TEXT: 5/27/2019
  The Magician's House - cover - Lamentations of the Flame Princess - Google Docs
  https://docs.google.com/document/d/1Uu6otjsbpnDUsvTcomvALb0RbZjlFMkIfODQCtrmj1I/edit#heading=h.ja7i3vbggbga
  1/1
  The Magician’s 
  House 
  A fantasy role-playing adventure for  level 2-3  characters. 
  This product is compatible with  Lamentations of the Flame Princess . 
   
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  3/115
   
  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. 
   
   
   
  How to use this 
  adventure 
  The Magician’s House is an old-school “dungeon” crawl, 
  in the sense that PCs are traveling together between 
  numbered map locations, and because this enterprise is 
  dangerous and potentially proﬁtable. The text has been 
  organized with the intent of making it easy to run at the 
  table. Here are some suggestions for how to best do so: 
   
  ●
  Read through the adventure ahead of time so 
  that you fully understand the  Setup  and the 
  basics of all the  Locations . 
  ●
  The  Overview  map shows the connections 
  between locations in the house. However, most 
  of the time, it’s much easier to refer to the maps 
  of individual locations. 
  ●
  Locations  are designed to utilize facing pages. 
  Whenever a location extends beyond two pages, 
  content is divided in a manner to minimize the 
  need for page ﬂipping. 
  ●
  The “ First impression ” section of each location 
  detail was intended to be paraphrased, but the 
  GM can read it aloud if he or she wants to. 
  ●
  Feel free to improvise in place of anything that 
  is unclear or undesirable to you. It would be 
  impossible for this text to cover every 
  eventuality, so it doesn’t try. 
  Using this adventure as a one-o� 
  You’re in luck!   The Magician’s House  is written as a 
  one-o� adventure for  Lamentations of the Flame 
  Princess , providing the Referee 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  Lamentations of the Flame Princess 
  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 
  Lamentations of the Flame Princess  campaign. It’s 
  appropriate for 3-6 characters of levels 2-4, although it 
  could even serve as a very dangerous “funnel” adventure 
  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 Referee 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 Referee 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. 
   
   
   
   
  2 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  46/115
   
  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  save versus 
  paralyzation  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 
   
   
  45 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  47/115
   
  halfway through the ﬁrst round of movement. The 
  partial air gives a  +3  bonus to the PC’s saving throw to 
  reduce Constitution damage 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 
  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  Time 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. 
  Encounter statistics 
  Bloody Bones (1) : Armor 17, Move 150’, HD 5, 1 grab attack 
  (special) and 1 smash for 1d8 damage, Morale 10. Half 
  damage taken from non-magic attacks, as well as 
  cutting and piercing weapons (cumulative). The grab is a 
  grapple with +6 wrestling roll. Held characters can be 
  smashed into another character, causing damage to 
  both. 
   
  Zenni (1) : Armor 12, Move 120’, Hit Dice 1d4-1, 1 unarmed 
  attack for 1 damage, Morale 5. 
  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 
  SP  intact. 
  ●
  The purple gem in the mirror version of the room 
  is worth only  40 SP  intact. 
  ●
  The  magic mirror . 
  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). 
   
   
   
   
  46 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  65/115
   
   
   
   
   
   
   
  64 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  66/115
   
  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 SP  per 
  person (Librarians are free), although anyone who wants 
  to negotiate is in luck: The  Prince  himself is within.  
   
  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 
   
   
  65 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  67/115
   
  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 SP  per person. If they 
  lose, there is no penalty. 
  Encounter 
  statistics 
  Guards (16 total) : Armor 14, Move 120’, Hit Dice 1, 1 
  cutlass attack for 1d8 damage, Morale 8. 
   
  The Thrice-Dead Prince (1) : Armor 13, Move 120’, Hit Dice 
  3, 1 tulwar attack for 1d10 damage, Moral 9. 
   
  Cavaliers (5) : Armor 16, Move 90’, Hit Dice 3, 1 sabre 
  attack for 1d8 damage, Morale 9. 
   
  Jacinto the Well-Read (1) : Armor 12, Move 120’, Hit Dice 1, 
  1 magic blast at 20’ for 1d3 damage, Morale 6. Can create 
  glowing magical lights that revolve around his head. 
  Treasure 
  ●
  Strongbox of ivory plates: In a trapdoor under 
  the platform ( Tinker skill check  to spot). There 
  are  40  delicate plates carved with beautiful 
  calligraphy. Each is worth  40 SP . 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 SP . 
  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. 
   
   
   
   
  66 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  68/115
   
  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  beat a 12 by rolling 1d20 + 
  Charisma modiﬁer . 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> 
   
   
   
   
   
  67 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  85/115
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  84 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  86/115
   
  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. 
   
   
   
   
  85 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  87/115
   
  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. If he 
  is especially pleased by the 
  company of a Magic-User or Elf, he 
  will insist on teaching them the 
  spell  Resplendence . 
   
  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  save 
  versus spell  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. 
  Encounter statistics 
  Rawhead (1) : Armor 15, Move 180’, Hit Dice 6, 2 hand 
  attacks - grab  (+6 wrestling) or head twist for 2d6 
  damage, Morale 7. Half damage from non-magical 
  sources.  The head twist automatically hits any grabbed 
  opponent. Assume gaseous form once per day for as long 
  as desired. 
   
  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 ,  save versus breath weapon  saving throw to 
  avoid. 
  Treasure 
  ●
  On burly female warrior corpse: 
  ○
  Splint mail 
  ○
  High elven blade: 
  Mithril sword that damages as a 
  magic weapon; worth  45 SP 
  ●
  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 
  SP 
  ●
  On wizened male alchemist 
  corpse: 
  ○
  Potion carrying 
  case: Handy tote, snaps open, 
  secures up to  20  potions. Contains 
  one potion; acts as  Stinking Cloud 
  cast by a 6th level Magic-User if 
  exposed to air. Worth  120 SP . 
  ●
  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 ,  save versus breath weapon  to 
  avoid. Worth  300 SP . 
  ●
  Flatware setting (9): Paper-thin bone china,  30 
  SP . 
  ●
  Silverware setting (9): With Mordank’s crest,  40 
  SP . 
  ●
  Wine bottle (5): Fine vintage,  50 SP . 
  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). 
   
   
   
   
  86 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  88/115
   
  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. 
  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: 
   
   
  87 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  89/115
   
  ●
  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. The gap is too wide to 
  safely whisper without being overheard. 
  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. The gap is too wide to 
  safely whisper without being 
  overheard. 
  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 hanging fully 
  recharged.  
  Encounter statistics 
  Fae Cat (5) : Armor 16, Move 150’, 
  Hit Dice 2+1, 1 claw attack for 1d6 
  damage and 1 bite attack for 2d4 
  damage, Morale 8. May leap up to 
  30’ each round. 
   
  Mordank the Irregular (1) : Armor 
  12, Move 120’, HD 3, 1 punch attack 
  for 1d2 damage, Morale 5. May 
  spend an action to create a purely 
  visual illusion in a 10’ cube. 
  Treasure 
  ●
  Magic rings  on the altar; see below for more 
  details: 
  ○
  Stolen Moments 
  ○
  Transmute 
  ●
  Mordank the Irregular! 
  Exits 
  ●
  Door to the  Lecture Hall  (18) 
   
   
   
   
  88 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  90/115
   
   
  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. 
   
   
   
   
  89 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  110/115
   
  New spells 
  Animate Trees 
  Magic-User Level 3 
  Duration: 1 turn per level 
  Range: 10’ per level 
  This spell causes nearby trees to uproot, animate and obey the caster’s orders. Commands must be spoken and explicit, 
  and the trees will understand whatever language is spoken. One tree will animate for every three levels of the caster, 
  rounding down. 
   
  Animated Tree : Armor 16, Move 60‘, Hit Dice 3, 1 limb smash attack for 1d8 damage in a 10’ diameter, Morale 12. Takes half 
  damage from piercing attacks and +2 damage per die from ﬁre attacks. 
   
  Create Golem 
  Magic-User Level 5 
  Duration: Permanent 
  Range: Touch 
  This spell allows the caster to enchant a golem to serve him, as well as an amulet to control the golem. The body of the 
  golem depends on the material used to create it, although this is also capped by the caster’s level. It’s Intelligence is 
  determined by rolling 2d6 + (caster level - 13). If Intelligence is negative, it will be possessed by an evil spirit, and attack 
  the Magic-User when created. It takes 1 month to build a golem. 
   
  Minimum Level 
  Cost 
  Golem 
  9 
  250 SP 
  Straw Golem : Armor 12, Move 90‘, Hit Dice 2, 2 punches for 1d6 damage, Morale 12, Immune to 
  mind-a�ecting magic. Immune to non-magic damage, except ﬁre. +1 damage per die from ﬁre. 
  10 
  800 SP 
  Cloth Golem : Armor 14, Move 120‘, Hit Dice 3, 2 punches for 1d8 damage, Morale 12, Immune to 
  mind-a�ecting magic. Immune to non-magic damage, except ﬁre. Half damage from electricity. +1 
  damage per die from ﬁre. 
  11 
  2500 SP 
  Wood Golem : Armor 16, Move 90‘, Hit Dice 4, 2 punches for 2d6-1 damage, Morale 12, Immune to 
  mind-a�ecting magic. Immune to non-magic damage, except ﬁre. Half damage from electricity 
  and piercing weapons. +1 damage per die from ﬁre. 
  12 
  7500 SP 
  Clay Golem : Armor 16, Move 60‘, Hit Dice 4, 2 punches for 2d6-1 damage, Morale 12, Immune to 
  mind-a�ecting magic. Immune to non-magic damage, half damage from cold and electricity, 
  immune to piercing weapons. 
  13 
  20K SP 
  Stone Golem : Armor 18, Move 60‘, Hit Dice 5, 2 punches for 2d6 damage, Morale 12, Immune to 
  mind-a�ecting magic. Immune to non-magic damage, half damage from cutting, piercing, ﬁre or 
  cold, immune to electricity. 
  14 
  60K SP 
  Iron Golem : Armor 19, Move 60‘, Hit Dice 6, 2 punches for 2d8-1 damage, Morale 12, Immune to 
  mind-a�ecting magic. Immune to non-magic damage, half damage from physical attacks and ﬁre, 
  immune to cold, electricity 
  15 
  200K SP 
  Mithril Golem : Armor 20, Move 120‘, Hit Dice 6, 2 punches for 2d8 damage, Morale 12, Immune to 
  mind-a�ecting magic. Immune to non-magic damage, half damage from physical attacks and ﬁre, 
  immune to cold, electricity 
  16 
  1M SP 
  Diamond Golem : Armor 22, Move 90‘, Hit Dice 8, 2 punches for 2d10 damage, Morale 12, Immune to 
  mind-a�ecting magic. Immune to non-magic damage, half damage from physical attacks and ﬁre, 
  immune to cold, electricity. 
   
   
  109 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  111/115
   
   
  Golem Intelligence 
  Golem Behavior 
  1-2 
  Accompanies owner, can enter attack mode where it targets everyone in sight who is not the amulet holder. 
  3-4 
  Can be ordered to attack speciﬁc individuals or move objects. 
  5-6 
  As above, but can be ordered to perform simple actions in response to simple conditions. 
  7-8 
  As above, and capable of speaking, but only what it is told to say verbatim. 
  9-10 
  As above, but also able to perform series of basic operations with basic conditions. 
  11-12 
  As above, but capable of simple-minded conversation and recall of a small number of facts. 
  13-14 
  As above, but able to make reasonable judgement calls and handle complicated situation. 
  15+ 
  As above, but capable of creating works of beauty such as dance, painting, singing or even poetry. 
   
  Create Magic Mirror 
  Magic-User Level 4 
  Duration: Permanent 
  Range: Touch 
  This spell enchants a mirror to serve as a conduit to the  Desolate City  (4). The precise location that it opens to within that 
  lonely place is entirely random, It takes one day to establish the connection, transforming the surrounding terrain on the 
  mirror side into a near duplicate of what’s in the real world. 
   
  The caster chooses an opening phrase and a closing phrase at the time of creation. If the mirror is broken or moved away 
  from its environs, the enchantment is lost. 
   
  Create Magic Ring 
  Magic-User Level 6 
  Duration: Permanent 
  Range: 0 
  This spell is used by the caster to create a ring of faerie magic. The process entails reaching an understanding with a 
  faerie to provide its blessing to an enchanted ring of the caster’s design. It costs the faerie nothing, but the greater the 
  power, the greater the faerie, and the more it will ask of the Magic-User. 
   
  Each magic ring can contain three charges. 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 5000 SP and two weeks to create an altar, and 100 SP per month to 
  keep it operational. If upkeep lapses, the altar becomes ordinary and it must be consecrated from scratch. 
   
  The cost of the ring, the amount of time it takes to enchant, and the favors that must be granted all depend on the 
  level-equivalent of the spell. In addition, although the Magic-User doesn’t need to know the spell that the ring is 
  enchanted with, he or she must be high enough level to cast equivalent spells. 
   
  E�ect 
  level-equivalent 
  Cost 
  Time 
  Favors 
  1 
  4K SP 
  1d6 months 
  None 
  2 
  8K SP 
  2d6 months 
  1 future favor, not hazardous or costly 
  3 
  15K SP 
  3d6 months 
  1 future favor, not hazardous or costly 
  4 
  30K SP 
  4d6 months 
  1 future favor, not deadly but big 
   
   
  110 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  112/115
   
  5 
  65K SP 
  5d6 months 
  Major quest 
  6 
  125K SP 
  6d6 months 
  2 Major quests 
  7 
  250K SP 
  7d6 months 
  3 Major quests, to be named later 
  8 
  500K SP 
  8d6 months 
  Anything  the faerie asks, to be named later 
  9 
  1M SP 
  9d6 months 
  Any three things  that the faerie asks, to be named later 
   
  Resplendence 
  Magic-User Level 1 
  Duration: 1 hour per level 
  Range: 0 
  This spell causes the caster to be washed, groomed and perfumed, and dressed in ﬁne attire. He or she is also able to 
  produce coinage for any purchase of ﬁve times the caster’s level in SP. Note that this is an all-or-nothing thing, and 
  cannot be used to defray a more expensive purchase. 
   
   
   
   
  111 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  113/115
   
  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 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? 
   
  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! 
   
   
   
   
   
  112 
  
  5/27/2019
  The Magician's House (Lamentations of the Flame Princess) - Google Docs
  https://docs.google.com/document/d/12J6fgF3whYMNn0xYwxijkb82RDibXyymXoUTIdH4eCQ/edit#
  114/115
   
  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. 
   
  Addendum: After some early feedback from Bryce Lynch 
  (name-level OSR reviewer nonpareil) as well as Xavier 
  Lebec (my 5e collaborator extraordinaire), some late 
  game changes have made small but substantial 
  improvements. Primarily, improvements to the layout 
  have achieved something very useful: all the numbered 
  locations are described in pairs of facing pages. A host of 
  clariﬁcations and tweaks have also elevated the ﬁnal 
  product. I’m extremely grateful for their input at this 
  stage of the process. 
   
   
   
   
   
  113 
  
SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Adventures and Settings/The Magician's House (LotFP)/The Magician's House [v1 preview] (LotFP).pdf