TEXT: IUZ6-05 
   
   
   
   
   
  The Madhouse 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Iuz’s Border States Metaregional Adventure 
  Version 1.0 
   
  by Britt F. Frey 
   
  Reviewed by: Britt F. Frey 
  Playtesters: Judges: Britt F. Frey, Chris R. Hoffman. Players: Konrad Brandemuhl, Mike Combs, Karen Emmons, Brad 
  Faggionato, Chris Gibson, Dan Hass, Scott Landrum, Ken McRowe, Frank Pont, John Ratliff, Keith Symcox, Jeff 
  Withey. 
   
   
  The Old One is looking into something and the Shade would like to know what. Why has an abandoned house near 
  Admundfort attracted Iuz’s attention? This adventure is extremely roleplay intensive. A one-round Iuz’s Border States 
  Metaregional adventure set in the Shield Lands for APLs 4-12. 
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS OF 
  PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animal’s Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  The Madhouse 
   
  Page 2 
  
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Iuz’s Border States 
  Metaregional adventure, set in the Shield Lands. 
  Characters native to a region that is a part of the Iuz’s 
  Border States Metaregion pay one Time Unit per round; 
  all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  During 595 CY, Iuz made a bid to claim Torremor, part of 
  the Abyss, from Pazuzu/Pazrael. Due to the interference 
  of adventurers, Iuz was not completely successful. He has 
  established a foothold, but currently is locked in battle 
  with Pazrael. With his attention and forces focused on 
  the Abyss, the Old One has not been pursuing any major 
  initiatives on the Prime Material Plane. This has not kept 
  him from pursuing lesser plans, however. Early in 596 
  CY, Iuz sent elite forces to end the life of the Shade, the 
  mastermind behind the Drinkers of the Cup of Midnight 
  and his partial defeat in Torremor. Iuz appears to be 
  pursuing another side project and the Shade would like 
  to know what it is. 
   
  The Old One is sending minions to investigate a 
  house outside of Admundfort. This house was occupied 
  by Zagig when he was mortal. 
   
  ADVENTURE SUMMARY 
  The PCs are contacted by the Shade. She informs them of 
  the current state of affairs in the Empire of Iuz and 
  answers a few questions from the PCs. She then informs 
  the PCs that Iuz is sending minions to investigate 
  something and she wants the PCs to get there first and 
  find out what would interest the Old One. 
   
  The PCs approach the Madhouse, where they are 
  scanned with brain spider and greater arcane sight. As 
  they explore, the Madhouse will “play” with them, using 
  various traps and abilities. If the Madhouse determines 
  that one of the PCs is an enemy of magic, such as an 
  Occult Slayer, it will use its dedicated power to attempt to 
  send the PC to the Outlands. 
   
  After an appropriate amount of encounters and/or 
  time, lead the PCs to Encounter 4, where they find a 
  journal, several magical texts, and a magical club. There is 
  a warning beneath the club to leave it be; if the PCs try to 
  take the club, the Madhouse targets half of the PCs with 
  maddening whispers. After the PCs have collected the 
  information, they may return to the Shade. 
   
  PREPARATION FOR PLAY 
  Do NOT run this adventure “cold.” This adventure 
  eschews readaloud text and scripting; this necessitates a 
  good deal of familiarity with the talking points of 
  Encounter 1, the options available to the GM in 
  The Madhouse 
   
  Page 3 
  
  Encounter 3, and the abilities and personality of the 
  Madhouse. 
   
  This adventure is focused around intra-party 
  roleplaying and requires a good deal of flexibility on the 
  part of the GM. One of the most important elements for 
  making this adventure succeed is to keep the characters 
  (and sometimes the players) in the dark and wondering 
  what is really going on. To accomplish this, you will need 
  to do some things at odd times or make some rolls for the 
  players that they would normally make themselves. 
   
  If a player is obviously meta-gaming or in other ways 
  detracting from the roleplaying environment, give them 
  a warning. If they continue, do NOT give them 
  roleplaying experience! The success of this adventure 
  depends on the cooperation of everyone involved; one 
  player meta-gaming can ruin the roleplaying experience 
  for everyone. 
   
  One important note is that your job as a GM in this 
  adventure is not to “defeat” the PCs, or even necessarily 
  to provide a difficult challenge; the players should 
  already know going into this that the adventure is 
  roleplay intensive. Your job is to provide situations that 
  are ripe for interesting roleplaying. You are given 
  flexibility in choosing encounters to allow you to 
  manipulate the game in interesting ways, not so that you 
  can attempt to kill the characters. You will need to pay 
  close attention to how the players react to different 
  situations and try to tailor the adventure to maximize 
  their roleplaying enjoyment. 
   
  There is no map of the Madhouse, as a map would 
  hinder your flexibility in room placement and 
  roleplaying. Also, the study in Encounter 4 must be the 
  last room the PCs enter, so you must have the freedom to 
  place it wherever needed. The layout of the Madhouse is 
  not important. The house and its former occupant were 
  somewhat insane, so the layout does not even need to 
  make sense. If it is helpful, you can assume the 
  Madhouse is two stories plus a basement level. Types of 
  rooms could include: bedrooms, kitchen, dining room, 
  sitting room, library, study, laboratory, and ballroom. Do 
  not include servants’ quarters, as all work would have 
  been done magically. 
   
  First, ask each of the players for roleplaying 
  information about their characters: fears, desires, family, 
  goals, personality quirks, etc. While listening to this, you 
  should look for points that would allow you to 
  manipulate the characters into interesting roleplay 
  situations, particularly with other characters at the table. 
   
  Second, read the Introduction to the players so they 
  are prepared to accept abnormal procedures and they do 
  not complain when you start pre-rolling and keeping 
  results secret.  
   
  Third, have each player roll d20s to fill out the chart 
  in Appendix 2. DO NOT tell the players what they are 
  rolling or what modifiers to add; after recording their 
  dice rolls, ask to see their character sheets and apply the 
  modifiers yourself. This is necessary to keep the players 
  from knowing or guessing which saving throws they 
  have passed and which they have failed. 
   
  Fourth, make a tentative plan for which encounters 
  to use in this adventure. Remember that this plan is only 
  tentative; you may want or need to use different 
  encounters than you have planned. Be flexible. 
   
  Fifth, prepare the Player Notes Sheets with the 
  character names at the top and have them ready for use 
  later in the game. The Player Notes Sheet is the last page 
  in this adventure. You should print several copies of that 
  page. 
   
  Proceed to Encounter 1. 
   
  SCENARIO FLOW 
  If time is an issue, such as during convention play, you 
  should spend no more than 1/4 of your time on 
  Encounters 1 and 2. For a 4 hour slot, by the end of hour 
  1 you should be starting Encounter 3. 
   
  Save 1 hour for Encounter 4 and the Conclusion. For 
  higher APL tables, you may need as much as 1.5 hours for 
  these two encounters. 
   
  INTRODUCTION 
  This adventure is heavily focused on rolep aying. In 
  order to maintain immersion, the Gamemaster may 
  need to make certain rolls for you that you would 
  normally roll yourself, ask you to pre-roll saving 
  throws and skill checks, or otherwise handle matters 
  in abnormal ways. Do not be paranoid; nei her the 
  author nor the Gamemaster are “out to get you.” 
  l
  t
   
  Please refrain from meta-gaming and take care to 
  keep player knowledge and character knowledge 
  separate. If you need to say something to the 
  Gamemaster that other players or characters may not 
  be privy to, use the Player Notes Sheet that you will 
  be given later. 
   
  ENCOUNTER 1: STATE OF THE 
  EMPIRE 
  The adventure begins with one or more of the PCs being 
  contacted by the Drinkers of the Cup of Midnight and 
  asked to meet in the make-shift camps outside the war-
  torn city of Admundfort. Messages will be sent to anyone 
  that has worked with the Drinkers in the past, has some 
  sort of negative influence with Iuz or his minions, or 
  worships a god opposed to the Old One. Because of the 
  The Madhouse 
   
  Page 4 
  
  recent decimation of the Drinkers organization, the PCs 
  will be meeting the Shade personally.  
   
  The city of Admundfort is currently in shambles 
  after years of occupation by the forces of the Old One and 
  the recent reclamation by the Shield Lands. Most people 
  currently stay in make-shift camps outside of town while 
  military forces clean out any hold-out forces and workers 
  clean the rubble and rebuild the city. 
   
  The 
  Shade 
  is 
  an 
  extremely 
  resourceful, 
  knowledgeable, and skilled rogue. Assume she knows a 
  good deal about each of the characters before meeting 
  them. Finding a private location in the camps is a 
  difficult proposition, so after meeting the PCs, she will 
  lead them outside the camps to have a more private 
  conversation. Once there, she will be willing to answer 
  questions from the PCs and inform them of the current 
  status of affairs in the Empire of Iuz. She knows the 
  following pieces of information: 
  • 
  During 595 CY, Iuz attempted to seize the realm of 
  Torremor in the Abyss from a rival Demon Lord. 
  • 
  Thanks to the actions of the Drinkers and helpful 
  adventurers, his attempt was partially foiled. Iuz 
  currently has a foothold in Torremor but is locked in 
  a battle with Pazrael, the current ruler of the realm. 
  • 
  With his focus on the Abyss, Iuz has not been 
  pursuing any major initiatives on the Prime. Most of 
  his lands have fallen completely to the control of his 
  minions and into even more chaos than normal. 
  Several rebellions have been occurring, such as here 
  in Admundfort. 
  • 
  His focus on the Abyss has not prevented the Old 
  One from directing minor initiatives, however. 
  Earlier this year, in retaliation for their efforts 
  against Iuz, the entire Drinkers organization was 
  decimated and the Shade was almost killed. 
  • 
  Iuz has directed his forces to pursue another issue 
  and the Shade, undeterred by previous events, wants 
  to beat them to it. 
  • 
  Within the next week or two, Iuzians will be moving 
  to investigate a mansion outside of Admundfort. Her 
  information is not clear as to what Iuz would want 
  there, but she wants the PCs to find out and prevent 
  his minions from gathering any information 
  themselves. 
  • 
  The only information she has been able to gather on 
  the mansion indicates that it has been abandoned for 
  as long as anyone can remember and that it is 
  purportedly haunted. 
  • 
  After the PCs have gathered what they can from the 
  mansion, they should return to the camps outside of 
  Admundfort and the Shade will find them. 
   
  As indicated by the Shade, the PCs probably have the 
  luxury of a day or two to properly prepare for the 
  mission. In reality, the Iuzians will not arrive for 10 days. 
  When they are ready to leave, travel to the mansion is 
  uneventful. Proceed to Encounter 2. 
   
  ENCOUNTER 2: UNDER THE 
  EYE 
   
  The house should be described as an ancient 
  mansion with overgrown grounds. For inspiration, 
  imagine a classic haunted house. While the house 
  appears to be quite old, the structure seems to remain 
  quite sturdy and clean. For decorations, use arcane 
  symbols, eye motifs (Boccob holy symbols), and whatever 
  else you think a mad archmage might like. 
   
  When the PCs approach to within 100’ of the 
  Madhouse, it scans them all with greater arcane sight. If 
  the greater arcane sight is blocked, or if something 
  attempts to block the spell and the character does not 
  have nondetection or a similar spell active, the house 
  thinks the PC might be an Occult Slayer and watches for 
  other evidence. If the Madhouse finds more evidence 
  that the PC is an enemy of magic, it begins pursuing its 
  Special Purpose (see Appendix 1). 
   
  The Madhouse will target the rest of the PCs with 
  heightened brain spider (DC 29 Will save negates). For 
  the next 10 minutes, the house will begin scanning in 
  detail the thoughts and memories of each party member 
  that failed their save, attempting to determine their 
  personalities and reasons for being here. 
   
  For minutes 11 to 20, the house will repeatedly 
  attempt to implant suggestions in the PCs. Targets will be 
  picked based on greater arcane sight information and 
  scanned thoughts. Modify the following suggestions to 
  suit any information you collect during the character 
  introductions and roleplaying. 
  • 
  Arcane casters: Travel at the back of the party. 
  • 
  Archers: Your party members will betray you. Be 
  wary of them. 
  • 
  Divine casters: [Rogue’s name] is trying to steal from 
  the party. 
  • 
  Melee fighters: [Divine caster’s name] has been 
  acting shifty. He might be a doppelganger. 
  • 
  Rogues: The floors in this house are not trapped. Do 
  not search them. 
   
  When the PCs enter the Madhouse, they will all begin 
  interacting with its heightened programmed image effect 
  (see Appendix 1) and get saving throws. These should be 
  pre-rolled during Preparation for Play. 
   
  The Madhouse 
   
  Page 5 
  
  All APLs (EL 8*) 
   
  Heightened Brain Spider Effect: CR 10; magic 
  device; spell effect (heightened brain spider, 20
  th level 
  cleric, DC 22 Will save negates). 
   
  Heightened Programmed Image Effect: CR 10; 
  magic device; spell effect (heightened programmed 
  image, 20
  th level wizard, DC 29 Will save negates). 
   
  *The EL of this encounter has been decreased by 4 since 
  it is not as dangerous as the computed EL would indicate 
   
  Troubleshooting: All divinations about anything within 
  the physical boundaries of the mansion are blocked by 
  divine powers beyond the abilities of the PCs to 
  circumvent. To put it briefly, Zagyg has an interest in this 
  house and thinks that divinations would spoil the “fun.” 
   
  ENCOUNTER 3: GAMES 
  HOUSES PLAY 
  This section (Encounters 3A to 3E) outlines several 
  options you can use during the adventure, depending on 
  the circumstances. You should use at least two of the 
  encounters in this section and no more than four. Higher 
  APLs will require three or four encounters to receive 
  maximum xp, while lower APLs can get receive 
  maximum xp with two encounters. 
   
  If time is an issue, when one hour remains you 
  should guide the party to Encounter 4. 
   
  Your goal here should be to confuse the PCs as much 
  as possible; make them wonder what is real and what is 
  illusion, who is trustworthy and who is an imposter, etc. 
  The Madhouse likes to play games with its visitors, so 
  have fun with the PCs. Use programmed image to 
  confuse and mislead those that failed their saves and 
  prestidigitation to play with those that made their saves 
  against programmed image. 
   
  ENCOUNTER 3A: SWITCH! 
  This trap exists in the house and is not a power of the 
  Madhouse. The subtle pit trap is triggered by the fourth 
  person with arcane casting ability walking over the trap 
  within one hour. This may require multiple passes over a 
  hallway, unless there are four arcane casters in the party. 
  The pit trap will open beneath the caster with the silence 
  spell masking any screams, thuds, or the like. Upon 
  reaching the bottom of the pit trap, the caster is targeted 
  by polymorph any object, which will attempt to turn 
  them into a lizard. The lizard will then scurry into a safe 
  corner and experience life as a reptile for one week, 
  unless the other PCs find the caster and free him from 
  his fate. 
   
  The Madhouse will, however, use the trap to its 
  advantage, using its programmed image to hide the 
  appearance of the caster falling and to create an 
  illusionary duplicate of the missing PC. Using the Player 
  Notes sheet, inform the PC of what has happened and 
  that he has been replaced by an illusion. Tell him to act 
  normally unless given other instructions by you. If asked 
  by the other PCs to cast spells, instruct the PC to say that 
  they did not prepare that spell today, pretend to try to 
  cast the spell and act like something impeded the casting, 
  or something similar to mask the illusion’s inability to 
  cast spells. 
   
  This encounter goes well with Encounter 3B: What 
  Have We Done? 
   
  All APLs (EL 9*) 
   
  Subtle Pit Trap: CR 8; magical device; proximity 
  trigger (arcane sight); automatic reset; DC 30 Reflex save 
  avoids; 20 ft. deep (2d6, fall); silence in entirety of pit and 
  5 ft. outside of pit; Search DC 35; Disable Device DC 35. 
   
  Heightened Polymorph Any Object Trap: CR 11; 
  magic device; proximity trigger (alarm); automatic reset 
  (one week); spell effect (heightened polymorph any 
  object, 20
  th level wizard, DC 27 Fortitude save negates); 
  Search DC 34; Disable Device DC 34. 
   
  *The EL of this encounter has been decreased by 3 since 
  it is not as dangerous as the computed EL would indicate 
   
  ENCOUNTER 3B: WHAT HAVE 
  WE DONE? 
  This encounter goes well with Encounter 3A: Switch! and 
  for parties that seem like they want to roll some dice. If 
  you want to run this adventure without combats, avoid 
  this encounter. Note: this encounter could lead to some 
  tense feelings between players for a short time if they 
  believe they have killed a party member; only run this 
  encounter for players that seem mature enough to keep 
  any stress in-character. 
   
  As the PCs enter a room, they see a monstrous spider 
  spinning a web. The spider will not attack the PCs unless 
  provoked or attacked, at which point it will defend itself; 
  however, the spider will not pursue the PCs out of the 
  room. If the PCs defeat the illusory spider, the Madhouse 
  can manipulate its programmed image to show the 
  “spider” turn into a mangled corpse of one of the party 
  members. 
   
  An interesting way to run this encounter after 
  Encounter 3A is to have a pile of gear beneath the spider 
  and its web. This would be the gear left behind when the 
  stolen arcane caster was polymorphed into a lizard. If the 
  PCs have already realized that their friend was replaced 
  The Madhouse 
   
  Page 6 
  
  by an illusion or if you have the illusion disappear now, 
  the PCs might begin to think that the spider ate their 
  friend. After defeating the spider, the absence of their 
  friend (polymorphed into a lizard) will increase the 
  chance that they believe they have killed a fellow party 
  member. If they figure out that the body is an illusion, 
  this may prompt them to search for their missing friend.  
   
  There is a good deal of variety possible here, 
  depending on the reactions of the PCs. 
   
  All APLs (EL 7*) 
   
  Shadow Conjuration, Greater Trap: CR 8; magic 
  device; proximity trigger (alarm); automatic reset (one 
  week); spell effect (shadow conjuration, greater [fiendish 
  monstrous spider, huge], 20
  th level wizard, DC 25 Will 
  save disbelieves); Search DC 33; Disable Device DC 33. 
   
  Fiendish Monstrous Spider, Huge: hp 52; see 
  Monster Manual page 289**. 
   
  *The EL of this encounter has been decreased by 1 since 
  it is not as dangerous as the computed EL would indicate 
  **see Monster Manual page 108 for Fiendish properties. 
   
  ENCOUNTER 3C: YOU COULD 
  BE USEFUL 
  The Madhouse attempts to identify the less intelligent 
  members of the party and non-spellcasters, i.e. those that 
  would have low Will saves. When if feels like it has 
  chosen a good subject, it will target them with monstrous 
  thrall (see Appendix 1). The Madhouse will instruct the 
  subject to act normally unless given other commands. 
  You can then give the dominated character subtle 
  instructions to help guide the party and create interesting 
  situations. 
   
  The Madhouse will not use its thrall to kill another 
  PC; it is merely toying with the PCs and trying to have 
  some chaotic fun. The exception to this is if there are any 
  enemies of magic that resisted the Madhouse’s plane shift 
  ability; the house will use a thrall to attack such a PC. 
   
  All APLs (EL 8*) 
   
  Monstrous Thrall Effect: CR 10; magic device; spell 
  effect (monstrous thrall, 20
  th level cleric, DC 24 Will save 
  negates). 
   
  *The EL of this encounter has been decreased by 2 since 
  it is not as dangerous as the computed EL would indicate 
   
  ENCOUNTER 3D: YOU 
  BASTARD! 
  In this encounter, the Madhouse will try to target 
  someone that would likely have a low Fortitude save and 
  is standing behind a big, beefy fighter type, preferably 
  with no one standing behind the target that might see 
  what actually happened. The house will use its 
  prestidigitation to trigger a hidden switch that releases 
  the wall scythe. It will also use its programmed illusion to 
  make it look to the target like the fighter in front of him 
  drew his weapon, attacked, sheathed his weapon, turned 
  around, and continued on as if nothing happened. 
   
  Hopefully, no one else will see this exchange and 
  there will be an argument between the two with 
  everyone else wondering what really happened. If it 
  seems useful and the question arises, you could have the 
  Madhouse use its programmed illusion to make it look 
  like there is blood on the fighter’s weapon. 
   
  This encounter might be too difficult for APL 4 
  tables. It should either be avoided at that APL, or the 
  target should be a less frail individual. 
   
  All APLs (EL 9*) 
   
  Deathblade Wall Scythe: CR 8; mechanical; touch 
  trigger; automatic reset (one minute); Atk +16 melee 
  (2d4+8 plus poison, scythe); poison (deathblade, DC 20 
  Fortitude save resists, 1d6 Con / 2d6 Con); Search DC 24; 
  Disable Device DC 19. 
   
  *The EL of this encounter has been increased by 1, since 
  it specifically targets someone that would be weak against 
  the poison. 
   
  ENCOUNTER 3E: TRAITOR! 
  This encounter is best suited for when a rogue is in front 
  of the party searching for traps, though it can be modified 
  to fit other situations. The Madhouse will use its 
  prestidigitation to trigger a hidden switch that drops 
  some of the party into a pit trap. The trick is that the 
  house will wait until after the rogue has passed over the 
  trap, and when the trap is triggered, use programmed 
  image to make it seem like the rogue is laughing 
  maniacally, like he did it to them. You can even pass a 
  note to the rogue to tell the player to do their own 
  maniacal laugh to make it seem even more convincing. 
   
  All APLs (EL 8) 
   
  Extremely Well-Camouflaged Pit Trap: CR 8; 
  mechanical; touch trigger; automatic reset (one minute); 
  DC 26 Reflex save avoids; 50 ft. deep (5d6, fall); multiple 
  The Madhouse 
   
  Page 7 
  
  targets (all targets in a 10 ft. by 10 ft. area); Search DC 32; 
  Disable Device DC 27. 
   
  ENCOUNTER 4: YOU’D BE 
  MAD TO IGNORE IT 
  This should be the last encounter the PCs face. This room 
  should be a research laboratory or library of some kind; 
  the details are left to you. One wall should contain 
  bookcases full of arcane literature. A desk in the room 
  should contain a research diary (Players’ Handout). A 
  magical club (the Touched Truncheon) should be 
  mounted on a wall or resting in a display case with a 
  warning on a nearby plaque, something similar to “Do 
  not touch! You would be mad to ignore this warning!” 
  Try to make it clear to the PCs that this room is probably 
  the most important room in the house and the target of 
  their mission. 
   
  The following skill checks will identify information 
  regarding the research diary: 
  • 
  DC 20 Knowledge (arcana) or (religion) identifies 
  that “The Lord of All” could be an abbreviation for 
  “The Lord of All Mages,” one of Boccob’s titles. 
  • 
  DC 25 Knowledge (planes), (local: Core), or (history) 
  will identify Fraz-Urb’luu as a demon lord trapped by 
  the mage Zagig Yragerne. 
  • 
  DC 15 Knowledge (religion) or DC 10 Knowledge 
  (local: Iuz’s Border States) will identify “Old Man” as 
  a common title for Iuz. 
  • 
  DC 30 Knowledge (religion) or DC 25 Intelligence 
  check will notice that the combination of “nine” and 
  “one of each” could refer to one of each alignment. 
  This would fit well with Boccob’s espousal of 
  neutrality and balance. 
  • 
  DC 35 Knowledge (religion), (arcana), (history), or 
  (local: Core) will know that Zagig Yragerne is 
  rumored to have trapped nine demigods beneath 
  Castle Greyhawk, one of each alignment. This was 
  also rumored to be part of his ascendance to 
  godhood. 
   
  Treasure: The tomes on the bookcases are all valuable to 
  collectors and arcane researchers. The books primarily 
  relate to the following topics: mental domination, 
  magical imprisonment, deities, Concordant Domains of 
  the Outlands, architecture and engineering, government 
  and politics, the doctrine of neutrality, and numbers of 
  magical significance. 
   
  On the desk is a bag of holding containing several 
  small magical items that were apparently not of much use 
  to the previous owner. 
   
  There is also the magical club, the Touched 
  Truncheon, that the adventurers have been warned 
  against touching. The Madhouse is extremely possessive 
  of the club. If the PCs attempt to take it, the house will 
  target half the party (round down) with maddening 
  whispers, preferring to target those that advocated taking 
  the club. 
   
  All APLs: Loot: 500 gp; Coin: 0 gp; Magic: 3733 gp – 
  bag of holding type I (208 gp), hand of the mage (75 gp), 
  hand of glory (667 gp), memento magica, 2
  nd (500 gp), rod 
  of wonder (1000 gp), sovereign glue (200 gp), Touched 
  Truncheon (1083 gp). 
   
  All APLs (EL 12*) 
   
  Maddening Whispers Trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset (one week); 
  spell effect (maddening whispers [violent hallucinations], 
  20
  th level wizard, DC 29 Will save negates); multiple 
  targets (up to 20 creatures); Search DC 33; Disable Device 
  DC 33. 
   
  *The EL of this encounter has been increased by 2, since 
  the party would be effectively diminished in size and 
  having to attempt to subdue their opponents, thus 
  limiting their combat options. 
   
  CONCLUSION 
  If the PCs return to the camps outside Admundfort and 
  wait for one day, the Shade will find them and ask them 
  to follow her to where they met to discuss things before.  
   
  If the PCs recovered the research diary from the 
  Madhouse, the Shade will be extremely appreciative. She 
  will give the PCs a contact name that will be able to 
  procure certain items for them in the future. The Shade 
  will not be able to decipher the contents of the book 
  herself, but realizes that it must be of importance and will 
  have someone look into it. This must have been what Old 
  Wicked was wanting, as it seems to address him directly 
  at the end. 
   
  If the PCs deciphered that the diary was possibly 
  written by Zagig Yragerne, the Shade will note that this 
  probably has to do with old grudges between the two 
  demigods. Perhaps the Old One foresees a victory in the 
  Abyss, giving him the power to seek revenge on the Mad 
  Archmage. 
   
  Whatever the plan, the Shade says, a scheme of the 
  Old One is always one to be foiled. While revenge on 
  Zagyg might not directly involve the denizens of the 
  Prime, there’s no telling what indirect effects it might 
  have. The Shade tells the PCs that she will inform some 
  clerics of Zagyg immediately.  
   
  If the PCs return the research diary to the Shade, they 
  receive Gratitude of the Drinkers. 
  The Madhouse 
   
  Page 8 
  
   
  If the PCs discover that the likely author of the diary 
  was Zagig Yragerne and relay this information to the 
  Shade, they receive Influence with the Clergy of Zagyg. 
   
  If a PC is polymorphed into a lizard and left behind 
  in the Madhouse, they receive Left Behind. 
   
  If a PC is sent to the Outlands by the Madhouse, 
  they receive Not Welcome Here. 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 2 
  Encounter the brain spider and programmed image 
  effects. 
  All APLs  
  240 XP 
   
  Encounter 3A: Switch! 
  Encounter or bypass the subtle pit trap and polymorph 
  any object trap. 
  All APLs  
  270 XP 
   
  Encounter 3B: What Have We Done? 
  Defeat the spider. 
  All APLs  
  210 XP 
   
  Encounter 3C: You Could Be Useful 
  Encounter the monstrous thrall effect. 
  All APLs  
  240 XP 
   
  Encounter 3D: You Bastard! 
  Encounter or bypass the deathblade wall scythe. 
  All APLs  
  270 XP 
   
  Encounter 3E: Traitor! 
  Encounter or bypass the deathblade wall scythe. 
  All APLs  
  240 XP 
   
  Encounter 4 
  Encounter the maddening whispers effect. 
  All APLs  
  360 XP 
   
  Maximum non-roleplaying experience 
  APL 4  
  540 XP 
  APL 6  
  720 XP 
  APL 8  
  900 XP 
  APL 10  
  1080 XP 
  APL 12 
  1260 XP 
   
  Discretionary roleplaying award 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12 
  315 XP 
   
  Total possible experience 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12 
  1575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  The Madhouse 
   
  Page 9 
  
   
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
  Not Welcome Here: The Madhouse did not like your 
  apparent aversion to magic and sent you to the Outlands. 
  If you are willing to accept the aid of a caster, you can 
  return home after spending 1 TU searching for help. 
  Otherwise, you must spend 4 TUs searching for an 
  accessible gate to the Prime. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter Four:  You’d Be Mad 
   
  All APLs: Loot: 500 gp; Coin: 0 gp; Magic: 3733 gp – 
  bag of holding type I (208 gp), hand of the mage (75 gp), 
  hand of glory (667 gp), memento magica, 2
  nd (500 gp), rod 
  of wonder (1000 gp), sovereign glue (200 gp), Touched 
  Truncheon (1083 gp). 
   
  Touched Truncheon: This +1 spell storing club is 
  banded with starmetal and emits a pulsating light that 
  constantly shifts both intensity and color. This club 
  functions as a starmetal weapon and can be upgraded as a 
  standard magic weapon. 
   
  Total Possible Treasure 
   
  Strong evocation; CL 12
  th; Craft Magic Arms and 
  Armor; 13,000 gp; Weight 5 lbs. 
   
  APL 4: Loot: 500 gp; Coin: 0 gp; Magic: 3733 gp; 
  Total: 650 gp (3583 gp over cap). 
   
   
  APL 6: Loot: 500 gp; Coin: 0 gp; Magic: 3733 gp; 
  Total: 900 gp (3333 gp over cap). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  APL 8: Loot: 500 gp; Coin: 0 gp; Magic: 3733 gp; 
  Total: 1300 gp (2933 gp over cap). 
   
  APL 10: Loot: 500 gp; Coin: 0 gp; Magic: 3733 gp; 
  Total: 2300 gp (1933 gp over cap). 
  All APLs: 
  • 
  bag of holding type I (Adventure; DMG) 
   
  APL 12: Loot: 500 gp; Coin: 0 gp; Magic: 3733 gp; 
  Total: 3300 gp (933 gp over cap). 
  • 
  choker of eloquence, lesser or greater (Adventure; 
  Complete Adventurer) 
   
  • 
  *hat of disguise (Adventure; DMG) 
  Special 
  • 
  hand of glory (Adventure; DMG) 
  Gratitude of the Drinkers: For assisting the Drinkers of 
  the Cup of Midnight, you gain Adventure access to all 
  items marked with a ‘*’ below. You may choose one item 
  below to change to Metaregional access. Members of the 
  Drinkers of the Cup of Midnight metaorganization (or 
  those that join by the 31
  st of Dec. 2006) may choose three 
  items to change to Metaregional access. List the item(s) 
  chosen on the lines provided below. You also gain one 
  Influence Point with the Drinkers metaorganization. 
  Cross out if used.  [   ] 
  • 
  hand of the mage  (Adventure; DMG) 
  • 
  *mask of lies (Adventure; Complete Adventurer) 
  • 
  *papyrus of deception (Adventure; Complete 
  Adventurer) 
  • 
  *possum pouch (Adventure; Complete Adventurer) 
  • 
  rod of wonder (Adventure; DMG) 
  • 
  sovereign glue (Adventure; DMG) 
  • 
  *stylus of the masterful hand (Adventure; Complete 
  Adventurer) 
  • 
  Touched Truncheon (Adventure; see above) 
   
   
   
  ________________________________________ 
   
   
  ________________________________________ 
   
   
  ________________________________________ 
   
  Influence with the Clergy of Zagyg: You have gained 
  one Influence Point with the clergy of Zagyg, the Mad 
  Archmage. Cross out if used.  [   ] 
   
  Left Behind: Your “friends” left you in the Madhouse, 
  where you spent a week as a lizard before your natural 
  form was restored. You lose 1 TU and have an unnatural 
  taste for insects. 
  The Madhouse 
   
  Page 10 
  
  APPENDIX 1: NEW RULES ITEMS 
   
  The Madhouse: House; AL CN; Int 27, Wis 16, Cha 23; Speech, telepathy; 120’ darkvision, blindsense, and hearing; Ego 
  score 39. 
   
  Lesser Powers: maddening whispers 
  SpC 1/month, mending at will, monstrous thrall 
  SpC 1/month, Nystul’s magic 
  aura at will, prestidigitation at will, use of Heighten Spell, Spell Focus and Greater Spell Focus (enchantment), 10 ranks 
  in Spellcraft and Sense Motive. 
   
  Greater Powers: arcane sight, greater at will, brain spider 
  SpC 1/day, programmed image at will. 
   
  Special Purpose: Defeat/slay all enemies of magic. 
   
  Dedicated Power: plane shift (the Outlands) 
   
  Personality: The Madhouse is a creation of Zagig Yragerne, later amplified by the demigod Zagyg. It shares many of 
  the Mad Archmage’s personality traits, including a love of magic and a proclivity for insanity. The Madhouse enjoys 
  toying with visitors, typically using its abilities to play psychological games with the visitors; it particularly enjoys 
  “matching wits” with visiting wizards. As much as the Madhouse loves magic, it equally despises all enemies of magic, 
  such as Occult Slayers. As the Madhouse does not have many abilities that allow it to hurt individuals, it will usually 
  attempt to kick such visitors out of the house, so to speak, using its plane shift ability.  
   
  No auras; CL 20
  th. 
   
  BRAIN SPIDER 
  Divination [Mind-Affecting] 
  Level: Cleric 7, Mind 7 
  Components: V, S, M, DF 
  Casting Time: 1 round 
  Range: Long (400 ft. + 40 ft./level) 
  Targets: Up to eight living creatures 
  Duration: 1 minute/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You touch a spider’s body and think of the targets. As each target succumbs to the spell, a leg of the spider vanishes into 
  nothingness. 
   
  For the duration of the spell, as a standard action, you can eavesdrop on the thoughts of up to eight other creatures at 
  once, hearing as desired: 
   
  • A creature’s surface thoughts. 
  • Individual trains of thought in whatever order you desire. 
  • One nugget of information per caster level from all the minds regarding one particular topic, thing, or being. 
  • The thoughts and memories of one creature of the group in detail. 
   
  Once per round, if you do not perform a detailed study of one creature’s mind, you can attempt (as a standard action) to 
  implant a suggestion (PH 285) in the mind of any one of the affected creatures. The creature can make another Will 
  saving throw to resist the suggestion, using the original save DC. (Creatures with special resistance to enchantment 
  spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not 
  negate the other effects of the brain spider for that creature. 
   
  Material Component: A dead spider of any size or type. It must still have all eight legs. 
   
  MADDENING WHISPERS 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sorcerer/wizard 8 
  Components: V 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  The Madhouse 
   
  Page 11 
  
  Targets: One creature/level 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
   
  As you mutter this spell, your words burrow into your foes’ minds like hungry maggots, spawning dark and disturbing 
  thoughts. You can choose to inflict one of the following conditions upon any creatures that fail their saving throws. 
   
  Hysteria: The subjects fall into fits of uncontrollable laughing or crying (equal chance for either). This hysteria 
  affects subjects as though they were nauseated; they are unable to attack, cast spells, concentrate on spells, or do 
  anything else requiring attention. The only action a subject can take is a single move action per turn. 
   
  Panic: The subjects become panicked. If cornered, a panicked creature cowers. 
   
  Violent Hallucinations: The subjects perceive any nearby creatures as dangerous enemies, attacking the nearest 
  ones and fighting until the subjects are slain or until no more creatures are in sight. 
   
  Stupor: The subjects curl up on the floor and remain oblivious to events around them. Characters in a stupor are 
  effectively stunned and prone. 
   
  MONSTROUS THRALL 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Domination 9 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 24 hours/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Calling upon your reserves of personal power, you reach outward with your mind and gain control of the will of your 
  foe. 
   
  This spell functions like true domination (SpC page 224), except that the subject can be any creature and is permanently 
  dominated if it fails its initial Will save. A subject ordered to take an action against its nature receives a saving throw 
  with a –4 penalty to resist taking that particular action. If the save succeeds, the subject still remains your thrall despite 
  its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving 
  throws to resist taking that specific action without a penalty. 
  The Madhouse 
   
  Page 12 
  
  APPENDIX 2: SAVING THROW TRACKER 
   
   
   
   
   
   
   
   
   
  E2*
  E3A
  E3B
  E3C
  E3D
  E4
  Encounter DCs 
  Will 22 
  Will 29 
  Ref 30 
  Fort 27 
  Will 25 
  Will 24 
  Fort 20 
   
  Will 29 
   
  * EX = Encounter X (E2 = Encounter 2) 
   
  Character Name 
  Ref 
  Bonus 
  Fort 
  Bonus 
  Will 
  Bonus 
  E2 
   
   
   
   
   
   
  E3A
  E3B
  E3C
  E3D
  E4
  Example character 
  +X 
  +Y 
  +Z 
  d20, total, 
  Pass/Fail 
   
   
   
   
   
   
  Bob the Barbarian 
  +3 
  +8 
  -1 
  5, 4, F 
  28, 31, P 
  20, 28, P 
  18, 17, F 
  20, 19, P 
  13, 21, P 
   
  11, 10, F 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Madhouse 
   
  Page 13 
  
  APPENDIX 3: ROLEPLAYING TIPS AND EXAMPLES 
   
  • 
  Be careful about instigating PC-on-PC combat. Try not to push too far when manipulating the PCs and try not to 
  make them actually want to kill each other. If any PC-on-PC combat occurs, it must be nonlethal. Do not let the 
  players roleplay themselves into having their characters taken away for attacking another PC. 
  • 
  The programmed image ability of the Madhouse is one of your most useful tools. You can do many interesting 
  things with it, as illustrated in the examples below. If you think of something that would be fun to do, you can most 
  likely accomplish something similar using the programmed image. 
  • 
  Technically, the Madhouse will be casting programmed image many times throughout the course of the adventure. 
  Rolling saving throws against each one would be cumbersome, so this has been simplified into one roll. If you wish 
  to increase the confusion amongst party members, you can periodically reroll saving throws and change which PCs 
  are seeing reality and which are seeing illusion. This will increase complexity, but may also improve the roleplay 
  environment. 
  • 
  Feel free to be creative; that’s your job as the GM. Feel free to invent harmless traps or encounters inside the house. 
  However, these encounters must be harmless, with no EL, and should only be used to enhance the atmosphere and 
  roleplaying. The desired atmosphere of this adventure is that of a classic psychological horror movie where no one 
  knows what is real, who is trustworthy, or what is going on. Please do not use the programmed image and other 
  abilities for comedic purposes. 
  • 
  Example: Meaningless Notes. Even for the most experienced roleplayers, it is sometimes difficult to avoid all 
  metagaming. You can manipulate some subconscious behaviour by doing subtle things, such as passing notes to 
  players that say “There is nothing important on this note. Act like I have just told you something very interesting.” 
  Passing a note to a player makes the other players wonder what that player is doing or knows that they aren’t 
  sharing. When the recipient then acts somewhat different, it only reinforces those ideas. 
  • 
  Example: Illusionary Trap. If a rogue is searching many locations, you can use the programmed image to confuse 
  him. With enough frustration of “finding” traps that aren’t there or overlooking traps that have been hidden by the 
  programmed image, the rogue will likely give up altogether. The other party members might start believing that 
  the rogue is purposely failing or hiding things. You can enhance this by passing notes to the rogue whenever they 
  search. 
  • 
  Example: Manipulate Your Suggestions. You can use the programmed image, dominated characters, illusory 
  replacements, and other tools to manipulate the effects of the suggestions you implanted at the beginning of the 
  adventure. For example, when I ran the playtest, one of the characters said that their motivation in life was to find 
  beautiful dwarven women. I implanted a suggestion that the most beautiful dwarven woman in all of Oerth was 
  inside the house and that the other characters were trying to hide her from him. Later, I used the programmed 
  image to create a scream on the upper floor; when the PCs investigated, they found blood and one shoe from a 
  female dwarf. The PC seeking the female dwarf was already suspicious of the monk, so I tried to use that to make 
  her and the rest of the party even more suspicious. I would use the dominated and illusory character to insert 
  comments indicating that the monk was possibly responsible for this. In the end, I pushed a little too far and the 
  dwarf wanted to try to kill the monk; hence, the above notice. 
  • 
  Example: Ghostly Possession. Have the programmed image show the image of a ghostly figure merging with one of 
  the PCs, then pass the target PC a blank note. If the target is an illusory replacement or dominated, you can also 
  instruct them to begin acting oddly. This should convince the rest of the party that the target PC has been taken 
  over by a ghost. If the target is an illusory replacement and the party starts casting spells to suppress domination, 
  you can have the illusory replacement alter personality at odd times to keep the rest of the party confused. 
   
  The Madhouse 
   
  Page 14 
  
  PLAYERS’ HANDOUT: RESEARCH DIARY 
   
  …Looking at what was used with Fraz-Urb’luu, I might be able 
  to use something like that. It would take a good deal of 
  modification and would, of course, need to be far more 
  powerful. I’m sure there is a way, though… 
   
  …As M. has noted before, the number nine is of arcane 
  significance. If that number can be worked into the rituals, the 
  effect would be amplified exponentially… 
   
  …Studying tomes regarding the teachings of The Lord of All, 
  striking a balance seems to be the key to properly channeling 
  the power… 
   
  …Initial research shows the current path is too unstable. The 
  magical energies are indeed greatly increased, but unexpected 
  results continue to plague me… 
   
  …One of each, arranged in a particular formation, setting 
  them against each other, canceling out the impurities and 
  channeled through the middle…Yes, this method seems to work 
  well. I will need to devise a way to implement the system 
  though. I will not be given time to cast all that is needed, so 
  perhaps a series of magical devices… 
   
  …Of course, there may be a way to undo what is done by this. 
  Perhaps if one were to… 
   
  Ha! You really think I would make it that easy for you, Old Man? 
  You will have to put more thought into it than this! Think of this as 
  merely the first turn in an elaborate game. This should be fun! 
  The Madhouse 
   
  Page 15 
  
  PLAYER NOTES SHEET 
   
  CHARACTER NAME: 
   
  The Madhouse 
   
  Page 16 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Iuz Border States/596/Normal Scenarios/IUZ6-05 Madhouse (APL 4-12)/IUZ6-05 - Madhouse.pdf