  Luck 
  12 
  HP 
  8 
  GP 
  433 
  Background 
  Animal Trainer 
  Sign 
  Guardian angel 
  Equipment 
  Spells 
  ●
  Mace 
  ●
  Leather Armor 
  ●
  Backpack 
  ●
  Torch x 4 
  ●
  Flint & Steel 
  ●
  Blessing 
  ●
  Darkness 
  ●
  Detect Magic 
  ●
  Second Sight 
  ●
  Word of Command 
   
   
   
   
   
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  Tom Sharply (Lawful Thief) 
  Impression 
  ●
  Flashy member of Blackrock’s biggest 
  underworld syndicate, the Ten Tailbones. 
  ●
  Suave and exuberant but also known for his 
  sense of honor and manliness. 
  ●
  As good with a pair of dice as he is with a pair of 
  daggers. 
  Social class 
  ●
  Commoner 
  Communities 
  ●
  Commoners 
  ●
  Underworld 
  Win 
  ●
  Tom desperately needs to pay some big debts so 
  he can disentangle himself from the underworld. 
  Obtain 2,500 GP of wealth for himself. 
  ●
  If Tom is not able to pay his way out of the 
  underworld, he’s going to need a powerful friend. 
  Save  Mordank the Irregular  and secure a favor. 
  Lose 
  ●
  Your word is your life. It always has been.  Do not 
  lie to an ally. 
   
  Tom Sharply 
  Class 
  Thief 
  Level 
  2 
  Strength 
  13 
  Stamina 
  8 
  Intellect 
  8 
  Personality 
  10 
  Agility 
  14 
  Luck 
  12 
  HP 
  5 
  GP 
  620 
  Background 
  Alchemist 
  Sign 
  Warrior’s Arm 
  Equipment 
  Spells 
  ●
  2 x Dagger 
  ●
  Padded armor 
  ●
  Backpack 
  ●
  Rope, 50’ 
  ●
  none 
   
   
   
   
   
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  Deng Zench (Chaotic Warrior) 
  Impression 
  ●
  Jolly and impeccably dressed fop. 
  ●
  Also a lethal duelist who does not seem to fear 
  death. 
  ●
  Will ﬁght for glory, for money, or for fun. 
  Social class 
  ●
  Noble 
  Communities 
  ●
  Aristocracy 
  ●
  Criminal 
   
   
   
  Win 
  ●
  Long ago, Deng betrayed Mordank’s rival, 
  Edwina the Unforgiving; now his twin sister is 
  her hostage.  Discover the source of the wizard’s 
  power and his fate, and report back. 
  ●
  If you can’t complete the mission, Edwina may 
  let your sister go if you die trying. If not, life is 
  not worth living, anyway.  Die while slaying a 
  worthy foe. 
  Lose 
  ●
  Do not allow  Mordank the Irregular  to learn 
  your name and live . Edwina will do terrible 
  things to your sister if her hand is discovered. 
   
  Deng Zench 
  Class 
  Warrior 
  Level 
  2 
  Strength 
  13 
  Stamina 
  10 
  Intellect 
  5 
  Personality 
  9 
  Agility 
  14 
  Luck 
  17 
  HP 
  18 
  GP 
  538 
  Background 
  Noble 
  Sign 
  Struck By 
  Lightning 
  Equipment 
  Spells 
  ●
  Longsword 
  ●
  Dagger 
  ●
  Studded Leather Armor 
  ●
  Backpack 
  ●
  Mirror 
  ●
  none 
   
   
   
   
   
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  Lithwick the Curious (Neutral Wizard) 
  Impression 
  ●
  Haphazardly-dressed woman with curly hair 
  jutting at all angles. 
  ●
  Extremely passionate to obtain as much 
  magical prowess as she can. 
  ●
  Indi�erent to social convention and the feelings 
  of strangers. 
  Social class 
  ●
  Gentry 
  Communities 
  ●
  Mystical 
  Win 
  ●
  Lithwick wants to learn how to live for 
  thousands of years like the mages of legend. 
  Obtain a source of powerful magic. 
  ●
  One path of power is to secure the proper 
  assistance.  Find a powerful patron or teacher. 
  Lose 
  ●
  Lithwick is especially averse to death.  Do not 
  die. 
   
  Lithwick the Curious 
  Class 
  Wizard 
  Level 
  2 
  Strength 
  11 
  Stamina 
  11 
  Intellect 
  13 
  Personality 
  13 
  Agility 
  10 
  Luck 
  10 
  HP 
  11 
  GP 
  405 
  Background 
  Corn Farmer 
  Sign 
  Path of the Bear 
  Equipment 
  Spells 
  ●
  Sta� 
  ●
  Backpack 
  ●
  Lamp 
  ●
  Oil Flask x 2 
  ●
  Flint & Steel 
  ●
  Charm Person 
  ●
  Color Spray 
  ●
  Ekim’s Mystical Mask 
  ●
  Enlarge 
  ●
  Force Manipulation 
   
   
   
   
   
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  Karn Zun Veshna (Lawful Dwarf) 
  Impression 
  ●
  Stern and stoic Royal Scout of the Gadajok, the 
  great dwarven Undercity. 
  ●
  Keen to uphold the honor of his clan and 
  reputation as a Scout (i.e. dwarven knight). 
  ●
  Uncompromising and tenacious. 
  Social class 
  ●
  Noble 
  Communities 
  ●
  Aristocracy 
  Win 
  ●
  The Rune Seers sent you to this place because 
  they saw great peril from the servants of Chaos. 
  Gadajok could be next.  Save the city. 
  ●
  It is the First Mission of the Royal Scouts to 
  strike at the heart of Chaos when it presents 
  itself.  Destroy a great source of evil. 
  Lose 
  ●
  If you are deﬁled, your soul can never come to 
  rest.  Do not end the adventure corrupted in body 
  or soul. 
   
  Karn Zun Veshna 
  Class 
  Dwarf 
  Level 
  2 
  Strength 
  12 
  Stamina 
  10 
  Intellect 
  5 
  Personality 
  16 
  Agility 
  14 
  Luck 
  10 
  HP 
  15 
  GP 
  738 
  Background 
  Dwarven Miner 
  Sign 
  Harsh Winter 
  Equipment 
  Spells 
  ●
  Battle-ax 
  ●
  Shield 
  ●
  Studded Leather Armor 
  ●
  Backpack 
  ●
  none 
   
   
   
   
   
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  Velouria (Neutral Elf) 
  Impression 
  ●
  Ambitious “young” elf seeking early entry to the 
  ranks of elven aristocracy. 
  ●
  Pines for the lost days of elven dominion. 
  ●
  Dashing and clever, but insu�erably sarcastic. 
  Social class 
  ●
  Gentry 
  Communities 
  ●
  Learned 
  ●
  Mystical 
  Win 
  ●
  Mordank the Irregular  has gravely o�ended the 
  Elf Lords with her refusal to relinquish certain 
  ancient elven codexes.  Verify the death of the 
  human wizard…one way or another. 
  ●
  The elves were exiled from faerie for ancient 
  crimes, and have since wandered the earth. 
  Discover a way back to Faerie for her tribe. 
  Lose 
  ●
  At 241, you are far too young to perish.  Do not 
  die. 
   
  Velouria 
  Class 
  Elf 
  Level 
  2 
  Strength 
  8 
  Stamina 
  8 
  Intellect 
  15 
  Personality 
  9 
  Agility 
  14 
  Luck 
  9 
  HP 
  6 
  GP 
  511 
  Background 
  Elven Barrister 
  Sign 
  Pack Hunter 
  Equipment 
  Spells 
  ●
  Mithril Short Sword 
  ●
  Studded Leather Armor 
  ●
  Backpack 
  ●
  Pole, 10’ 
  ●
  Patron Bond (The Three Fates) 
  ●
  Invoke Patron (The Three Fates) 
  ●
  Choking Cloud 
  ●
  Magic Missile 
  ●
  Runic Alphabet (mortal) 
  ●
  Spider Climb 
   
   
   
   
   
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  Rictus (Chaotic Halﬁng) 
  Impression 
  ●
  Piss-drunk unkempt bastard with a penchant 
  for murder. 
  ●
  He lives among humans because his kind won’t 
  have him. 
  ●
  Somehow gives really inspiring speeches 
  part-way through drunken rants. 
  Social class 
  ●
  Commoner 
  Communities 
  ●
  Criminal 
  Win 
  ●
  Rictus is on a downward spiral and it’s only 
  getting worse.  Find a cure for his raging 
  alcoholism. 
  ●
  If he can’t ﬁnd a way to climb out of the bottle, 
  best make it a soft landing.  Find a better place 
  to drink his life away than that moist and ﬁlthy 
  alley 
  Lose 
  ●
  Rictus cut the legs o� a man who called him 
  “Rictum the Short Little Asshole.”   Do not let an 
  insult go unpunished. 
   
  Rictus 
  Class 
  Halﬂing 
  Level 
  2 
  Strength 
  9 
  Stamina 
  10 
  Intellect 
  7 
  Personality 
  4 
  Agility 
  12 
  Luck 
  13 
  HP 
  12 
  GP 
  276 
  Background 
  Halﬂing 
  Haberdasher 
  Sign 
  Fox’s Cunning 
  Equipment 
  Spells 
  ●
  Shortsword 
  ●
  Dagger 
  ●
  Leather Armor 
  ●
  Backpack 
  ●
  Crowbar 
  ●
  none 
   
   
   
   
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  Handouts 
  Print the following pages for sharing with players as their character encounter them in the adventure.  
   
   
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  Handout A 
  This Handbill Hereby Grants 
  to its Rightful Bearer 
  The Duke of Blackrock 
  Most Welcome and Honored! 
  Entry to the  
  Mysterious Abode 
  of the Illustrious Sorcerer 
  Mordank! 
  (The Irregular) 
  on the date of 
  The Seventy-Eighth Day of the Third Season 
  of the year 
  Fifty-One Thousand Eight-Hundred Twenty-Two 
  (since the Founding) 
   
   
   
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  Handout B 
  Sealing Stone 
   
   
   
   
   
   
   
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  Handout C 
  “Sir, the missing members of group III...” 
  Name 
  Power description 
  Ring description 
  Instructions 
  Command word 
  Breath of 
  the Dragon 
  burnt 
  burnt 
  burnt 
  burnt 
  Hand of the 
  Giant 
  Swell one’s hand and 
  imbue with great 
  might for a short time. 
  Square-cornered white gold 
  with a cluster of opals. 
  Speak the word 
  Gardenia 
  Wisdom of 
  the Earth 
  Ask a question, a 
  gnome shall spell the 
  answer in the sand. 
  Rune-etched coral with an 
  aquamarine lozenge. 
  Speak the word, and 
  then ask your question 
  Dogwood 
  Invitation 
  Transport oneself to 
  the distant side of any 
  door in sight 
  Smooth sandalwood with a 
  small face carved from a 
  citrine. 
  burnt 
  burnt 
  unknown 
  burnt 
  burnt 
  burnt 
  Dandelion 
   
   
   
   
   
   
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  Handout D 
  Sign on Door 
   
   
   
   
   
   
   
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  Handout E 
  Summary of magic ring descriptions from the Study: 
   
  Ring 
  Power description 
  Ring description 
  Instructions 
  Command word 
  Lèse 
  majesté 
  For a short spell, others 
  must obey one’s commands 
  or su�er. 
  Steel spiked band set with 
  alternating small 
  amethysts. 
  Speak the word, and then 
  speak your commands 
  Tulip 
  Stolen 
  Moments 
  The entire world will cease 
  in its motion for a very brief 
  span, except for the wearer. 
  Complex woven silk braid 
  with colorful feathers and a 
  ruby cut in the shape of a 
  serpent. 
  Speak the word 
  Wild Rose 
  Wisdom 
  of the 
  Earth 
  Ask a question, a gnome 
  shall spell the answer in 
  the sand. 
  Rune-etched coral with an 
  aquamarine lozenge. 
  Speak the word, and then 
  ask your question 
  Dogwood 
  Wind 
  Porter 
  Summon a harmless 
  miniature cyclone to carry 
  the weight of two men for 
  an hour. 
  Simple tungsten band with 
  an alexandrite spike. 
  Speak the word, and 
  direct the cyclone with 
  one’s hand. Form a ﬁst to 
  release contents. 
  Hyacinth 
  Plain 
  Truth 
  Dispel glamours, and 
  disable magic deceptions 
  for a day. 
  Dull grey heavy uranium 
  gothic band ringed by 
  leering gargoyles, 
  mounting a fractured 
  peridot. 
  Speak the word and touch 
  that which deceives you. 
  Iris 
  Golden 
  Whispers 
  Sense the greatest 
  concentration of nearby 
  wealth. 
  Agate torus wrapped in 
  palladium wire on a simple 
  tin band. 
  Speak the word. 
  Crocus 
   
   
   
   
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  Handout F 
  Rune of Creation 
   
   
   
   
   
   
   
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  Handout G 
  Summary of notes about magic rings from the Ring Forge 
   
  Ring 
  Power description 
  Ring description 
  Instructions 
  Command word 
  Tongue of 
  the Native 
  none 
  none 
  none 
  none 
  Mud Magic 
  Transform a ton of 
  earth to liquid mud. 
  Bone with a single large 
  diamond. 
  Speak the word and gesture 
  with a closed ﬁst to the 
  targeted earth 
  Orchid 
  Call the 
  Wolf-King 
  Self-explanatory 
  Spiral narwhal horn with 
  sacred gallium etchings 
  Speak the word and prepare 
  yourself 
  Hydrangea 
  Transmute 
  Harmlessly transform 
  that which is touched 
  into that which is 
  named, for a short 
  span of time. 
  Obsidian band carved as a 
  lifelike snake with lapis 
  lazuli eyes. 
  Speak the word; then, in any 
  order, say the word and touch 
  the target. 
  Posey 
  Hidden 
  Hand 
  Swap the position of 
  two nearby things. 
  Glittering red fat pumice 
  band with heart-shaped 
  bloodstone. 
  Speak the word while pointing 
  at one object, and then repeat 
  with another object. 
  Marigold 
  Dollmaker 
  Reduce even boulders 
  to small dolls. 
  Old oily rope for a band 
  with a giant uncut ruby. 
  Speak the word and touch the 
  subject. Throw or damage the 
  doll to release it. 
  illegible 
   
   
   
   
   
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  New spells 
   
  Create Magic Mirror 
  Level: 
  3 
  Range: 
  Self 
  Duration: 
  Permanent 
  Casting time: 
  3 months 
  Save: 
  None 
   
  General 
  The caster enchants a mirror so that it can serve as a doorway between to a strange abandoned city. All writing is 
  rendered incomprehensible by passing through. The abandoned city is occasionally haunted by Faerie Hounds, but 
  since all mirrors enchanted by this spell open to this city, it can be used to travel quickly between very distant 
  locations. The region of the city directly beyond the mirror changes to match that of the world on the other side. 
  The caster chooses a phrase that opens the mirror for passage, and one that causes it to be impassible. If the mirror 
  is ever moved from its current position, it reverts to acting like a normal mirror. It can be reconnected by 
  successfully casting this spell on it again. The casting time of realignment is only one minute. 
   
  Manifestation 
  The spell enchants an existing mirror. 
  Corruption 
  Roll 1d8: (1) the caster’s eyeballs become reﬂective; (2) the caster involuntarily writes everything in reverse; (3-5) 
  minor corruption; (6-7) major corruption; (8) greater corruption.. 
  Misﬁre 
  Roll 1d5: (1) the caster is pulled into and trapped within the mirror; (2) the mirror shatters and the caster loses one 
  Luck point; (3) a Faerie Hound leaps out of the mirror to attack the caster; (4) the caster’s spellbook is scrambled, 
  causing the loss of one spell. 
   
  1 
  Lost, failure, and worse! Roll 1d6 modiﬁed by Luck: (0 or less) corruption + patron taint + misﬁre; (1-2) 
  corruption; (3+) misﬁre. 
  2-11 
  Lost. Failure. 
  12-15 
  Failure, but spell is not lost. 
  16+ 
  Mirror is successfully enchanted. 
   
   
   
   
   
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  Create Golem 
  Level: 
  4 
  Range: 
  Self 
  Duration: 
  Permanent 
  Casting time: 
  6 months 
  Save: 
  None 
   
  General 
  The caster creates a powerful servant constructed of non-living matter. The golem is a soulless automata that will 
  perform any task as best it can without complaint. When this spell is cast, the caster should roll twice; once to 
  determine the golem’s physical form and the other time to determine it’s mental sophistication. If the spell is cast 
  successfully, the caster creates an amulet which must be held to control the golem. The physical body has an 
  associated cost in materials; if the caster lacks the funds, he or she can opt for a less powerful form. 
   
  Manifestation 
  Roll 1d5: (1) golem hass lifelike beautiful human form; (2) golem is like a primitive abstract icon; (3) golem is almost 
  featureless; (4) golem appears like a hybrid of a man and two animals; (5) golem looks like the caster. 
  Corruption 
  Roll 1d8: (1) one of caster’s limbs transforms into the material of the golem; (2) caster’s face frozen in expression 
  (roll 1d6: (1) blank; (2) rage; (3) surprise; (4) fear; (5) laughter; (6) goofy) (3-5) minor corruption; (6-7) major 
  corruption; (8) greater corruption. 
  Misﬁre 
  Roll 1d5: (1-2) golem immediate runs amok, attacking all in sight; (3-4) golem is possessed by an intelligent spirit 
  with a mind of its own, and it will attempt to escape immediately; (5) caster’s soul becomes trapped in the golem, 
  and he will die of starvation if he can’t return to his body. 
   
   
  Physical form 
  Mental ﬁtness 
  1 
  Lost, failure, and worse! Roll 1d6 modiﬁed by Luck: (0 or less) corruption + patron taint + misﬁre; (1-2) 
  corruption; (3+) misﬁre. 
  2-11 
  Lost. Failure. 
  12-17 
  Failure, but spell is not lost. 
  18-19 
  Straw Golem : Init +0; Atk strike +1 melee (1d6); AC 12 (made of 
  dense straw); HD 2d8; MV 25’; Act 2d20; SP +1d damage from 
  ﬁre, no damage except from ﬁre and magic, immune to 
  illusions and mind control; SV Fort +8, Ref +0, Will N/A; AL 
  N. 
  Cost : 25 GP 
  Accompanies owner, can enter attack mode where it targets 
  everyone in sight who is not the amulet holder. 
  20-23 
  Doll Golem :  Init +1; Atk strike +2 melee (1d8); AC 14 (made of 
  dense cloth); HD 3d8; MV 30’; Act 2d20; SP +1d damage from 
  ﬁre, no damage except from ﬁre and magic, half damage from 
  electricity, immune to illusions and mind control; SV Fort +1, 
  Ref -3, Will N/A; AL N. 
  Cost : 80 GP 
  Can be ordered to attack speciﬁc individuals or move 
  objects. 
  24-25 
  Wood Golem : Init -1; Atk strike +3 melee (2d5); AC 16 (made of 
  wood); HD 4d8; MV 25’; Act 2d20; SP +1d damage from ﬁre, no 
  damage except from ﬁre and magic, half damage from 
  electricity and piercing weapons, immune to illusions and 
  mind control; SV Fort +8, Ref -1, Will N/A; AL N. 
  Cost : 250 GP 
  As above, but can be ordered to perform simple actions in 
  response to simple conditions. 
  26-28 
  Clay Golem : Init -2; Atk strike +3 melee (2d5); AC 16 (made of 
  clay); HD 4d8; MV 20’; Act 2d20; SP no damage except from 
  magic, half damage from cold and electricity, immune to 
  piercing weapons, illusions and mind control; SV Fort +8, Ref 
  -2, Will N/A; AL N. 
  Cost : 750 GP 
  As above, and capable of speaking, but only what it is told to 
  say verbatim. 
  29-33 
  Stone Golem : Init -3; Atk strike +4 melee (2d6); AC 18 (made 
  As above, but also able to perform series of basic operations 
   
   
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  of stone); HD 5d8; MV 20’; Act 2d20; SP no damage except 
  from magic, half damage from cutting, piercing, ﬁre or cold, 
  immune to electricity, immune to illusions and mind control; 
  SV Fort +8, Ref -3, Will N/A; AL N. 
  Cost : 2K GP 
  with basic conditions. 
  34-35 
  Iron Golem : Init -2; Atk strike +5 melee (2d7); AC 19 (made of 
  iron); HD 6d8; MV 20’; Act 2d20; SP no damage except from 
  magic, half damage from physical attacks and ﬁre, immune 
  to cold, electricity, illusions and mind control; SV Fort +9, 
  Ref -2, Will N/A; AL N. 
  Cost : 6K GP 
  As above, but capable of simple-minded conversation and 
  recall of a small number of facts. 
  36-37 
  Mithril Golem : Init +0; Atk strike +6 melee (2d7); AC 20 (made 
  of mithril); HD 6d8; MV 30’; Act 2d20; SP no damage except 
  from magic, half damage from physical attacks and ﬁre, 
  immune to cold, electricity, illusions and mind control; SV 
  Fort +9, Ref +0, Will N/A; AL N. 
  Cost : 20K GP 
  As above, but able to make reasonable judgement calls and 
  handle complicated situation. 
  38+ 
  Diamond Golem : Init -2; Atk strike +8 melee (2d10); AC 22 
  (made of diamond); HD 8d8; MV 25’; Act 2d20; SP no damage 
  except from magic, half damage from physical attacks and 
  ﬁre, immune to cold, electricity, illusions and mind control; 
  SV Fort +11, Ref -2, Will N/A; AL N. 
  Cost : 100K GP 
  As above, but capable of creating works of beauty such as 
  dance, painting, singing or even poetry. 
   
   
   
   
   
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  New patrons 
  The Mean Old Man 
   
   
  The Mean Old Man is an ancient spirit of the land, and to those who would listen, he has many stories to tell. He exists to 
  protect the untamed wilderness, and to punish those who would despoil it. The Mean Old Man is not an enemy of 
  civilization, but when it grows unchecked, the mark of man must be obliterated lest it consume the land.  
   
  When The Mean Old Man requests favors, they typically involve punishing those who encroach in the deep forest, or 
  otherwise pollute tracts of wilderness or profane sacred groves. Those he would punish may be completely unaware of 
  their transgressions. 
  Invoke Patron  check results 
  12-13 
  The caster grows long, sharp and hard spines from his or her skin for the next CL turns. Unarmed attacks 
  by the character do +1d4 damage, and those who hit the caster with unarmed attacks take 1d4 damage. 
  14-17 
  Knotty roots erupt from the around around the feet of enemies within 50’ for the next 2d6 + CL rounds. 
  Their ground move is halved during this time. 
   
   
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  18-19 
  The Mean Old Man strikes back against civilization; for the next 2d6 + CL turns, the caster’s touch will 
  cause non-magical metal to immediately rust into powder. 
  20-23 
  The caster is able to project a deadly hail of supersonic acorns. This emerges from his or her hand as a 50’ 
  long cone with a ﬁfteen-degree arc. It does 4d8+10-AC damage to all within the cone. Damage is halved 
  for all targets that make a DC 14 Reﬂexes saving throw. 
  24-27 
  The Mean Old Man will dispatch a Harpy (see page 421 of core rules) to serve the caster for a short time. 
  The loathsome creature will arrive in 1d6 rounds to do the caster’s bidding for ﬁve minutes. It can carry 
  up to one man-sized creature at once while ﬂying slowly (30). 
  28-29 
  The caster may designate a point within line-of-sight, and a 25’ diameter grove of 25’ tall trees will burst 
  from the ground beneath it. The only condition is that the target point must have a visible portion of bare 
  earth, no matter how small. The trees do 3d8 damage to anyone or anything under the new grove, no 
  saving throw, also toppling any unenchanted walls or structures. The trees are permanent, and must be 
  painstakingly cut and uprooted for anything to be rebuilt at the same site; this takes 120 man hours of 
  work. 
  30-31 
  The caster swells to monstrous proportions, his or her skin turning to thick bark over a knotted form. For 
  2d6 rounds, the caster is changed in the following ways: 
   
  ●
  Move 40’. 
  ●
  AC 18. 
  ●
  +10 HP. 
  ●
  +4 Fortitude saving throw. 
  ●
  20 Strength (+4 modiﬁer). 
  ●
  Attack with knobby limb for +5 melee and 2d6 damage. 
  ●
  Receives +1d damage from ﬁre. 
  ●
  Cannot speak, cast spells or perform ﬁne manipulation. 
  32+ 
  As above, but the e�ect lasts 1d6 turns and the caster can speak and cast spells in this form. 
  Patron taint 
  When patron taint is indicated for the Mean Old Man, roll 1d6 on the table below. When a caster has acquired all six 
  taints at all levels of e�ect, there is no need to continue rolling any more.  
  Roll 
  Result 
  1 
  The caster becomes grumpy and reluctant to say anything positive. The ﬁrst time this result occurs, the 
  PC becomes less likeable, losing one Personality. The second time it happens, he or she loses another 
  Personality, and refuses to live within the bounds of any settlement. The third time, he or she loses 
  another Personality, becomes an actual hermit, and refuses to work in parties with more than him or 
  herself and two others. 
  2 
  The caster’s movements grow sti� and inﬂexible. The ﬁrst time this result occurs, the character loses 
  one Agility. The second time it happens, his or her Move decreases by 5’. The third time, the character 
  becomes unable to change most clothing without help. 
  3 
  The caster becomes a heavy sleeper. The ﬁrst time this taint is su�ered, the character starts sleeping ten 
  hours per night, and su�ers sleep deprivation with less than six. The second time this result occurs, it 
  takes 1d6 rounds for the caster to rise from slumber no matter the situation. On the third time it occurs, 
  the character is now able to stay awake for two days straight, but must now sleep an entire day at a time, 
  and su�ers deprivation for less than sixteen hours of slumber. 
  4 
  The caster disdains artiﬁce and technology. The ﬁrst time this result is rolled, the caster becomes 
  unwilling to use anything more advanced than standard medieval tech like gunpowder or steam. On the 
  second instance of this result, the caster become befuddled by any mechanism more complicated than a 
  door; crossbows etc. are out. The third time this result occurs, the PC becomes unable to use any device 
   
   
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  with moving parts. 
  5 
  The caster’s ﬂesh becomes akin to that of a tree. The ﬁrst time it happens, the character’s blood turns 
  into a green sap that smells of ﬂowers. The second time it happens, his skin hardens into bark, which 
  increases AC by one but incurs a -1d initiative penalty and +1d fumble die. The third time it happens, the 
  character’s hair turns to leaves 
  6 
  The caster’s presence causes vegetation to grow faster. The ﬁrst time this result occurs, the e�ect is 
  likely to go unnoticed by most. The second time it happens, however, it starts being more noticeable, with 
  trails becoming obscured and cobblestone squares being ruined after a night of nearby sleep. On the third 
  occasion, plants will start growing out of stone or even metal if the character is present for more than an 
  hour. 
  Patron spells 
  The ancient forest lord grants one unique spell: Animate Tree (Level 2) 
  Spellburn 
  The Mean Old Man is perpetually irritable, and though he will give his aid to pledge’s who require it, he inﬂicts pain in 
  return, in order that they do not request it casually. When a caster utilizes spellburn, roll 1d4 on the table below when a 
  request is made. These ideas should hopefully give you room to expand in your own campaign.  
  Roll 
  Spellburn Result 
  1 
  Woody tendrils painfully sprout from the caster’s ﬂesh, screaming him- or herself hoarse. The damage 
  manifests as stat loss. 
  2 
  The caster drops to his or her knees, vomiting gouts of leaves. The pain and fatigue manifest as stat loss. 
  He or she must succeed on a DC 13 Fortitude save or be unable to move or attack for the next 1d3 rounds. 
  3 
  The caster’s mind is consumed with so much rage that his or her body convulses violently; this causes 
  wracking su�ering and enervation, manifesting as stat loss. The caster must attempt a DC 14 Willpower 
  save; if successful, he or she receives +1d to attack and damage for 1d6 rounds. 
  4 
  The caster’s mind is ﬂooded with a sense of the passage of time from the perspective of a world-spanning 
  forest. For this casting, all spellburn must come from Personality. 
   
   
  Animate Tree 
  Level: 
  2 
  Range: 
  60’ 
  Duration: 
  1 turn per CL 
  Casting time: 
  1 round 
  Save: 
  None 
   
  General 
  The caster temporarily animates one or more trees to do his bidding. This spell only functions in wooded areas. 
   
  Manifestation 
  Roll 1d4: (1) the caster sings a song that sounds like the howling wind, and the trees stir; (2) a face with a beard of 
  leaves forms on the trunk of a tree which it shapes itself into a roughly humanoid form; (3) a dark aura seeps out of 
  the ground to surround the tree, and it tears its roots out of the earth; (4) the tree melts like wax, reshaping itself as 
  a detailed human ﬁgure made of wood. 
   
  1 
  Lost, failure and patron taint. 
  2-11 
  Lost. Failure. 
   
   
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  12-13 
  Failure, but spell is not lost. 
  14-15 
  A furious shrub responds by erupting under a single foe in range who does not make a Reﬂexes saving throw. This 
  will arrest the target’s further movement until a full action and movement action are spent - in the meantime the 
  target attacks at -2 and has a -2 AC. 
  16-19 
  A small band of saplings answer the caster’s call, arriving immediately. 
   
  Saplings (4) : Init +1; Atk strike +1 melee (1d6); AC 14 (wooden trunk); HD 2d6; MV 30’; Act 1d20; SP half damage from 
  piercing damage and cold, +1d damage from ﬁre, immune to charm and sleep; SV Fort +0, Ref +1, Will +0; AL N. 
  20-21 
  A young birch tree uproots itself, obeying the caster’s orders. It uproots the next round. 
   
  Young Birch (1) : Init -1; Atk strike +2 melee (1d8); AC 15 (wooden trunk); HD 3d8; MV 25’; Act 1d20; SP half damage 
  from piercing damage and cold, +1d damage from ﬁre, immune to charm and sleep; SV Fort +2, Ref -1, Will +1; AL N. 
  22-25 
  A stout ﬁr is animated by the power of the spell. It appears in 1d6 rounds. 
   
  Stout Fir (1) : Init -2; Atk strike +3 melee (1d10); AC 16 (wooden trunk); HD 4d10; MV 20’; Act 2d20; SP half damage from 
  piercing damage and cold, +1d damage from ﬁre, immune to charm and sleep; SV Fort +4, Ref -2, Will +2; AL N. 
  26-29 
  A small grove of young trees respond to the caster. They muster in 1d8 rounds. 
   
  Small Grove (4) : Init -1; Atk strike +2 melee (1d8); AC 15 (wooden trunk); HD 3d10; MV 25’; Act 1d20; SP half damage 
  from piercing damage and cold, +1d damage from ﬁre, immune to charm and sleep; SV Fort +2, Ref -1, Will +1; AL N. 
  30-31 
  An ancient oak hearkens to the summoning, arriving in 1d10 rounds. 
   
  Ancient Oak (1) : Init -4; Atk strike +6 melee (2d8); AC 18 (wooden trunk); HD 5d12; MV 20’; Act 3d20; SP half damage 
  from piercing damage and cold, +1d damage from ﬁre, immune to charm and sleep; SV Fort +5, Ref -3, Will +3; AL N. 
  32-33 
  The eldest trees of the region obey the caster’s magic. It takes them 2d6 rounds to arrive.  
   
  Elder Trees (5) : Init -3; Atk strike +5 melee (2d6); AC 17 (wooden trunk); HD 4d12; MV 20’; Act 2d20; SP half damage 
  from piercing damage and cold, +1d damage from ﬁre, immune to charm and sleep; SV Fort +4, Ref -3, Will +2; AL N. 
  34+ 
  The spell animates a massive aspen root system - a single forest-sized tree.  
   
  Aspen Lord (1) : Init -4; Atk strike +6 melee (3d6); AC 16 (wooden trunk); HD 8d12; MV 20’; Act 6d20; SP half damage 
  from piercing damage and cold, +1d damage from ﬁre, immune to charm and sleep; SV Fort +6, Ref -5, Will +2; AL N. 
   
   
   
   
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  The Lonely King 
   
   
  The Lonely King is a pompous and cold-hearted faerie, enamored with his own cleverness and sense of fashion. Through 
  the ages, he has favored mages who were wise enough to praise his inﬁnite qualities, as well as display their own verve 
  and wit. To bond with the Lonely King, one must ﬁrst throw him an extravagant banquet with ﬁne wine. If he attends and 
  toasts the host, they are accepted.  
   
  During his patronage, the Lonely King will often arrive without warning to require his bondsman to accompany him on a 
  journey to a faraway place. The trip may be uncomfortable and even dangerous, and His Highness will demand many 
  services, ranging from the menial to the impossible. 
  Invoke Patron  check results 
  12-13 
  The Lonely King can’t be bothered to go, so he sends a splendid gift worth (1d6 x 100) GP. 
  14-17 
  The caster’s smile emits a smile so brilliant that it blinds those who gaze upon it. Those looking at the 
  caster must roll DC 13 Fortitude saving throw or be blinded for 1d4 rounds. 
  18-19 
  The Lonely King sends the caster a servant to attend to his or her needs for the next hour. The servant is 
  an ogre in a tuxedo who will do the caster’s bidding, but he will not willingly ﬁght. 
  20-23 
  The caster’s insults are capable of causing wounds. For the next 1d6+2 rounds, the caster can insult one 
  person per round. If the target of the insult is capable of understanding it, then the caster and it must 
  engage in an opposed Willpower saving throw. If the caster succeeds, then the target of the insult takes 
  2d4 damage.  The player must come up with a good one. 
  24-27 
  The Lonely King manifests as Rawhead to ﬁght on behalf of the caster. He will remain until he slays 5 HD 
   
   
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  or levels worth of opponents. If one turn passes without that much death, Rawhead will turn on the 
  caster and his or her party for the remaining levels. The Lonely King won’t hold it against the caster even 
  if he or she slays this manifestation. 
   
    Rawhead (1):  Init +1; Atk strike +5 melee (1d6+1) or grab +4 melee (special) or head-twist special melee 
  (2d6); AC 15; HD 6d8; hp 30; MV 40’; Act 2d20; SP half damage except from magic, victim of a grab attack 
  must make a Strength check against the attack roll or become held, head-twist is an attack against held 
  characters that automatically hits; SV Fort +5, Ref +1, Will +4; AL C. 
  28-29 
  The caster is inspired to play a mournful tune on an available instrument. All those who listen, including 
  allies, must make a DC 16 Willpower saving throw to resist its power. If they fail, they are compelled to 
  dance as long as the caster plays (consuming his or her action each round). Dancers lose 1 HP per round 
  as drops of blood pool at their feet. 
  30-31 
  The Lonely King endows the caster with the power of noblesse oblige - he or she temporarily receives 3d6 
  Luck that can only be spent on the actions of allies. Any remaining temporary Luck is lost at the next 
  setting of the sun. 
  32+ 
  The caster is temporarily appointed sovereign of the realm in which he stands. With that power, he or she 
  is able to declare one law that does not contradict any existing laws. This law will then be executed and 
  followed until such a time as it can be repealed. All subjects of the realm are immediately aware of the 
  new law. 
  Patron taint 
  When patron taint is indicated for The Lonely King, roll 1d6 on the table below. When a caster has acquired all six taints 
  at all levels of e�ect, there is no need to continue rolling any more.  
  Roll 
  Result 
  1 
  The Lonely King enjoys the caster’s company, and insists that he or she attend many of the King’s balls. 
  The ﬁrst time this occurs, the caster has a 1-in-20 chance on any given night of not healing HP or stats. 
  The second time, the caster becomes pallid and weary from the permanent loss of one Stamina. The third 
  time, the caster permanently loses one Intelligence from constant fatigue. 
  2 
  The Lonely King insists that the caster improve his or her attire and general accoutrement. The ﬁrst 
  time, the caster su�ers a -1 to all casting checks until he or she goes on a 1000 GP shopping spree in a city 
  (no adventuring gear). The second time this occurs, the caster must increase his or her monthly clothing 
  budget to 100 GP, su�ering -1 to casting checks for any month following an expenditure shortfall. The 
  third time that this happens, the caster must insist on the best version of all products, spending at least 
  3x for everything, or su�er the -1 casting penalty on any day in which he or she does not do so. Note that 
  there should be occasional beneﬁts from buying the best. 
  3 
  The caster has earned the scorn of his or her glorious patron. The ﬁrst time this is rolled, the caster is 
  soundly slapped, taking 1d3 damage and leaving an eternal handprint on his or her face. The second time, 
  the caster is punched in the face with a silver gauntlet, inﬂicting 1d5 damage while breaking his or her 
  nose - this break heals badly, leaving the caster’s nose with a prominent dent. The third time, the Lonely 
  King appears to crack him or her in the head with a mace for 1d7 damage, causing the caster to forget the 
  spell. Another spell may be learned in its place, but the caster may never re-learn the lost one. 
  4 
  The caster becomes more haughty and arrogant. The ﬁrst time this occurs, the caster starts to alienate 
  people with his or her behavior, permanently reducing Personality by one. The second time, the caster 
  must henceforth make a DC 12 Willpower saving throw to resist insulting the uncouth. The third time, the 
  caster refuses to address his or her lessers (i.e. lower level and not royal) unless accorded the proper 
  respect. 
  5 
  The contract between the Lonely King and the caster entails a sacriﬁce of vital energy to the patron 
  during occasions such as these. The ﬁrst time this result occurs, the caster permanently sacriﬁces one 
  Stamina. The second time that is occurs, the PC’s experience point total at the end of the session drops to 
   
   
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  just enough to hold his or her current level. The third time that this result occurs, the caster ages 1d8+8 
  years. 
  6 
  Interaction with the Lonely King lends the caster a distant and distracted demeanor. The ﬁrst time this 
  result is rolled, the caster incurs a -1 Initiative penalty. The second time this result occurs, the caster 
  reduces his or her Reﬂexes saving throw modiﬁer by one. The third time that this happens, his or her 
  Intelligence is permanently reduced by one. 
  Patron spells 
  The pompous faerie king grants one unique spell: Resplendence (Level 1) 
  Spellburn 
  The Lonely King is as callous as he is regal, and he will often appropriate a wizard’s strength for his own. He is also known 
  to give his subjects painful loyalty tests. When a caster utilizes spellburn, roll 1d4 on the table below when a request is 
  made. These ideas should hopefully give you room to expand in your own campaign.  
  Roll 
  Spellburn Result 
  1 
  The caster severs a ﬁnger upon the request of the Lonely King. This causes a  permanent  loss of one 
  Agility (in addition to any other stat damage), but that sacriﬁce is worth +8 to the casting roll. 
  2 
  The Lonely King insists that the caster invites a beautiful and prominent lady to His Highness’s Ball. He 
  stops time and whisks his subject across the world to pro�er the invitation. The character must succeed 
  at a DC 10 Personality check to convince the lady. If this attempt fails, the PC is whipped by the Lonely 
  King, returned to the moment of spell casting with half the usual spellburn bonus. If the invitation is 
  successful, however, the caster and the lady accompany The Lonely King to a nonstop dance that lasts 
  an entire evening; stat loss is due to exhaustion. The PC is returned to the moment of the spell casting 
  with a +5 bonus to the casting roll. The lady returns home, but disappears 1d6 days later after telling 
  fevered tales of a splendid and otherworldly party with the Lonely King and the caster. 
  3 
  The Lonely King tests the caster to come up with a cutting remark about a comrade. If the sovereign 
  enjoys the witticism, then that character is wracked with boils and ﬁts of bloody coughing, and  this  PC’s 
  stats are reduced. If the Lonely King doesn’t think much of the caster’s jibe, then he or she is wracked 
  with agony, gaining only half the usual bonus from the trait reduction. 
  4 
  The caster gazes upon the true glory of his liege, blasting his mind with waves of unearthly inspiration. 
  This boosts the spell while draining his or her physical energy, manifesting as stat loss. 
   
   
  Resplendence 
  Level: 
  1 
  Range: 
  Self 
  Duration: 
  Variable (see below) 
  Casting time: 
  1 round 
  Save: 
  Will 
   
  General 
  The caster is bathed, groomed and clothed in ﬁnery, as well as endowed with an aura of nobility. 
   
  Manifestation 
  Roll 1d6: (1) the caster’s body shines brightly, and he or she is transformed in a ﬂash; (2) new clothes snake across 
  the caster’s form and tiny scrub brushes emerge to rapidly clean his or her body; (3) with the sound of a harp and a 
  heavenly chorus, a light from the heavens strikes the caster, transforming him or her; (4) the caster twirls around 
  like a dervish, slowing to a stop, transformed; (5) the caster steps behind a changing screen that emerges from the 
  ground, and he or she is changed by walking past; (6) the caster’s skin splits, and he or she molts out of his or her old 
  skin into something decidedly more pleasing. 
   
  1 
  Lost, failure and patron taint. 
   
   
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  2-11 
  Lost. Failure. 
  12-13 
  The caster is dressed in ﬁne fabrics, washed and groomed. This fancy attire unravels after one turn. 
  14-17 
  The caster is dressed in ﬁne fabrics, washed, groomed and perfumed. This fancy attire unravels after one hour. 
  During the time it is worn, the caster’s Personality is increased by one. 
  18-19 
  The caster is dressed in ﬁne fabrics, washed, groomed and perfumed. The new clothing is permanent, but for the 
  next two hours, the caster’s e�ectively Personality is raised by two. During this time, the caster is able to reach into 
  his or her coin pouch to obtain funds for anything that costs 5 GP or less. 
  20-23 
  As above, except the enhancement is +3 Personality for three hours and can a�ord any 10 GP purchase. In addition, 
  during this time the caster and any companions are treated like they belong at any social gathering as long as they 
  don’t break etiquette. 
  24-27 
  As above, except the enhancement is +4 Personality for four hours and can a�ord any 15 GP purchase. In addition, 
  the caster is able to command deference from all servants and proprietors, receiving special treatment and 
  receiving honest answers to questions (saving throw to avoid revealing sensitive information, and deep secrets can 
  be withheld). 
  28-29 
  As above, except the enhancement is +5 Personality for ﬁve hours and can a�ord any 20 GP purchase. In addition, 
  the caster is cloaked in an aura of majesty, and those who would attack him or her with spell or violence must make 
  a Willpower saving throw to do so. This e�ect does not occurs if the caster attacks the attacker or any of its allies. 
  30-31 
  As above, except the enhancement is +6 Personality for six hours and can a�ord any 25 GP purchase. Also, the aura 
  of majesty will a�ect all those with less than four levels or hit dice with no saving throw. 
  32+ 
  As above, except the enhancement is +7 Personality for seven hours and can a�ord any 30 GP purchase. In addition, 
  the aura of majesty causes any non-hostile NPC to agree to any request made by the caster which doesn’t cause 
  risk of injury or signiﬁcant loss of wealth.  
   
   
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  The Gentle Lady 
   
   
  The Gentle Lady is a faerie princess of unbearable grace. Her slender bare feet never touch the ground, her diaphanous 
  gowns glide over the shining aura that sheaths her form, and she scarcely speaks more than a word at a time. Despite her 
  shy demeanor, the Gentle Lady adores the attention of ardent suitors - male or female - who ﬂirt, woo and court at all 
  times. Their a�ections ever unrequited, she is nevertheless a great patroness of romance. 
   
  Pledging to the Gentle Lady as a patroness requires a season of courtship that obeys all the forms of proper romance 
  while being inspired with ardor. If the Lady is convinced, she will accept the pledge at the end of this time. Those who 
  would ever expect more from this relationship are likely to be terminally disappointed. The Gentle Lady will occasionally 
  mention things to her suitors in passing, such as how she heard of a singular blossom on the side of a troll-infested 
  mountain, it’s beauty great enough to break your heart. A proper gentleman knows what to do next. 
  Invoke Patron  check results 
  12-13 
  The caster is bathed in the golden light of the Gentle Lady’s favor. He or she can distribute a bonus of +4 
  among his three saving throws. The e�ect lasts for one turn. 
  14-17 
  The caster is able to heal with a kiss. For the next 1d6+1 rounds, he or she may plant one kiss upon 
  another per round, healing one hit die each time. 
  18-19 
  The caster’s words are inspiring and uplifting to his or her allies. All companions receive +1 on all 1d20 
  rolls for the next 1d6 rounds. 
  20-23 
  The Gentle Lady bestows the gift of knowledge upon her follower; the caster can choose one spell which 
  he or she now knows for a single casting, to be performed next round. 
   
   
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  24-27 
  The Gentle Lady sends several of her personal guard, the Knights of Hearts, to defend the caster. They 
  will remain for 2d4 rounds. 
   
  Knight of Hearts (4) : Init +0; Atk longsword +4 melee (1d8+1); AC 16 (mail and shield); HD 4d8; hp 20; MV 
  25’; Act 1d20; SP none; SV Fort +3, Ref +0, Will +4; AL L. 
  28-29 
  The caster borrows the irresistible presence of the Gentle Lady to seduce the hearts of others. A chosen 
  opponent must make a DC 16 Willpower saving throw or become enraptured by the caster. The victim will 
  obey the caster’s commands to the best of his or her understanding, although he or she receives another 
  saving throw to break the spell every time an objectionable order is given. The e�ect lasts for one day, 
  and afterwards, the victim will despise the caster evermore. 
  30-31 
  Up to 1d6 opponents may be overcome with a bottomless melancholy. They receive a DC 12 Willpower 
  save; on a success, all 1d20 rolls are penalized -1 for the rest of the day. On a failure, the victim tries to kill 
  him or herself. Immortals and those of higher level and hit dice automatically succeed in the saving 
  throw. 
  32+ 
  The Gentle Lady blesses the caster with a love letter. If this is read aloud (3 rounds), it can heal all 
  wounds, disease and poison for the entire party, or restore one comrade to life if he or she died within one 
  turn of the reading. Anyone raised from the dead in this manner permanently loses 1d10 Stamina, and 
  thus dies if reduced to zero or less. A given caster can only receive such a letter once in her or her 
  lifetime. 
  Patron taint 
  When patron taint is indicated for the Gentle Lady, roll 1d6 on the table below. When a caster has acquired all six taints 
  at all levels of e�ect, there is no need to continue rolling any more.  
  Roll 
  Result 
  1 
  The Gentle Lady insists that the caster must single-handedly slay monsters in her name. The ﬁrst time 
  that this result occurs, the caster is penalized one to all casting rolls against enemies when others have 
  engaged those enemies - this lasts until the ﬁrst time the caster slays an opponent in single combat with 
  equal or more levels or hit dice. The second time this happens, that limitation becomes permanent. The 
  third time it happens, casting rolls are penalized one when the target of a spell is either has fewer levels 
  or hit dice than the caster or was previously damaged by another. 
  2 
  The caster must wear accoutrements for his patroness. The ﬁrst time this result occurs, the caster will 
  su�er a -1 to casting rolls when he or she is not equipped with a piece of jewelry worth 500 GP or more 
  that is inscribed with a dedication to the Gentle Lady. The second time this occurs, the caster su�ers -1 
  to casting rolls when not wearing a perfume, which penalizes stealth rolls in close quarters by at least -3. 
  The third time this occurs, the caster must wear garments to please the Gentle Lady or su�er -1d to all 
  casting rolls; such attire makes it impossible to wear any armor that wasn’t custom made for 10x normal 
  cost. 
  3 
  The Gentle Lady insists that the caster demonstrate his or her love in obsessive and obvious ways. The 
  ﬁrst time that this occurs, he or she is marked with a forehead tattoo of a heart. The second time time 
  that this result is rolled, the caster henceforth is constantly weeping a trickle of tears. The third 
  occasion it happens, the caster bears permanent wounds on his or her throat or wrists that appear 
  deadly and self-inﬂicted. 
  4 
  The Gentle Lady is saddened by the caster’s fumble, and decides to “cutefy” him or her in order that 
  caster’s devotion should go to some use. The ﬁrst time this is rolled, the caster’s eyes become weirdly 
  large and glistening. The second time that this result occurs, the caster’s ears are replaced with those of 
  a woodland critter. The third time that this result happens, the caster’s body will be covered in a soft and 
  plush fur. 
  5 
  The caster weakens as he or she desperately pines for the Gentle Lady. The ﬁrst time that this occurs, 
  the caster’s Strength is permanently reduced by one. The second time that it happens, one Stamina is 
   
   
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  permanently lost. The third time that this result is rolled, the caster’s Personality is forever reduced by 
  one. 
  6 
  The caster’s patroness ﬁlls his mind with verses of poetry, that he might entertain her better than his 
  misadventures. The ﬁrst time that this result occurs, then whatever spell casting was just fumbled 
  henceforth takes one round longer to cast, since he or she must now speak extraneous verses while 
  casting it. The second time this is rolled, the caster increases the DC of learning new spells by one due to 
  the need to continually learn new poems. The third time that this happens, the caster must choose one 
  spell to unlearn, to be replaced by an encyclopedic recall of poetic verse. 
  Patron spells 
  The graceful fae lady grants one unique spell: Create Magic Ring (Level 3) 
  Spellburn 
  The Gentle Lady is always touched by the su�ering of her suitors, and is especially impressed by any visceral sign of the 
  pledge’s devotion. When a caster utilizes spellburn, roll 1d4 on the table below when a request is made. These ideas should 
  hopefully give you room to expand in your own campaign.  
  Roll 
  Spellburn Result 
  1 
  The caster is inspired by love of the Gentle Lady to cuts him or herself while sobbing prayers of devotion. 
  The injuries manifest as the stat loss. 
  2 
  The caster is energized by the tender a�ection of the Gentle Lady, but strangely drained afterwards by 
  the burst of excitement - this manifests as reduction of stats. The caster must make a DC 15 Fortitude 
  saving throw or one point is permanently lost (choice of player). If that happens, the caster gains a 
  permanent +1 to cast that particular spell  in perpetuity. 
  3 
  The caster is so awed by his or her patroness that despair sets in as he or she realizes that her love is ever 
  out of reach. This black depression fuels powerful magic, increasing destructive spells by an additional 
  +1. It also causes stat loss as the caster contorts his or her body painfully in the throes of despair. 
  4 
  The Gentle Lady will give the caster what he or she needs, but she will be a little disappointed. The caster 
  must make a Willpower save with a DC of (10 + spellburn) to go through with it. If he or she does so, 
  however, double the usual bonus is applied, as stat loss is solely due to the di�culty of controlling her 
  divine energies. 
   
   
  Create Magic Ring 
  Level: 
  3 
  Range: 
  Self 
  Duration: 
  Permanent 
  Casting time: 
  Variable (see below) 
  Save: 
  None 
   
  General 
  The caster is able to form a contract with a faerie to create an enchanted ring. The power of the ring is 
  unpredictable, and faerie can be di�cult to contact. In addition, they are strangely choosy about the design of the 
  ring that they will accept for the spell, which can lead to a lot of trial-and-error. When the spell is cast, the judge 
  determines the precise e�ect based on the casting roll and the desired e�ect. The power of the ring dictates the time 
  and expense of manufacture, so the caster can voluntarily accept a lower e�ective casting roll for correspondingly 
  lowered costs. The judge may allow role-playing the negotiation to a�ect what must the faerie’s demands cost. Note 
  that time spent negotiating with the faerie passes in the mundane world while seeming but a day in faerie; thus, the 
  caster does  not  age accordingly. Once an agreement is made, the ring is endowed with power. Each ring has three 
  charges and a command word that the faerie tells the caster. This word must be spoken, and the ring’s power takes 
  e�ect as entailed by the wearer’s gestures. The caster is also able to construct a faerie altar to restore one charge 
  per day for any of its creators rings left upon it. It costs 5,000 GP to create an altar and about 100 GP per month to 
  maintain. If upkeep lapses, the altar becomes ordinary and it must be consecrated from scratch. 
   
   
   
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  Manifestation 
  The form of the ring is a complex negotiation of taste with a faerie lord. 
   
   
  Example Powers 
  Contract Requirements 
  1 
  Lost, failure and patron taint. 
  2-11 
  Lost. Failure. 
  14-17 
  Failure, but spell is not lost. 
  18-19 
  ●
  Equivalent to spell level one, 
  casting roll 12-13 
  ●
  (1d6 - Intelligence modiﬁer) months of research into faerie name 
  ●
  (1d6 - Personality modiﬁer) months of negotiation 
  ●
  1000 GP 
  20-23 
  ●
  Equivalent to spell level two, 
  casting roll 14-15 
  ●
  (2d6 - Intelligence modiﬁer) months of research into faerie name 
  ●
  (2d6 - Personality modiﬁer) months of negotiation 
  ●
  2000 GP 
  ●
  Non-lethal favor at some point in the future 
  24-27 
  ●
  Equivalent to spell level two, 
  casting roll 16-19 
  ●
  (2d6 - Intelligence modiﬁer) months of research into faerie name 
  ●
  (2d6 - Personality modiﬁer) months of negotiation 
  ●
  4000 GP 
  ●
  Non-lethal favor at some point in the future 
  28-29 
  ●
  Equivalent to spell level three, 
  casting roll 18-21 
  ●
  (3d6 - Intelligence modiﬁer) months of research into faerie name 
  ●
  Trip to faerie 
  ●
  ([1d6 x 1d6] - Personality modiﬁer) months of negotiation 
  ●
  8000 GP 
  ●
  Big favor at some point in the future 
  30-31 
  ●
  Spell level three, casting roll 22-23 
  ●
  (4d8 - Intelligence modiﬁer) months of research into faerie name 
  ●
  Trip to faerie 
  ●
  ([1d8 x 1d8] - Personality modiﬁer) months of negotiation 
  ●
  16000 GP 
  ●
  Major quest at some point in the future 
  32-33 
  ●
  Equivalent to spell level four, 
  casting roll 24-25 
  ●
  (4d8 - Intelligence modiﬁer) months of research into faerie name 
  ●
  Trip to faerie 
  ●
  ([1d4 x 1d4] - Personality modiﬁer) years of negotiation 
  ●
  64000 GP 
  ●
  3 major quests at some point in the future 
  34-35 
  ●
  Equivalent to spell level four, 
  casting roll 26-28 
  ●
  (5d10 - Intelligence modiﬁer) months of research into faerie name 
  ●
  Trip to dangerous and secret part of faerie 
  ●
  ([1d8 x 1d8] - Personality modiﬁer) years of negotiation 
  ●
  128000 GP 
  ●
  Any one thing the faerie asks 
  36+ 
  ●
  Equivalent to spell level ﬁve, 
  casting roll 29-33 
  ●
  (6d12 - Intelligence modiﬁer) months of research into faerie name 
  ●
  Trip beyond faerie 
  ●
  ([1d16 x 1d16] - Personality modiﬁer) years of negotiation 
  ●
  250000 GP 
  ●
  Any three things the faerie asks 
   
   
   
   
   
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  Design notes 
  The Magician’s House  has evolved from humble 
  beginnings as a side-quest in a larger Blackrock 
  campaign (which will probably never see publication) 
  into what you see before you today. The initial idea was 
  that Mordank got himself into trouble with too much 
  demonology - you know, standard wizard stu�.  But then 
  I took a fateful road-trip, during which I listened to my 
  favorite fantasy novel on audiobook:  Jonathan Strange 
  and Mr. Norrell . 
   
  Some things encountered in Mordank’s house were 
  directly inspired by that wonderful tome: the magic 
  mirrors and the Desolate City beyond and the Lonely 
  King were blatant homages (what a nice euphemism for 
  “theft!”) to Ms. Clarke’s timeless work.  But more 
  importantly,  The Magician’s House  embraces the idea 
  that faeries embody convey both whimsy and peril. 
   
  A couple other inﬂuences that stand out in my mind:  The 
  Dancing Hut , an AD&D adventure by Roger Moore in 
  issue #83 of  Dragon  magazine, and James Raggi’s  Tower 
  of the Stargazer , an adventure for his  Lamentations of 
  the Flame Princess  RPG. Finally, Jim Ward’s  Tower of 
  the Scarlet Wizard  inspired the whimsical atmosphere 
  and use of children. 
   
  Note that despite strong similarities between the 
  Cosmic Library (11) and Emmy Allen’s inestimable 
  Stygian Library , I developed the idea for a home 
  campaign before the latter was published. Note also that 
  I am  not  implying that my private campaign somehow 
  had inﬂuence on that wonderful work. 
   
  Oh yes! I almost forgot to mention that the Lover’s 
  Battleﬁeld in the Cosmic Library (11a) was directly 
  inspired by Brian K. Vaughan and Fiona Staples’  Saga . 
   
  There were several design objectives that guided how 
  the House is put together.  First of all, it was important 
  that there be multiple entrances and loops within the 
  ﬂoorplan - all to encourage unpredictable exploration. 
  Also, there had to be secret doors of some sort. That’s 
  what the Magic Mirrors and the Kitchen Doors are for; 
  they aren’t traditional secret doors, but those wouldn’t 
  be terribly interesting, would they? 
   
  Be aware that the “First Impressions” of each location is 
  not meant to be read aloud.  The judge must always 
  paraphrase and converse. 
   
  Something else that has occurred to me lately is that 
  there’s a dirty secret to traditional role-playing: combat 
  is often the least exciting part.  Many old-schoolers 
  consider D&D to be a game of  exploration  and not a 
  strict  wargame .  Combat breaks up the free-ﬂowing 
  conversation and action of normal play. 
   
  As a result, it’s possible to actually “win”  The 
  Magician’s House  without drawing your sword.  Of 
  course, it’s not  easy , because combat serves a very 
  important function: to create suspense. Whether or not 
  the party gets into scraps, there’s always the  threat  of 
  bloodshed and malevolent magic.  
   
  Fortunately,  The Magician’s House  puts several tools for 
  creating tension at the judge’s disposal. 
   
  First of all, there is the time limit of the adventure, and 
  several encounters (i.e. the Garden, Cosmic Library and 
  Faerie Shrine) have the potential to consume much of it. 
   
  Second, there are the goals of the pre-generated PCs, 
  which are designed to interfere with each other while 
  not leading to direct conﬂict. 
   
  Third, there are a couple of encounters (i.e. the Time 
  Dome and the Playroom) where characters can be lost to 
  dangerous magic.  The Time Dome can even lead to a 
  T.P.K.! 
   
  Finally, it is hoped that the presence of children NPCs 
  (i.e. in the Time Dome (8b), Study (10) and Children’s 
  Observatory (14)) will give even the most stone-hearted 
  player something to worry about beyond mere pillaging. 
   
  Or maybe not.   The Magician’s House  is designed so it 
  can be approached, literally and ﬁguratively, in more 
  than one way.  Embrace the chaos! 
   
   
   
   
   
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  The Magician's House (Dungeon Crawl Classics) - experimental - Google Docs
  https://docs.google.com/document/d/1QwKjidnQsmiYbA6pCRU0tB0DQ0XIckEaEa5br8hoWc0/edit#
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  Development notes 
  The Magician’s House  was originally written for the 
  Dungeon Crawl Classics  role-playing game. I had this 
  site in mind as part of a larger campaign, and I decided 
  to develop it into an adventure of the spur of the 
  moment. I was heading to Gen Con 2018 to judge for 
  Goodman Games for my second year in a row, and I 
  challenged myself to run an original adventure. So 
  that’s how this started. 
   
  I worked on it gradually from late 2017 until early 2019. 
  The whole time, I ﬁgured I’d release it in a form like this. 
  Between Gen Con and my limited personal gaming 
  opportunities, I’ve been able to playtest the DCC version 
  pretty well, if not exhaustively. 
   
  A few months ago, I thought it wouldn’t be too hard to 
  convert this adventure to a number of OGL systems. 
  Lamentations of the Flame Princess  is probably my 
  favorite system after DCC, and it’s mechanically simple, 
  so that was a no-brainer. 5e was also obvious; it’s the 
  most popular RPG of all, and a cousin of DCC. 
   
  Just about a month prior to writing this, I agreed to run 
  a session with a large group of utter  role-playing 
  novices. This is something I’ve long been very interested 
  in doing, so I leapt to the task of creating a simple and 
  intuitive RPG for people who have never played one. 
  That became  Lark Fantasy , which distills a number of 
  ideas I’ve had about role-playing in recent years. 
   
  To keep things simple for me, I decided to run  The 
  Magician’s House  for this group, so I had to do a 
  conversion of it for  Lark , anyway. The session was a 
  success, and the players are asking for more - plus,  Lark 
  received positive reviews from people I showed it to. So it 
  was only natural to bundle  Lark Fantasy  together with 
  the  Lark  edition of  The Magician’s House . 
   
  Anyway, I’m being pretty straight with you, here: not all 
  of this has been playtested in all the editions I’m putting 
  out. The DCC edition has been around the block and I’ve 
  played one session of the  Lark  edition once as of the time 
  of writing. But the 5e and LotFP editions aren’t 
  battle-tested. So keep that in mind, and consider 
  tweaking the adventure for your group. 
   
  On the other hand,  The Magician’s House  isn’t designed 
  to be an exercise in fantasy military tactics. If an 
  edition’s stats are “unfair,” keep in mind that it’s 
  possible to get through the adventure without resorting 
  to violence. If things feel too tough, give the party a 
  chance to fall-back, and try to more obviously signpost 
  the dangers going forward. 
   
  By the way, the 5e conversion was performed by 
  someone more knowledgeable in the ways of that 
  wonderful game: Xavier Lebec. I encouraged him to stay 
  true to both the spirit of this adventure and 5e, and 
  otherwise do as he saw ﬁt, and I think he did a great job. 
   
   
   
   
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  The Magician's House (Dungeon Crawl Classics) - experimental - Google Docs
  https://docs.google.com/document/d/1QwKjidnQsmiYbA6pCRU0tB0DQ0XIckEaEa5br8hoWc0/edit#
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