TEXT: Magical
  Murder
  Mansion
  BY SKERPLES
  COINSANDSCROLLS.BLOGSPOT.COM
  A Challenging Funhouse Dungeon
  
  Thank you to the Patrons for your support.
  Keep on being weird.
  Written by Skerples
  (coinsandscrolls.blogspot.com)
  Public Domain Art from the British Library
  Collection
  
  F
  UNHOUSE DUNGEONS have a mixed reputation.
  The “classic” funhouse dungeons—Tomb of Horrors,
  White Plume Mountain, Tegel Manor, are notorious for
  their difficulty, their bizarre traps and monsters, and their
  comical lethality. They were designed as challenges for
  experienced players.
  This dungeon is designed to be a funhouse challenge but
  with a modern twist. Sure, it’s full of traps and challenges,
  but there are patterns and lessons to be learned. The
  strange, even cruel, design of the Mansion encourages
  lateral thinking in players. The obvious answer is often the
  wrong one.
  This dungeon is also designed to be fair. Traps have ways to
  detect and circumvent them; the interesting part is finding
  out how. There are ways to discover dangerous magical
  effects other than dying to them. Combat can be avoided.
  treasures found in one area can be used elsewhere.
  Solutions to the puzzles in this dungeon should not require
  the players to guess what the GM (or the module writer) is
  thinking. Most of the time, there is no single solution. Lots
  of plausible plans will work.
  Some of the traps in classic funhouse dungeons seem like
  jokes designed for the module’s author and the GM to share,
  with the poor players left frustrated and baffled. I’ve tried to
  make Magical Murder Mansion entertaining for everyone;
  even the deathtraps and surprises should get an amused “oh
  no, I can’t believe we walked into that one” from the
  players.
  THIS MODULE IS FOR...
  1. Experienced GMs with experienced players.
  2. GMs who want to learn about lateral thinking and unusual
  trap design.
  • Experienced GMs with experienced players, but who are new
  to OSR-style content and would like a challenge.
  As a completely new GM, you can still use this dungeon and
  learn a lot from it, but it will test your skills and possibly
  irritate your players. I would recommend trying Tomb of the
  Serpent Kings first.
  GROUP SIZE AND BALANCE
  Treasure amounts are balanced around the idea that 200gp
  is enough to level a single character from level 1 to 2. By the
  end of this dungeon, surviving PCs who entered at level 5 or
  6 should have leveled at least twice, assuming the usual
  rates of attrition, loss, and panic. Adjust the value of
  treasure accordingly. Large groups may have an easier time
  (and get less treasure per PC). Hirelings will be useful in
  this dungeon, if only for finding and disarming traps.
  Damage is scaled around PCs having between 15 and 30 hit
  points and daggers dealing 1d6 damage. Saves are listed in
  a general format (Save vs Poison, Save to Dodge, etc.).
  A group of high-level PCs, run by experienced players, may
  be able to circumvent the hazards of the Mansion.
  Characters who can fly, pass through walls, resist acid, fire,
  electricity, and cold, and call on demigods for aid won’t be
  challenged by the pit traps and magical hazards of the
  Mansion. They might still enjoy it. A group of mid-level PCs
  run by new players will (hopefully) have a great time. A
  group of low-level PCs run by battle-scarred and wily
  veterans might be able out make out like bandits.
  Depending on play style and speed, side adventures, time in
  town, and other diversions, it could take between 12 and 24
  hours at the table to completely explore this dungeon.
  BEFORE YOU BEGIN
  • Read the entire module.
  • Makes notes on things you like and don’t like.
  • Replace monsters listed on pp. ##–## with ones from your
  system of choice.
  • Adjust treasure values where needed.
  • Print pages # to ##, and the map on pg. ##.
  Introduction
  1
  
  ADVENTURE HOOKS
  The Magical Murder Mansion should be located in or near a
  city or town. Hubert Nibsley was a famously wealthy and
  eccentric man, known throughout the region for his prowess
  in the magical arts and his wicked sense of humour. When
  he finally died, his obituary read:
  Hubert Nibsley was peerless among gentlemen. In his
  spare time he helped blind orphans. He was
  sympathetic and charitable to the meanest residents of
  the city. No guest left his house hungry, thirsty, or
  impoverished if he could help it. His relatives could
  only praise him; preachers used him as an example in
  many sermons. Whenever disaster, fire, or calamity
  struck our city, Hubert was often the first on the scene.
  His funeral was extremely well attended by crowds of
  diligent mourners, some of whom remained in vigil
  well into the night, and even now I am certain many
  citizens mention him in their daily prayers.
  Here are some possible adventure hooks. The goal is not just
  to get the PCs into the mansion, but to give them a good
  reason to explore the entire thing. Hubert’s spellbook is the
  key item.
  1. Hubert Nibsley’s nephew-in-law and heir Heinrich P’flem,
  (balding, hesitant, only willing to meet in bars and other
  public places) hires the PCs to break into the mansion and
  retrieve Hubert’s secret notebook. “It’s in his workshop.
  Check to make sure it has his spells inside it; he might have
  left fakes around. Anything else you can loot is yours - I’ll
  sign it over to you - as long as you bring me his notebook.”
  (Heinrich P’flem could be Hubert in disguise, having faked
  his death to enact yet another practical joke.)
  2. The source of Hubert’s wealth was, it is said, a spell to turn
  straw into gold. His mansion is empty and apparently
  unguarded. Someone with that spell could become king of
  the world. You’d just need to find his spellbook...
  3. Just before he died, Hubert said he “accidentally” altered
  the moon’s orbit. It’s getting larger by the hour. The spell
  he used, and hopefully the counterspell, are probably
  somewhere in his workshop or spellbook.
  4. Hubert once hinted he had a spell to solve a specific
  problem the PCs are having. Was he lying? It’s worth
  the risk.
  REPLACEMENT CHARACTERS
  The Magical Murder Mansion is deadly. It’s not called the
  Magical Happy Fun Time Hug Mansion. Replacement
  characters will be needed. Putting the Mansion in a city
  allows replacement PCs to:
  1. Walk in through 1: CLOAKROOM.
  2. Hop over the wall to 33: GARDEN.
  3. Climb in through 16: COAL STORAGE (assuming the
  Coal Golem has been defeated.)
  4. Drop into 43: COURTYARD by parachute.
  5. Escape from 19: PRISON CELLS.
  6. Smash an exterior wall.
  Conveniently, these are all ways the PCs can enter the
  Mansion for the first time.
  STRUCTURE OF THE MANSION
  The exterior is brick with white stone columns and a grey
  slate roof. Ivy creeps up several walls. Windows are thick
  and always barred. Inside, plaster and stone predominate,
  accented with tasteful moulding and hardwood.
  The Mansion has several enchantments that apply to the
  entire structure:
  • Scrying and teleportation will not work inside the dungeon.
  • Walls and doors can be smashed (except for walls and door
  around 76: The Workshop), but they will be repaired in 6
  hours. Treasure and furniture will not be repaired. The repair
  work will be somewhat shoddy; repeated attempts will result
  in walls made of mixed wood fragments, brick, wet plaster,
  bones, and gravel.
  • Fire will not spread beyond a 5’ area. Walls or doors set on
  fire will be extinguished in 1d6 minutes.
  • Magical light suffuses the entire structure. Torches and
  lanterns are not required inside the Mansion, but the lights
  can go out (see the Random Encounter Table, pg. ##).
  Many doors and chests are locked. Bringing means to open
  them, from lockpicks to a sledgehammer, is a good idea.
  2
  
  33
  
  1: CLOAKROOM
  White stone, flickering magic lamps, two rows of eight silver
  coathooks. One Bound Ghost (pg. ##) named Cheswick
  materializes, asks to take party’s coats. Drops them if given
  any (is immaterial), sighs, and departs through a wall. Any
  fabric placed on the coathooks instantly catches fire. They
  could be made into magic daggers, dealing +1 fire damage
  to creatures with fabric clothes.
  2: PRISMATIC HALL
  A large, grand room. White stone walls, black and white tile,
  eight colorful columns. Starting with the north-west column
  and working clockwise, they are red, orange, yellow, green,
  blue, indigo, violet, and grey metal. The other columns are
  painted stone. There are three unlocked wooden doors on the
  north, east, and south walls.
  The lever in 45: NORTH ALCOVE lowers the protective
  metal shield around the eighth column for 1d6 hours. While it
  is lowered, the room is bathed in strong octarine light. Anyone
  inside the room must Save each round or suffer a Magical
  Accident (pg. ##). Lowering the shield makes a tremendous
  grinding noise.
  3: SMOKING ROOM
  Unlocked wooden door with brass label. Inside, long plush
  couches, scattered chairs, ashtrays. Cabinet at west end
  contains:
  • 50 very cheap cigars worth 1gp total
  • 3 elegant magical cigars in a wood case
  The magical cigars are enchanted to produce solid smoke.
  Once lit, a cigar burns for 1d6 rounds with a pleasant nutty
  aroma before the smoke hardens into an opaque taffy-like
  substance as strong as leather. Anyone smoking a cigar
  when the smoke hardens must Save or die. One use each.
  One chair is a Mimic (pg. ##), only attacks if sat in, tickled,
  or searched.
  4. PIT TRAP
  Large throw rug suspiciously glued to the floor. Wooden
  door to the south with a brass handle. If handle is turned,
  pit trap opens, splitting carpet in half. 10’ drop onto very
  sharp spikes. 2d6 damage. Person who opened the door can
  Save to leap into 5: VELVET BEDROOM. Trap can be
  identified by examining the carpet the handle.
  5: VELVET BEDROOM
  Enormous plush bed, fireplace, portraits of fruit with human
  legs. Three Kiln-Fired Zombies (pg. ##) claw their way out of
  the bed to attack intruders. Slightly melted coins worth
  3d10gp in the fireplace. Secret door behind a tall portrait of a
  walking orange leads to 8: BROCADE BEDROOM.
  6: SILK BEDROOM
  Luxurious four-poster bed with green curtains, flimsy end-
  tables, locked wardrobe, dresser full of dried herring. Bed
  contains an extremely slow Gelatinous Polyhedron (pg. ##)
  with a silver key to 11: BUTLER’S ROOM embedded in it.
  Secret door in wardrobe leads to 7: READING ROOM.
  7: READING ROOM
  Empty bookshelves line the walls. Floor is covered with
  dense shredded book pulp, slime, and bits of fabric.
  Shattered door to the east leads to 9: RUINED
  BEDROOM. Sliding bookshelf on the northwest wall opens
  into the wardrobe in 6: SILK BEDROOM.
  8: BROCADE BEDROOM
  Well-made abstract wall hangings. Large bed with torn
  mattress, stand with water basin. Bed contains six Laser Rats
  (pg. ##) making a nest. Basin is full of oil of slipperiness
  and makes anything it touches frictionless for 10 minutes.
  Spilling it affects an area up to 30’x30’ as the grease spell
  (when moving, Save or fall prone) for 10 minutes.
  9: RUINED BEDROOM
  Wood splinters, slime on walls, gurgling, smell of mold and
  grease. In the knee-deep muck, a Thirty-Inch Bookworm (pg.
  ##) rests. Will ambush the second person to enter the
  room. 3d6 bookworm eggs stuck to the wall, 50gp in shiny
  book bindings and scraps of gold in the slime.
  10: STAIRCASE TO THE SALON
  Thick plush red carpet down the centre of the stairs. Rises
  up to second floor. Carpet is very slightly sticky. Fifth stair is
  trapped: when touched, anyone on the stairs must Save or
  fall asleep for 1d6 hours or until slapped. The carpet slowly
  digests sleeping victims, dealing 1d4 acid damage per hour.
  It’s possible to walk up the stairs beside the carpet, but the
  fifth step is still trapped.
  11: BUTLER’S ROOM
  Locked wooden door (key in 6: SILK BEDROOM). Inside,
  small bed, writing desk, wardrobe. One Kiln-Fired Zombie
  (pg. ##) in a uniform asks the party if everything is in
  order; attacks no matter the response. Wardrobe contains
  twenty socks on hangers. Anyone touching a sock must Save
  or have it envelop their hand to the wrist. Not harmful but
  makes spellcasting, writing, or delicate tasks impossible.
  Socks can be removed by fire, acid, or pulling really hard.
  The New Wing
  4
  
  12: WINE ROOM
  Wood racks full of bottles of wine. In the middle of the
  room, a small chest on a stone pillar. 300 bottles worth
  1d6gp each (900gp if entire collection is removed). Chest
  contains a magically animated ball bearing. If opened, the
  ball bearing will zip around the room smashing bottles
  unless captured in a sturdy container. It smashes 10 bottles
  per round. Any living thing in the room must Save or take 1
  damage per round. Hubert prefered sweet white wines.
  13: KITCHEN
  Unlocked wooden door painted white. Inside, long marble
  counters, glistening copper pots, gas stove, sharp knives on
  display. Knives fling themselves a the first person to enter
  the room (1d6 damage, Save to dodge), then hop back to
  their original places. Room also contains a Magic Fountain
  (pg. ##) with a white marble rim.
  14: STOREROOM
  Wooden door with a large iron handle. Handle is coated in
  magical acid (1d4 damage per round until washed off).
  Inside, mostly empty shelves. Three large wooden beams,
  two small boxes full of matches, a lantern with pink glass
  lenses, enormous crate full of dead crickets, thirty feet of
  very flimsy rope (1-in-6 chance of snapping if uses to
  support a person), and ten glass jars full of human teeth.
  15: BOILER ROOM
  Massive iron drum full of fire. Maze of pipes. Smells of
  steam, oil and ozone. Fiddling with one of the dozens of red
  knobs has one of the following effects:
  16: COAL STORAGE
  Unlocked iron door. Inside, a storage chamber nearly half
  full of coal. Large iron doors open to an alleyway outside. If
  entered, deadly Coal Golem (pg. ##) rises up to smash
  intruders. If the golem is killed, this room can be used to
  enter or exit the mansion.
  5
  1d6
  Boiler Room Adjustment Effects
  1
  Ominous rumbling. The whole manor shakes. No
  other effect.
  2
  Fluid Adjustment. All Magic Fountains (pg. ##)
  gain a different effect.
  3
  Healing Vapours. Magic steam bursts from a small
  pipe, healing everyone in the room for 2d6 HP.
  4
  Boiler Ghost. A Bound Ghost (pg. ##) emerges
  from the pipes to attack intruder.
  5
  Bath Adjustment. 63: Grand Bath goes from
  boiling hot to ice cold or vice-versa.
  6
  Steam Catastrophe. Room is instantly filled with
  scalding hot steam. Everyone inside takes 3d6
  damage, Save for half.
  
  22: MONSTER STORAGE
  Iron door has been torn wide open. Inside, fragments of a
  very large brass cage. Straw on the floor, four crates full of
  dried onions and apples. Bright blue whistle hanging on a
  peg, red wand hidden under some straw. The whistle
  summons the Auburn Bulk (pg. ##) to the nearest adjacent
  empty 10’ square. The wand casts temporarily remove skin,
  which doubles all damage a target takes for 1d6 rounds. 30’
  range, 3 charges.
  23: REVERSE GRAVITY PIT TRAP
  Floor is clean; ceiling is dusty and slightly stained. Anyone
  walking in the marked square activates the trap. Gravity
  reverses. Victim flies 15’ upward, through hinged doors, and
  into a spiked pit, taking 2d6 damage. Next round, victim
  then falls 15’ down as the trap deactivates, taking a further
  2d6 damage (Save for half). Leaping over the square or
  sprinting through it does not activate the trap.
  24: DINING HALL
  Red tattered wall hangings. Long oak table covered in roast
  meats, heaped vegetables, delicate pastries. Silver place
  settings equal to the number of current party members plus
  one. Food is harmless and reasonably delicious. Cutlery is
  coated in magical acid (1d4 damage per round until washed
  off). Cutlery is worth 3gp per place setting. One large
  gelatin aspic is really a sleeping Gelatinous Polyhedron (pg.
  ##), will wake up if disturbed.
  25: SIDEBOARD
  Unlocked wooden door. Inside, precariously balanced stacks
  of wine glasses and china plates. After 1d6 rounds, a Bound
  Ghost (pg. ##) appears, screams, “Don’t touch my plates!”,
  and attacks. Smashing the plates and glassware makes
  enough noise to cause a Random Encounter (pg. ##).
  26: FOOTMEN’S QUARTERS
  Unlocked wooden door with handwritten sign saying,
  “Beware of Leopard.” Door makes a sad trombone noise
  when it is opened. Inside, two small beds, dressers, chairs,
  and a large badly taxidermied leopard on a wood stand. It
  looks like it was stuffed by someone who’d only ever seen
  sheep. Bits of straw stick out from the joints and the glass
  eyes point in very odd directions. The leopard is a Mimic
  (pg. ##). 60gp hidden under a mattress.
  27: MAIDS’ QUARTERS
  Locked wooden door. Inside, a Kiln-Fired Zombie (pg. ##)
  in a maid’s uniform. Not hostile. Will obey any command
  with literal bloody-minded persistence. Asked to dust a
  room; will sprinkle dust everywhere. Two small beds,
  dresser, mirror. Mirror reflects only vampires and ghosts.
  The Old Wing
  6
  17: HALL OF ANCESTRAL STATUES
  Gloomy grey stone, tall arches, eight glowering statues in
  alcoves. If anyone, in-character or out-of-character, says
  something like, “those statues will probably come to life and
  attack us”, the statues animate. All eight displeased
  Ancestral Statues (pg. ##) will attack whoever spoke while
  intoning “NO WE WON’T” or “NO WE AREN’T” or “IGNORE
  US”, as appropriate. They will pursue people up to 30’ out
  of the room before sulkily returning to their alcoves. It is
  possible to sneak past them provided no one mentions
  animated statues.
  18: SOUTHEAST TOWER
  Unlocked wooden doors on the west and south sides of the
  tower. Inside, faint smell of vegetable rot and stagnant
  water. Four Laser Rats (pg.##) gnaw on the remains of a
  Veggie-Mite (pg. ##).
  19: PRISON CELLS
  Locked iron door with a high grate. Inside, three prisoners
  in large birdcages, with several empty cages scattered
  around. Prisoners are:
  • Esmeralda Spugs, human fighter (pg. ##) Not particularly
  bright, very short fuse. Trapped here by Hubert Nibsley’s
  schemes. Doesn’t know exactly what’s in the other two cages
  but is annoyed that they look like her.
  • “Esmeralda Spugs”, a Doppleganger (pg. ##) pretending to
  be Esmerelda. Much smarter than her, will argue the real one
  is a lousy doppleganger. Will patiently try to get the party
  killed and eat their delicious pineal glands. Not a bad person...
  if well supplied with fresh pineal glands.
  • “Esmeralda Spugs”, a Veggie-Mite (pg. ##) polymorphed to
  look like the real Esmeralda. Vicious, illiterate, speaks in
  words of one syllable or less, chews on bars, gibbers.
  20: ARMORY
  Locked iron door with a large brass shield. Door is trapped.
  Any tampering with the lock causes the shield to launch out
  on a comically large spring, dealing 1d6 bludgeoning
  damage to anything at chest height or above within 10’ of
  the door. Inside, large pile of weapons and broken wood
  racks. Animates to form a Weapon Golem (pg. ##), who will
  relentlessly pursue intruders.
  21: TORTURE CHAMBER
  Locked iron door. Inside, one Kiln-Fired Zombie (pg. ##)
  chained to a rack, hanging chains, large spikes, saws,
  thumbscrews. Iron maiden (vertical coffin full of spikes)
  attached to the wall.
  
  28: SERVANTS’ BATHROOM
  Unlocked wood doors painted white. Inside, wash basins,
  large walk-in shower with taps labeled “A”, “H”, and “C”.
  • A dispenses a stream of powerful acid. 2d4 damage per
  round to anyone in the shower, 1d4 damage per round to
  anyone in the room, anyone who takes damage must Save or
  go blind for 1d6 hours.
  • H dispenses up to 30 ham sandwiches.
  • C sprays up to 30,000 copper pieces (equivalent to 300gp but
  very difficult to transport) and makes an incredible racket.
  29: VEGGIE-MITE STRONGHOLD
  Unlocked wooden doors on the north and south end. A grey
  stone hall. Reeks of vegetable rot. Inside, dual barricades
  made of smashed furniture, newly sprouted plants, hanging
  foliage. In the centre of the room, a large key carved from a
  single giant kidney bean rests on a ceremonial stone
  pedestal, illuminated by a shaft of sunlight.
  The room also contains a horde of 100 Veggie-Mites (pg.
  ##) who will gleefully attack anyone who threatens their
  fortress-lair. Their hoard contains:
  • 200gp in mildewed coins
  • Nine rubies worth 10gp each.
  • A sword of slaughtering. +1 damage, if a target is killed the
  wielder must make an additional attack against the next
  nearest target, friend or foe.
  • The Legume Key to the ##: Workshop Door.
  30: CALLOWFEX MAZE
  A very simple maze made of grey stone blocks. Walls carved
  to represent the evolution of life with wild inaccuracy (trees
  develop wings and become insects, earthworms organize to
  form sea stars, etc). Sand on the floor conceals the
  occasional bone or skull. In the centre of the maze, the
  Corpulent Callowfex (pg. ##), currently very weak and
  decrepit, sits on a plinth, nesting on 300gp worth of
  glittering diamonds.
  The Corpulent Callowfex resembles a diseased iguana with
  murderous glimmering eyes. It will bite and hiss at anyone
  who approaches its hoard, trying to convince them to attack
  it back so it can grow more powerful.
  31: BOOT-ROOM
  Two enormous heaps of old boots and torn gardening
  gloves. Searching the heaps reveals:
  • Nine pairs of wearable leather boots.
  • A rake.
  • Three magical acorns of sprouting that grow into 50’ tall oak
  trees 1d6 minutes after being planted in soil, provided the soil
  has sunlight shining on it.
  • A bright green potion of cure poison. Reduces poison damage
  on the round ingested, and on the previous two rounds, to 0.
  32: LOWER FALSE WORKSHOP
  Unlocked wooden doors to the west and east. West door has
  a sign reading “Do Not Disturb”, east door has a sign
  reading “The Wizard is OUT”. Inside, long black benches
  covered in flasks, glass tubes, tin pots, bundles of dried
  herbs, and wall hangings with stars and arcane symbols. All
  are cheap and shoddily made.
  In the southwest corner, a large metal book with dragon-
  shaped clasps rests on a small table. The front cover is
  engraved with “Warning: Dangerous Spells Inside”. The air
  near it smells faintly of ozone and one of the nearby
  cabinets is slightly scorched. There are twelve very thick
  metal pages in the book. Each page is enchanted with an
  detonating runes spell, dealing 5d6 damage (Save for half)
  to anyone who reads it and sending out a colossal blast of
  flame and smoke.
  One of the cabinets on the east side of the room contains a
  large iron lever. If it is pulled, a 10’ wide perfectly black pit
  appears in the floor in the middle of the room. 2’ down, the
  pit contains a sphere of annihilation. Anything that touches
  the sphere is destroyed.
  A large cabinet on the north wall contains the following:
  • a potion of colour alteration. Changes the drinker’s skin to
  neon green permanently.
  • a potion of exceptional healing. Heals for 3d6, but if this brings
  the drinker over their maximum HP, the drinker permanently
  loses 1 point from a random stat for each HP over their
  maximum.
  • a potion of smoothness. Permanently raises the drinker’s
  charisma by 1d4.
  7
  
  The Gardens
  38: “GOOD” CHAPEL
  Unlocked wooden doors with elaborately carved angelic
  motifs. Solid gold handles worth 10gp per door. Inside, two
  rows of dusty wooden pews flank an altar at the north end.
  Two gold candlesticks rest on a white cloth. If the
  candlesticks or the cloth are touched, the Wrestling Angel
  (pg. ##) appears and challenges the nearest person to a
  wrestling match.
  Moving or tipping the altar itself unleashes a lightning bolt
  that strikes anyone in a 20’ radius of the altar. 40 damage,
  Save for half. The bottom of the altar has a platinum plate
  worth 30gp, but prying it free with a metal tool unleashes
  another lightning bolt.
  39: VESTRY
  Wood clothes racks, small desk, portraits of generic holy
  figures with moustaches, eyebrows, and fangs painted on
  with thick black paint. The clothes racks contain:
  • a cursed vest of singing. Black with silver cords. Wearer cannot
  speak but can sing beautifully. Vest cannot be removed
  without a remove curse spell or immersion in unholy water.
  • a vest of armlessness. Grey with blue buttons. While worn,
  wearer’s arms vanish. They return if the vest is removed.
  • a vest of angelic flight. Pure white with gold buttons. Tiny
  glowing white wings appear on the wearer’s back. The wearer
  can ascend but not descend. Fall damage as normal (or use
  1d6 for every 10’ fallen past the first 10’).
  • a vest of vengeance. Grey with red buttons. Slightly sooty. Any
  weapon wielded by the wearer is engulfed in flames. The
  weapon deals +1d6 fire damage but also deals 1d4 fire
  damage to the wielder.
  The desk contains only dust and dead moths.
  40: “EVIL” CHAPEL
  Unlocked wooden doors with elaborately carved demonic
  motifs. Metal handles are sizzlingly hot, dealing 1d4
  damage to anyone who grabs them bare-handed. Inside,
  two rows of crudely carved stone benches flank an altar on
  the north end. Two black iron braziers rest on a black cloth.
  If anyone approaches within 30’ of the altar, an illusionary
  demon appears. The demon can be popped like a soap-
  bubble with any solid blow but reforms one round later with
  a great deal of smoke and cackling. The demon will scream
  the following:
  Interlopers! Answer me this riddle and I will let you
  leave unharmed. Fail, and I will slaughter you all! The
  riddle is this: there are three apples on a table. I take
  away two apples. How many apples do I have?
  The answer is “two”. Any other answer is greeted with a
  6d6+6 damage firebolt. The demon then vanishes.
  33: GARDEN
  Surrounded by a 20’ high stone wall capped with decorative
  iron spikes. Inside, everything is decrepit, rusting, or
  overgrown. Moss-covered paths, unraked leaves, smell of
  mildew and old compost, benches half engulfed in grass and
  vines. A thorough search reveals:
  • the vegetable beds have been disturbed, as if large plants had
  been removed (the Veggie-Mites, pg. ##).
  • something has dug tunnels under the ground (the Mole
  Dragon, pg. ##).
  • There are huge three-clawed tracks in the soil, as if a large
  beast stalks the garden (a Dire Phantasm, pg. ##).
  A Dire Phantasm will stalk any people who enter the garden,
  rustling grass and chittering ominously.
  34: MAUSOLEUM
  A small stone building with a moss-covered slate roof and a
  locked iron door. Brass plaque reads “Alberecht Nibsley. Died
  the way he lived : messily”. The mausoleum is surrounded by
  tombstones buried in grass and leaves. The graves are all
  empty; fodder for Hubert’s experiments. The mausoleum
  contains a 15’ deep clay-lined pit leading to 67: MOLE
  REFUSE HEAP.
  35: MAGIC FOUNTAIN
  White gravel paths lead to a small raised area surrounding
  this Magic Fountain (pg. ##).
  36: VESTIBULE
  Unlocked wooden doors. Hanging wooden sign reads, “Wipe
  Your Feet.” Inside, boot racks, clothes hooks, high sculpted
  ceiling. A small doormat is glued to the floor by the north
  entrance. The rest of the room is completely frictionless;
  anyone attempting to move or attack must Save or fall
  prone. A Giant Spider (pg. ##) lurks in the dark ceiling
  alcoves, waiting for prone and helpless prey.
  37: FALSE SECRET DOOR
  Wooden panel in wall is slightly open. Seam around edge.
  No handle. Opening the secret door activates a stabbing
  spear trap, filling the two marked squares with dozens of
  rapidly slicing and prodding blades that emerge from hair-
  thin slits in the wall and floor. 2d8 damage, Save for half,
  anyone killed is sliced to ribbons.
  8
  
  If the correct answer is given, the demon harumphs angrily,
  knocks the cloth off the altar, and vanishes. A small hollow
  on the top of the altar contains a gem of false wishes. This
  fist-sized ruby glows with faint magic. Anyone who picks it
  up knows, by supernatural means, that it can grant three
  wishes. The gem cannot actually grant wishes, but if a wish
  is spoken aloud while the gem is held it pulses with terrible
  and majestic power. The person who made the wish must
  Save or be convinced the wish actually took effect. Evidence
  will slowly convince them over a period of 1d6 hours, but
  during that time they will firmly believe their wish worked.
  The gem disintegrates after the third wish is made.
  41: COFFIN ROOM
  Unlocked iron door, but complex mechanisms allow it to be
  locked. Inside, a black coffin inside a 10’ wide circle of salt.
  Slightly camp voice from inside the coffin introduces itself
  as “Otto Gottlieb, who has been trapped in zis coffin by a
  vhery naughty vizard.” Otto is “definately not a vampire,
  what even is that, I certainly do not know?”. In fact, Otto is
  just an enchantment. The coffin contains only gold and
  compressed poisonous gas. If it is opened, stabbed, or
  otherwise damaged, the gas begins to fill the room. The iron
  door also slams closed and locks with a dramatic thump.
  Everyone inside the room can hold their breath for Con
  Bonus rounds. After that, they take 1d6 poison damage per
  round. Picking the door’s lock takes at least 1d4 rounds.
  Breaking the door open is also possible, but requires at least
  two people with crowbars or sturdy swords.
  Once the door is opened, the gas harmlessly dissipates in 10
  minutes. The coffin can be opened safely and contains a
  solid gold gas mask (pretty but useless) worth 400gp.
  42: STORAGE ROOM
  Unlocked wooden doors. Inside, muck, rotting floorboards,
  unpainted walls, smell of ammonia and grease. A large clay-
  lined pit leads to 74: SLIME CAVERN. Three locked iron
  chests attached to the floor with long bolts line the south
  wall. From west to east:
  • Engraved snake on the top. The lock has an easily detected
  and disabled poison dart trap (1d4 damage to anyone picking
  the lock). If the chest is opened, three Paper Snakes (pg. ##)
  spring out and attack anyone they can see.
  • Engraved gemstone on the top. The lock makes alarming but
  harmless buzzing noises if picked. The chest appears to
  contain 40 gems the size of oranges worth 200gp each. If
  removed from the dungeon, the gems transform into paper
  slips with gems drawn on them.
  • Engraved purse with gold coins on the top. The lock contains
  an easily detected and disabled poison dart trap (1d4 damage
  to anyone picking the lock), and a second, much more
  difficult to detect electrical trap. The first time anyone touches
  the chest, they are struck for 2d6 electrical damage. The trap
  is then disabled for 1hr. The chest contains a single gold coin.
  43: COURTYARD
  Unlocked wooden doors with glass windows. Inside, dead
  grass, rusted benches, one dismal leafless elm tree. A Magic
  Fountain (pg. ##) bubbles gently in one corner. A pile of
  leaves conceals a cursed magical cap of incompetence, which
  reduces the wearer’s intelligence to 2 and can only be
  removed with a remove curse spell or the touch of a geriatric
  librarian.
  9
  
  The Tower
  49: COFFIN STORAGE
  A glowing magic portal blocks the entrance to this room.
  Opaque purple mist fills the archway. The mist is harmless
  to most creatures; a fly-killing enchantment to keep
  maggots and other grave insects from invading the rest of
  the tower. It’s a Save or Die effect for insects. Inside the
  room, 20 stacked empty coffins, grave dirt, rot, and flies. If
  searched, the coffins contain:
  • a ruby ring worth 10gp
  • 135gp in lose change and small gold trinkets
  • an amulet of alarm. If the large green button on this silver
  amulet is pressed, an ear-splitting mechanical wail starts up
  and continues for 10 minutes. The first use automatically
  causes a Random Encounter (pg. ##).
  50: SPIRAL STAIRCASE
  Polished white stone, dark hardwood handrail. Small paper
  sign hanging on a nail at the bottom of the stairs reads
  “TURN BACK”. Walking up the staircase while facing
  forwards or sideways is impossible. Anyone doing so walks
  out of the entrance to the staircase on the floor they entered
  after a few seconds, though from their point of view they
  climbed a full turn of the stairs. The only way to ascend or
  descend is to walk backwards.
  The landing on the second floor (just before 54: ART
  GALLERY) is trapped. A small area of the floor is covered in
  faint silver sigils. The first person to step onto the marked
  square must Save or vanish for 1d6 minutes. They take 1d6
  permanent Charisma and Intelligence damage and return
  with the inability to tell the truth for 1 hour. They can’t
  remember where they went except that it was “very bright.”
  51: ZOMBIE KILN
  Unlocked iron door with rubber seals. Inside, a large metal
  surgical table along the north wall and a dark red brick kiln
  along the south wall. Above the table, metal racks hold glass
  tubes full of clay and menacing articulated injection arms.
  The arms will stab anyone who lies on the operating table
  or leans over it (to closely inspect the clay tubes, for
  example). They inject the victim with clay, killing them
  instantly (Save to dodge). The corpse can be turned into a
  Kiln-Fired Zombie (pg. ##) using the kiln.
  A large red wheel and two glass discs are attached to the
  kiln. The wheel can be rotated freely. Counterclockwise
  increases the heat in the kiln; clockwise eventually shuts off
  the flames. If the wheel is turned three times
  counterclockwise, the first disc glows with green light,
  indicating the kiln is ready to use. An clay-filled corpse will
  rise and climb out as Kiln-Fired Zombie after 3 hours. If the
  wheel is turned ten times counterclockwise, the red light
  comes on and the kiln begins to shake. It explodes after 1d4
  rounds. 30’ radius, 5d6 damage, Save for half.
  44: WAITING ROOM
  Smooth wooden benches, small table with a single drawer.
  A very neatly painted sign on a wire stand reads “Wait
  Here”. Benches are enchanted; anyone who sit on them
  must Save or “choose” to remain seated, waiting for “their
  appointment”. The effect ends if they are removed from
  their seat for any reason. The table’s drawer contains a
  spring and a box of feathers. If the drawer is opened, the
  spring pushes the feathers into the air in a surprising but
  harmless poof.
  45: NORTH ALCOVE
  A very large iron lever protrudes from the wall. It has a
  shiny red knob on the end that looks like it would fit
  perfectly into a person’s hand. Pulling the lever lowers the
  shield around the ocatarine column in 2: PRISMATIC
  HALL for 1d6 hours with a terrible grinding noise.
  46: PIT TRAP
  Tripwire runs across the corridor from north to south. It can
  easily be disabled or stepped over, but it isn’t connected to
  anything. A pit trap occupies the marked squares. The tiles
  above it are slightly less dusty than the rest of the hallway.
  Any pressure causes the trap door to open. 10’ drop onto
  very sharp spikes. 2d6 damage.
  47: RECORD ROOM
  Locked iron door with a brass label. Inside, heaps of paper,
  densely packed iron cabinets full of records. Most seem to
  be in some sort of code. A cursory search (at least 10
  minutes) reveals that some files seem to be named for
  visitors to the mansion, and that it might be possible to find
  the current date and visitors. Diligent searching (at least 1
  hour) reveals the character sheets of the PCs currently in the
  mansion. The players can have a PC look at the PC’s sheet
  in-character, though stats and effects will not be explained.
  48: TROPHY ROOM
  A large open room with scarlet wall hangings. Dozens of
  taxidermied heads of deer, elk, sheep, goats, lions, tigers,
  leopards, elephants, unicorns, octopi, and ostriches dot the
  walls. On close inspection, the heads are made of paper,
  paint, and glue. 50 glass eyes of various sizes can be
  collected and are worth 10gp total.
  10
  
  52 & 53: MIRROR ROOMS
  Locked iron doors polished to a mirror sheen. Opening one
  door opens the other. Inside, the walls of the rooms are
  covered in foggy mirrors that seem to shimmer like mercury.
  The two rooms are really one room with a very unusual
  property. Anything that enters one room appears in the other,
  but mirrored. Walk into 52 and emerge in 53 with left and
  right reversed, and vice-versa. Mirrored objects usually still
  function. Mirrored living organisms are sterile and will slowly
  starve in 6 weeks unless fed mirrored food. Entering and
  exiting the rooms un-mirrors objects.
  54: ART GALLERY
  Large well-lit room. Thin glass windows between thickly-
  framed paintings along the eastern curved wall. There are
  eight paintings, each one with a brass label. They all detect
  as magical. The paintings are very heavy and awkward,
  even if cut from their frames, and will significantly
  encumber a person. The paintings are each worth at least
  300gp. From north to south, they are:
  • Portrait of the Artist as a Young Man. Small pink jellybean
  floating red-orange space, tethered by some sort of cord.
  Touching the painting de-ages a person by 2d20 years. Adjust
  stats accordingly. If a person’s age drops below 0 they cease to
  exist. This effect only works 3 times.
  • The Fallen Madonna. Young woman wearing a very-far-off-
  the-shoulder red dress. If anyone approaches within 1’ or tries
  to move the portait, she scoffs and says, “Hands off!”. On a
  second attempt, “I’m warning you.” On a third, “You asked for
  it,” as she pulls out a wand of pigmented lightning (50’ cone,
  3d6 electrical damage, Save for half, targets are deafened for
  1hr). The painting will not answer questions.
  • Picnic Scene. A group of well-dressed picnickers on a hillside
  are menaced by giant ants. The picnic basket is real and can
  be removed or tipped out of the painting. It contains three
  ham sandwiches, a bottle of sweet white wine, and a small
  pot of mustard.
  • Hubert Nibsley in Repose. The wizard lounges on a plush
  green sofa, nude behind a strategically placed fern. His smile
  is insufferably smug. Anyone within 30’ who looks at the
  painting must Save or stare at it until they complement
  Hubert. Affected people are aware of this requirement.
  • The Curious Monolith. Metal post in the middle of a sun-
  dappled snowy forest. The first person to touch the painting is
  sucked in and vanishes for 1 round. They emerge 2d10 years
  older and gain enough XP to reach the next level. They have
  hazy memories of a “magical forest ” and being elected
  “monarch of the muskrat people”. From their point of view,
  they were in the painting for a very long time.
  • Sunset Styles. Large orange sun glitters over the spires of a
  distant city. The painting glows as brightly as a torch. Its light
  has all the properties of natural sunlight (burns vampires,
  grows plants, etc.)
  • Twilight on the Honsu River. Broad expanse of water with tiny
  stylized boats. Sails appear to wave; water appears to ripple.
  Tilting or moving painted causes tidal waves, tiny stylized
  shipwrecks.
  • The End. Streams of multicoloured paint flow towards a
  central black spot the size of an apple. The spot is painted
  with paint of annihilation. Anything that touches it, aside from
  the canvas it is painted on, is destroyed.
  55: STATUE ALCOVE
  Contains three statues of Hubert Nibsley. From left to right,
  one had its hands cupped over its ears to focus sound, one
  has its hand shading its eyes, and one has its hands cupped
  around its mouth to amplify speech. On the wall above
  them, a large brass plaque reads “BE NICE”. A small metal
  box sits on a plinth between the statues.
  The statues will animate as Ancestral Statues (pg. ##) If
  anyone insults the Hubert in this room or if anyone touches
  the box. If anyone pays Hubert a complement, they will bow
  and open the box. The compliment-giver may select one of
  the six rings of resistance (reduce incoming damage of the
  chosen type by 6) at random:
  1. fire resistance. Glittering red ruby, gold band.
  2. cold resistance. Shimmering sapphire, silver band.
  3. lightning resistance. Indigo tourmaline, silver band.
  4. acid resistance. Deep emerald, gold band.
  5. poison resistance. Bright amethyst, silver band.
  6. falling resistance. Cloudy diamond, gold band.
  11
  
  59: STATIONARY ROOM
  Unlocked wooden door, opens outwards. Small brass label
  reads “STATIONARY ROOM”. Inside, shelves full of paper,
  gold-tipped fountain pens, bottles of rare and expensive
  inks, mysterious leather-bound blank books. 30gp worth of
  loot in total. The room is powerfully enchanted. Any non-
  magical person or object moving into the room gets stuck.
  Walking in merely gets your toes stuck; a violent blow gets
  your arm stuck a few inches in. Magical objects and
  spellcasters of level 5 or above can move freely. Removing a
  stuck object requires at least 5 people to pull as hard as they
  can. Chopping off the stuck parts also works.
  60: UPPER FALSE WORKSHOP
  Unlocked iron door. Brass label has been removed, but the
  screw holes remain. Small paper sign reads “Caution: Wet
  Floor”. Inside, a 30’ deep pool of murky water occupies the
  entire room (despite the fact that the tower clearly can’t
  contain a pool of that size and depth). 20’ away from the
  door, a wood desk bobs in the water. The desk contains a
  waterlogged leatherbound book. The book is contains only
  obscene drawings of fish, squid, and local political figures.
  Floating debris includes:
  1. a potion of minor healing (heals 1d6 HP)
  2. a potion of water breathing (allows the drinker to breathe
  only water for 10 minutes. Can’t breathe air).
  3. a floppy indigo felt hat with an ostrich feather. The hat is
  actually a Mimic (pg. ##), will only attack if damaged or
  placed on a head.
  4. an empty bookshelf, large enough to act as a raft for one
  person.
  Sunken debris includes:
  1. A small iron chest too heavy for one person to lift while
  swimming. The chest contains 200gp in ancient gold
  pieces.
  2. Loose change worth 10gp.
  3. A bird’s-egg-sized diamond worth 400gp.
  4. An elegant silver key. The key opens nothing in the
  dungeon.
  5. A great deal of slime, rubble, and broken glass.
  6. A very heavy and badly damaged telescope.
  The Secretary Kraken (pg. ##) lurks in the water and will
  attack swimmers after 1d6 rounds.
  56: LOUNGE
  Brightly blue and yellow walls painted in a floral pattern.
  Three plush sofas: one red, one blue, one green. A Kiln-Fired
  Zombie (pg. ##) wearing sunglasses rests on the blue sofa,
  apparently snoring loudly. It will only attack if provoked or
  if anyone makes a very loud noise. The three sofas are
  Mimics (pg.##) and will attack if sat in, tickled, or
  searched.
  57. MAGIC ELEVATOR
  Wooden sliding door. Brass button to the right of the door
  opens it with a quiet hiss. Inside, wood paneling, blue paint,
  soft music, two brass buttons marked “UP” and “DOWN”.
  Press either button and the doors close and magically seal
  shut.
  “UP” teleports the room 40,000 feet into the air. After short
  pause, the doors open. It’s -60 F (-55oC). People in the
  elevator can hold their breath for Con Bonus rounds but take
  1d6 cold damage each round and 1d6 general damage each
  round they need to breathe. Pressing “DOWN” once closes
  the doors in 1d4 rounds and returns the elevator to the
  Mansion. The doors open with a pop of equalizing pressure
  and a rush of cold air. Pressing “DOWN” multiple times
  sends the elevator deep underground (as per the effects
  below).
  “DOWN” teleports the elevator 40,000 feet into the earth.
  After a brief pause, the doors open. It’s 350 F (180oC).
  People in the elevator begin to cook almost instantly, taking
  3d6 damage per round. Pressing “UP” once closes the doors
  in 1d4 rounds and returns the elevator to the Mansion. The
  doors open with a rush of steam. Pressing “UP” multiple
  times sends the elevator high into the air (as per the effects
  above).
  58: PLANETARIUM
  Large windows along the south wall show the city. Extremely
  diligent PCs might notice that the windows weren’t visible
  from the outside of the Mansion. An elaborate mechanical
  model of the earth and the moon (plus associated asteroids
  and the bands of the zodiac) turns slowly in the centre of the
  room. Long thin telescoping arms support the painted ceramic
  orbs. Altering the model (by moving the moon closer to the
  earth, breaking the moon, prodding the earth with a finger,
  fiddling with the dials, etc.) affects the view outside the
  windows in a suitably apocalyptic manner. Realistic
  enchantments can also make the room shake slightly. The
  windows are just enchanted glass panels; the world is not
  actually affected. The model of the moon contains Moon Key
  to the 75: WORKSHOP DOOR.
  12
  
  The Salon
  65: SALON
  Unlocked wooden doors. Inside, sharp smell of medicinal
  preparations, herbs, and perfumes. Long white cabinets
  along the wall north wall, hanging drapes, eight brown
  leather reclining chairs scattered around the room. The
  cabinets contain:
  1. Three bottles of hair remover. Instantly flings all the hair
  off the user’s body. Also deafens them permanently (hair
  cells in the ears). One use.
  2. One jar of healing salve. Heals for 4d6 HP, restores 1d6 lost
  stat points, and regrows up to one lost limb or organ. One
  use.
  3. Six bottles of cold cream. After 3 rounds, deals 1d4 cold
  damage per round to living tissue until washed off. One
  use each.
  4. One bottle of Barbicide. Save or Die poison but only to
  barbers. Otherwise harmless, slightly minty.
  Two of the eight brown leather recliners are Mimics (pg.
  ##) and will attack if sat in, searched, or tickled. The
  remaining 6 chairs contain small explosive charges (10’
  radius, 1d6 damage, Save for half) that will detonate if the
  chair is struck with a solid blow.
  66: PERFUMERY
  Unlocked wooden door. Inside, hundreds of very small glass
  bottles on delicate glass shelves. Removing even one bottle,
  jumping, throwing something, sneezing, etc. causes a
  catastrophic chain reaction, smashing every bottle and
  filling the room with a thousand mixed scents. Anything
  inside the room must Save or be marked with a distinct
  scent for 1d6 days. 20 minutes of scrubbing will remove the
  smell. A bowl of perfume sits on a plinth in the middle of
  the room. A key made of coral floats in it. This is the
  Perfume Key to the 75: WORKSHOP DOOR.
  61: SALON LANDING
  Smells of steam and lavender. Small white basin full of
  water on a thin metal stand. Just above 10: STAIRCASE
  TO THE SALON.
  62: LINEN CUPBOARD
  Unlocked wooden door. Inside, dry heat and shelves of
  dozens of white fluffy towels. If anyone touches a towel in
  the room, they must Save or have all their non-cursed
  clothing and equipment neatly removed and stacked on the
  shelf, while the towel (or towels, if required) flies out with
  incredible speed and delicacy to form a chaste covering. Ten
  towels are worth 1gp. They have no special properties
  outside the cupboard.
  63: GRAND BATHS
  Unlocked iron door. Inside, crowds of steaming hot iron
  bathtubs with narrow winding paths between them. Bath
  temperature can be adjusted to icy cold by fiddling with the
  knobs in 15: BOILER ROOM. If the baths are warm, the
  water deals 1 point of damage per round to living creatures.
  It’s possible to move through the bathtubs very slowly, but
  running or panicking characters must Save each round or
  splash into near-boiling water.
  64: STEAM ROOM
  Unlocked wooden doors with small glass windows. Inside,
  billowing steam and the glimmer of fire on metal. The room
  is unpleasantly warm. PCs wearing more than a towel must
  Save each round or take 1 damage. Along the north wall, a
  furnace full of hot stones heats a metal plate. A complicated
  clockwork device worth 15gp tips water on from time to
  time. Along the south wall, a pile of birch branches, loofahs,
  scrubbing pads, and buckets. The heap is a Weapon Golem
  (pg. ##) and will animate if anyone approaches within 20’.
  13
  
  The Mole Dragon’s Den
  The hoard contains:
  • a gem of absolute certainty. The holder of this egg-sized opal
  believes that any course of action they’ve chosen is the right
  one and cannot be convinced otherwise.
  • a cursed amulet of solubility. Anyone wearing this amulet
  becomes water soluble. They take 1d6 damage per round
  from immersion in water, dampness, or steam. Can only be
  removed with a remove curse spell or a very hot flame.
  • a cursed cloak of invincibility. Anyone wearing this dark green
  cloak believes they cannot be hurt and will ignore all injuries.
  Can only be removed with a remove curse spell or powder
  made from 100 moths.
  • 50’ of rope, two shovels, and 30gp in loose change.
  • The Ancestor Key to the 75: WORKSHOP DOOR
  72: GREEN SLIME HOLLOW
  Black clay and stone cavern with a very faint green glow.
  Puddles of green slime on the floor; more hanging from the
  ceiling. Creatures moving through the cavern must Save or
  have green slime drop on them. A creature with green slime
  on it must remove the slime in 1d4 rounds or die. Fire, acid,
  scraping with a sharp instrument, or other plausible
  schemes will remove the slime. Green slime eats through
  cloth and leather in 1 round, plate armour in 3 rounds, and
  6” of wood in 1 hour. The Mole Dragon (pg. ##) will not
  enter this area.
  73: FURNITURE HEAP
  Vast tangle of waterlogged stolen broken furniture: chests of
  drawers, coffins, chairs, and tables. A grandfather clock sits
  incongruously upright and undamaged. One drawer
  contains 50gp in ancient gold coins. None of the other
  furniture is valuable.
  74: SLIME CAVERN
  Clay caves coated in a thick layer of transparent goop.
  Smells like battery acid and old socks. A transparent
  Gelatinous Polyhedron (pg. ##) hangs across the cave to the
  south; creatures that moved into it without noticing the
  suspended bubbles and dead flies may be engulfed.
  Unlike the rest of the Mansion, the Mole Dragon’s Den is not
  magically illuminated. Torches or lanterns may be required.
  67: MOLE REFUSE HEAP
  Huge stinking heap of clay, corpse fragments, dead leaves,
  gravel, and rotten potatoes. Slick clay tunnel 10’ above
  leads to 34: MAUSOLEUM.
  68: DRAIN
  Clay tunnel leads down to a 10’ deep pool of murky water.
  Moving more than 10’ out of 67: MOLE REFUSE HEAP
  requires a PC to Save or slide the rest of the way down the
  passageway. Climbing up is difficult and time consuming.
  The pool contains 10gp in loose change.
  69: MOLE FOOD STORAGE
  Cavern full of earthworms ranging in size from a pencil to a
  python. Paralyzed by the Mole Dragon’s saliva. Harmless but
  extremely gross. A giant earthworm is worth 2gp to an
  entomologist or an ambitious farmer.
  70: TOOTH FAIRY INFESTATION
  Soggy clay cave. Heaps of bones underfoot. Faint buzzing,
  smell of finely powdered sugar. 10 Tooth Fairies (pg. ##)
  are hiding inside skulls, looking for more teeth to lay eggs
  in. Unless appeased they’ll target an isolated PC and try to
  steal their molars.
  An Umbrella Sword is buried in the bones. Via a small lever
  on the pommel, this weapon can unfurl an invisible and
  intangible yet completely waterproof umbrella large enough
  for two people. The umbrella only affects water
  71: MOLE DRAGON HOARD
  Mountain of trash with the Mole Dragon (pg. ##) snoring
  on top. The Mole Dragon will attack if its hoard is disturbed,
  though it can be lured away with wiggling earthworms. A
  large black iron key is clearly visible under the Mole
  Dragon’s left front paw.
  14
  
  15
  The Workshop
  76: UPPER WORKSHOP
  Thick walls: stone, plaster, a sheet of copper, a 6” layer of
  lead, a sheet of electrum, plaster, and stone. Fortified with
  additional enchantments. You could chip away for a week
  and barely make a dent. Ceiling and floor equally protected.
  Inside, iron floor with non-slip bumps. Two floor-to-ceiling
  gleaming steel cabinets, each with three unmarked
  gleaming doors with white ceramic handles along the
  outside (west- and east-facing) sides.
  A. Fifty glass jars, each containing a 2” tall Veggie-Mite. The
  creatures race around the jars, waving and silently trying to
  alert anyone who opens the cabinet. The jars are
  astonishingly heavy (50lbs each). Anyone who picks one up
  needs to test Strength or drop it, breaking 3d10 other jars
  on the way down. Broken jars release Veggie-Mites (pg. ##),
  who run about the place wreaking havoc. At least one will
  try to smash more jars. The jars are jars of shrinking.
  Anything inside an intact jar shrinks to 5% of its original
  height while retaining its original mass.
  B. Empty shelves. Actually holds 3 gold bricks worth 300gp
  each, protected by an invisibility spell.
  C. Large steel lever. Opens 77: TRUE WORKSHOP
  STAIRCASE with a loud bang and a spray of celebratory
  confetti.
  D. Cabinet is full of rubbery acidic sludge. No shelves. Flops
  out, coating the 10’ square closes to the cabinet in green
  goop. Deals 1d4 acid damage per round until washed off.
  E. Large steel lever with a handwritten paper sign reading
  “DO NOT PULL THIS LEVER - Hubert”. Pulling the lever,
  even slightly, electrifies the floor for 10 minutes. 4d6
  electrical damage per round.
  F. Elaborate roast turkey dinner, refrigerated. Potatoes,
  gravy, brussel sprouts. Enough for four people to eat well.
  75: WORKSHOP DOOR
  10’ wide circular metal door with four large keyholes
  (numbered 1 to 4) and a central iron wheel. The door is
  heavily enchanted. It might be possible to tunnel through,
  but the magical energy required would level the nearest ten
  city blocks. Hubert was very thorough. If anyone examines
  the door or spends more than 1 round outside it, the central
  iron wheel forms into a pair of lips and sings, in a very smug
  and metallic tone:
  I am the door to the wizard’s lair,
  To open me without a care,
  Find four keys hidden elsewhere,
  Without them you won’t have a prayer.
  One key lies in an ancient tomb,
  The second key floats in a bowl of perfume,
  A third key is held by the man in the moon,
  The fourth key is carved from a giant legume.
  The keys are located in:
  1. Ancestral Key: 71: MOLE DRAGON HOARD
  2. Perfume Key: 66: PERFUMERY
  3. Moon Key: 58: PLANETARIUM
  4. Legume Key: 29: VEGGIE-MITE STRONGHOLD
  If a key not on this list is inserted into a keyhole, the door
  melts it and spits it at whoever inserted the key (2d6
  damage, Save to dodge).
  If a key on this list is inserted into the incorrect keyhole, the
  door sighs and sings the song in a supremely patronizing
  tone, emphasizing the order of the keys. Repeated failures
  may result in really sarcastic singing, hasty mumbling, or
  other annoyances.
  If all four keys are inserted in the proper order, the door
  sings in a saccharine drone:
  The assembly,
  Of all four keys,
  Is sure to ease,
  Your inquiries.
  Don’t turn about.
  The wizard’s clout,
  Will straighten out,
  Your every doubt.
  
  82: WIZARD LOUNGE
  Pale pink lights, two end tables, three large sofas with very
  unconvincing elements (cat’s legs, tufts of fur, blinking
  eyeballs, etc.). The sofas are Mimics (pg. ##). One of them
  groans “soooffffaaaaa” at anyone passing through the room.
  They won’t attack if anyone sits on them; they’re delighted
  to have visitors.
  83: ROTATING METAL HALLWAY
  A spinning cylindrical tunnel coated in slippery oil. 40’ long,
  10’ radius. The inside is painted in blue and red hypnotic
  patterns. Exactly halfway down the tube, a red and a blue
  gem float in midair. The red gem disables the red mist in
  79: METALLURGY LAB for 1 hour. The blue gem disables
  the blue mist in 80: BIOLOGY LAB for 1 hour. It is
  impossible to walk through the tunnel without falling. The
  gems are worth 50gp each.
  84: MAGIC FOUNTAIN TASTING ROOM
  Unlocked wooden doors. Inside, white walls with painted
  green vines. Wooden drinks cabinet with crystal glasses
  worth 2gp. Tasteful oak table, thin cane chairs. A Magic
  Fountain (pg. ##) gurgles in the corner.
  85: ARMORY ALCOVE
  Pegs along the walls. Weapons and chalk outlines of
  weapons: swords, axes, rifles, tridents, bidents, strange long
  shapes with handgrips, spheres, etc. Many are missing. All
  weapons are labeled with small paper tags. Those that
  remain are:
  • grenade of annihilation. Iron ball the size of a melon with a
  large red button. Press the button and the sphere begins to
  glow. 1d6 rounds later it detonates, annihilating a 10’ radius
  sphere. One use.
  • disintegrating pistol. Bulbous, brass, complicated, elegant.
  When the trigger is pulled, the pistol disintegrates.
  • hammer of thunder. +2 damage, +2 bonus to hit, each hit
  sets off a very loud thunderclap.
  • dagger of plague. +1 damage, inflicts a debilitating and highly
  contagious disease on a hit. 1d6 hours before symptoms
  manifest, then 1 Con damage per hour for 3d6 hours. If Con
  hits zero, messy death. Plague spreads on a failed Con save.
  • freeze pistol. Silver with a large blue fluid chamber. When the
  trigger is pressed, user freezes in place for 1d6 minutes.
  Cannot move, deal damage, or take damage.
  • laser rat on a stick. Laser Rat (pg. ##) tied to a stick with a
  handgrip. Pull the trigger and a tiny hammer hits it on the
  head. It might fire, it might not fire, it might bite your finger.
  86: NOTEBOOK STORAGE
  Long steel shelves full of leather-bound blue notebooks. The
  inside cover reads “DO NOT REMOVE THIS NOTEBOOK
  FROM THE LABORATORY”. All the rest of the writing inside
  is in a dense code. The drawings are a mix of magical
  esoterica and childish doodles. There are 500 notebooks.
  Breaking the code by cryptography takes 6 months. Reading
  the decoded notebooks for 1 week grants +2 Int, -2 Cha,
  +1 spell damage, and a dread and terrible proficiency with
  magical research, equipment, and schemes.
  Removing a notebook from the workshop (i.e any rooms
  below 76: UPPER WORKSHOP) causes the book to
  detonate. Anyone within 10’ of the boom must Save or suffer
  a Magical Accident (pg. ##).
  77: TRUE WORKSHOP STAIRCASE
  Concealed by a nigh-undetectable metal plate until the lever
  in cabinet C is pulled. Iron with non-slip bumps. Air feels
  cold and slightly electrically charged.
  78: PROTECTIVE GEAR ALCOVE
  Steel alcove with hooks, shelves. Contains:
  • one hat of blasting. Large floppy red wizard hat with black
  hazard stripes and a leather chin strap. Wearer takes ½
  damage from fire and explosions.
  • two sets of bright blue rubber gloves of dubious protection.
  Completely protects wearer’s hands from acid, poison,
  potions, or other liquids. 1% cumulative chance to
  disintegrate whenever they reduce damage this way.
  • one set of boots of hasty retreat. If wearer is surprised or clicks
  the boot’s heels, wearer is flung 10’ in a random direction.
  79: METALLURGY LAB
  Silver label above an arched doorway. Red transparent fog
  fills frame. Behind it, complicated brass pipes, iron
  crucibles, glass vials. Only inorganic materials can pass the
  archway; flesh, wood, and leather instantly disintegrate.
  The equipment in the is fiendishly complicated, incredibly
  delicate, and full of false mechanisms. 60gp in components,
  gold, and rare metals can be looted from the machines.
  80: BIOLOGY LAB
  Silver label above an arched doorway. Blue transparent fog
  fills the fame. Behind it, a glass vat full of pink goo, jars of
  preserved curiosities, wood shelves, steel surgical table.
  Only organic materials can pass the archway; iron, gold,
  and glass instantly disintegrate. The room contains:
  • three potions of minor healing (heals 1d6 HP).
  • A scalpel of sharpness (2d6 damage, very difficult to use,
  slices through flesh like it’s not even there).
  • An unformed mimic (the pink goo in the glass vat). It forms a
  perfect Doppleganger (pg. ##) of the first thing to touch it,
  including a PC. A mimic-replica of a PC will have some of
  their memories, start at Level 1, and have absolutely no idea
  they are a mimic.
  81: ACCELERATOR
  A very complicated metal apparatus the size of a horse made of
  steel tubes, glass flasks, and copper coils sits in the north end of
  the room. The west side of the apparatus has a metal chamber
  capable of containing an object the size of an apple. Next to it, a
  large red button reads “ACCELERATE”. A shining pipe sticks out
  the front, aimed due south. The south end of the room has a
  stained and scorched mattress propped against the wall. When
  the “ACCELERATE” button is pressed, the metal chamber seals
  shut. The machine makes a very ominous hum. One round
  later, anything in the metal chamber is fired due south at
  incredible speed. Anything along the line of fire must Save or
  Die. No matter how hard the object in the chamber or in the
  path was, the effects resemble throwing a soggy tomato at a
  birthday cake.
  The mattress is undamaged. It is completely invulnerable to
  anything short of divine intervention. It’s also a mattress and
  very hard to haul around.
  It is possible to remove the Accelerator and carry it out of
  the mansion, but if it takes a single point of damage it
  breaks permanently
  16
  
  87: DEATH RAY
  Unlocked sliding steel door marked “Death Ray”. Small steel
  handle. If the door is touched, the massive death ray behind
  the door fires. The door and anything in the 10’ squares due
  west of the door, and all the way to 84: MAGIC
  FOUNTAIN TASTING ROOM, dies. No Save. The beam is
  a roaring coruscation of raw magic and bright light. The
  death ray can fire once every 6 hours. It looks like a dish
  with a huge metal spike connected to a vast array of brass
  tubes and thin copper wires. It is far too large to be
  removed from the room, but if a massive tunnel was dug
  under the Mansion and the self-repairing enchantments
  could be disabled, the death ray would be worth a fortune.
  88: TREASURY
  Locked iron door on the south side. Trapped. Touching the
  lock with anything other than bone causes the 10’ square in
  front of the door to slam upwards, as if lifted by a piston.
  4d6 bludgeoning damage, Save to dodge. North iron door is
  unlocked. Inside, red wood cases with brass handles. The
  drawers are lined with felt. Many are empty. The drawers
  contain:
  • 10 very heavy gold bricks apparently worth 300gp each.
  Actually lead bricks wrapped in gold foil only worth 2gp each.
  • Bag of diamond dust worth 50gp to a wizard.
  • Stock certificates in a defunct fish canning company.
  • One pair of blue-grey Sidam gloves. Fabric, delicate. Their
  touch turns gold into lead.
  89: RESSURECTION ROOM
  Unlocked iron door painted white. Faint smell of soap.
  Inside, pristine white tile, an upright silver tank the size of a
  shower stall connected to a small control panel, and a shelf
  full of glass tubes with metal screw-top lids. One is full of
  pink goo, the rest are empty. The control panel has a slot
  large enough for the cylinder, just above a large green
  button that reads “RESURRECT”.
  When anyone enters the room, the machine loudly sings.
  Put a sample in the tank, in the tank, in the tank,
  Put a sample in the tank and we’ll do all the rest.
  Insert the protomatter gel, matter gel, matter gel,
  Insert the protomatter gel, it really is the best.
  Here’s the wizard’s guarantee!
  Always highest quality!
  Countermand mortality!
  If living or dead tissue is put into the silver tank, a full tube
  of pink goo is inserted into the control panel, and the green
  button is pressed, the tank seals shut. After a great deal of
  steam and some alarming screaming and moans from a half-
  formed throat, the tank opens to reveal a fully resurrected
  and somewhat traumatized creature. Resurrecting a living
  person effectively makes a copy. Raw protomatter heals a
  character fully but gives them terminal cancer (1d6 weeks
  to live).
  90: TRUE SPELLBOOK
  Walls, floor, and ceiling are mirrored. Hubert Nibsley’s true
  spellbook, a thick lead and vellum tome, rests on a mirrored
  stone plinth between two floor-to-ceiling metal columns
  (exactly like the metal column in 2: PRISMATIC HALL). If
  the spellbook is removed, the shields around the columns
  lower with a tremendous grinding noise. The room is bathed
  in strong octarine light. Anyone inside the room must Save
  each round or suffer a Magical Accident (pg. ##).
  The spellbook contains, in addition to any spells required for
  plot reasons, eight spells of varying utility:
  1. infinitely delayed blast fireball
  2. saw and plane tree
  3. turn bones to jelly
  4. butterfly hurricane
  5. turn lightning into ice
  6. erase all memories
  7. turn finger to dangerous energy beam
  8. portable orchestra
  The spellbook is worth 4,000gp on the open market.
  17
  
  BOUND GHOST
  Found In: 1: CLOAKROOM, 15: BOILER ROOM, 25:
  SIDEBOARD, Random Encounter Table.
  HD: 10 (40 HP)
  Appearance: ragged white shape with a human face. Foggy
  scraps of livery, mournful eyes.
  Voice: deeply depressed grumbling or unnatural screaming.
  Wants: to repeat memories of life.
  Morality: deeply confused.
  Intelligence: disjointed, like disordered book pages.
  Armour: as plate. Can only by harmed by silver (½
  damage), spells, or magic weapons (full damage).
  Move: normal, through floors and walls.
  Morale: 7
  Damage: touch inflicts 1d8 cold damage or target ages
  2d20 years. Target's choice.
  Bound Ghosts were Hubert Nibsley's attempt at solving the
  servant problem. It didn't work. They all have names like
  “Swedgely”, “Cleeves”, and “Martha”.
  COAL GOLEM
  Found In: 16: COAL STORAGE.
  HD: 12 (50 HP)
  Appearance: a pile of coal, animated jerkily. Huge coal-
  toothed head, short coal fingers.
  Voice: inarticulate roaring.
  Wants: to crush intruders and stuff them in its mouth.
  Morality: blind rage.
  Intelligence: dumb as a rock.
  Armour: as leather.
  Move: ½ normal.
  Morale: 10
  Damage: 1d8+2 bludgeon / 1d8+2 grab. If grab hits,
  next round will try to eat for 4d6 damage.
  The Coal Golem takes double damage from fire. If set on
  fire, it takes 6 damage per round and fills the room with
  thick black smoke.
  ANCESTRAL STATUE
  Found In: 17: HALL OF ANCESTRAL STATUES, 55: STATUE
  ALCOVE.
  HD: 5 (22 HP)
  Appearance: glowering men and women in antique
  costumes. All resemble Hubert Nibsley.
  Voice: dolorous gravely groans.
  Wants: to protect Hubert Nibsley's good name,
  Morality: not vindictive but very thorough.
  Intelligence: as smart as a very obsessive person.
  Armour: as plate. ½ damage from slashing/piercing.
  Move: ½ normal, cannot leap or swim.
  Morale: 12
  Damage: 1d12 bludgeoning.
  Ancestral Statues will rarely pursue more than one or two
  rooms away from their starting location unless antagonized.
  AUBURN BULK
  Found In: 22: MONSTER STORAGE.
  HD: 8 (35 HP)
  Appearance: a giant red-brown beetle-lizard-shellfish
  Voice: slavering and clicking
  Wants: to eat people, to rampage about the place.
  Intelligence: smart like a runaway train.
  Armour: as chain.
  Move: normal.
  Morale: 9
  Damage: 1d12 claw/1d12 claw/1d10 bite
  The Auburn Bulk is summoned by the whistle in 22:
  MONSTER STORAGE. It appears for 1d6 rounds in a
  random location within 20’ of the whistle-blower, attacks
  everything it can see, then vanishes. It does not heal
  between summons, but all magical effects are cancelled. If
  killed, its corpse can be summoned by the whistle.
  Monsters
  18
  
  DOPPLEGANGER
  Found In: 19: PRISON CELLS, 80: BIOLOGY LAB,
  Random Encounter Table.
  HD: 4 (12 HP)
  Appearance: a copy of a person with some details
  missing (ears do not have deep holes, no belly button,
  etc.) If killed, a grey featureless humanoid.
  Voice: perfect mimic.
  Wants: to replace safe and pampered people.
  Morality: alien and inscrutable.
  Intelligence: brilliant improviser and liar.
  Armour: as leather. 25% magic resistance.
  Move: normal.
  Morale: 8
  Damage: 1d6 dagger or 1d8 sword or other weapons.
  No one knows whether Hubert Nibsley summoned,
  created, or hired the Dopplegangers in the Mansion. They
  will seek to replace isolated PCs if possible.
  GELATINOUS POLYHEDRON
  Found In: 6: SILK BEDROOM, 24: DINING HALL, 74:
  SLIME CAVERN, Random Encounter Table.
  HD: 4 (12 HP)
  Appearance: a jelly cube, prism, tetrahedron, etc.
  Sometimes transparent, sometimes pale green or pink.
  Voice: silent or quiet schlorping while moving.
  Wants: to move toward and digest food.
  Morality: none.
  Intelligence: dumber than yeast.
  Armour: none. Healed by acid.
  Move: ½ normal.
  Morale: 12
  Damage: On a hit, target must Save or be paralyzed for
  1d6 rounds. The Gelatinous Polyhedron will roll over
  paralyzed targets and digest them, dealing 1d8 acid
  damage per round. It can cover up to 3 adjacent targets.
  GIANT SPIDER
  Found In: 36: VESTIBULE, Random Encounter Table.
  HD: 4 (10 HP)
  Appearance: a grey furry spider the size of a terrier.
  Eyes like gleaming saucers.
  Voice: creepy whisper in the local language. Vocabulary
  of a toddler.
  Wants: to eat things, make a nest.
  Morality: the smaller the prey, the easier the eating.
  Doesn’t want to eat friends though. Friends can lead it to
  more food.
  Intelligence: smart as a trained dog.
  Armour: as leather.
  Move: 2x normal, can climb anything.
  Morale: 6
  Damage: 1d8 jumping bite. On a hit, target must Save
  or take an additional 3d6 poison damage. Dead targets
  will be wrapped up and hauled into a quiet corner.
  Hubert Nibsley tried to train giant spiders as guard
  animals. It didn’t work. They’re far too friendly and
  cowardly. They’ll accept almost any meat-based food as a
  bribe or a distraction.
  CORPULENT CALLOWFEX
  Found In: 30: CALLOWFEX MAZE.
  HD: 2 (12 HP), +1 HD (+6 HP) every time it is hit.
  Appearance: a sad fat iguana with mange. Lunatic eyes.
  Grows into a sleek velociraptor.
  Voice: grunting at 2 HD, screeching at 5 HD, megomanical
  speech at 10 HD.
  Wants: to bite things, to rule the world.
  Morality: millions of years of cold lizard loathing.
  Intelligence: dumb at 2 HD but rapidly grows smarter.
  Armour: as leather, but cannot take damage (see below).
  Move: ½ normal at 2 HD, normal at 5 HD, 2x normal at 10
  HD.
  Morale: 8
  Damage: 1d6+HD bite / 1d6+HD claw.
  The Corpulent Callowfex is a backwards castoff from an
  orthogonal timeline. Don't worry about it too much. Nobody
  understands time travel anyway. It needs to die to live. Every
  attack that hits it give the Corpulent Callowfex +1 HD
  instead of dealing damage. As it gains HD it gains power. By
  10 HD it is as intelligent as a person, as large as a
  velociraptor, and as mean as the devil.
  Anything that does not deal damage affects the Corpulent
  Callowfex normally. Tying it up, running, or even negotiating
  could all work. It wants to break out of the Maze and the
  Mansion and wreak havoc in the city.
  DIRE PHANTASM
  Found In: 33: GARDEN, Random Encounter Table.
  HD: 0 (1 HP)
  Appearance: a disconnected collection of parts. Giant
  clawed feet. Scythe-like claws. Slavering maw, teeth like
  railroad spikes, red glowing eyes.
  Voice: heavy breathing, occasional raspy wheeze.
  Wants: to feed off ambient fear, to survive.
  Morality: animalistic.
  Intelligence: minimal.
  Armour: as plate+shield, but automatically hit by area-
  of-effect attacks.
  Move: 3x normal.
  Morale: 5
  Damage: none.
  The Dire Phantasm is mostly illusory. It feeds off ambient
  fear. The creature itself resembles and eyeless tailless
  mouse, but it creates the illusionary impression of a much
  larger, much more fearsome creature stalking and slinking
  just out of sight. It is exceptionally quick and can scamper
  out of range with ease.
  19
  
  20
  KILN-FIRED ZOMBIE
  Found In: 5: VELVET BEDROOM, 11: BUTLER'S ROOM, 21:
  TORTURE CHAMBER, 27: MAIDS' QUARTERS, 56: LOUNGE,
  Random Encounter Table.
  HD: 2 (8 HP)
  Appearance: shuffling human corpse with spots of brown
  baked clay. Dried, seared flesh, dense thumping step.
  Sometimes dressed in burnt and tattered livery.
  Voice: silent.
  Wants: to wring the life out of people.
  Morality: none.
  Intelligence: none.
  Armour: as leather. Reduces all incoming damage by 1.
  Move: normal.
  Morale: 12
  Damage: 1d8 slam. Always strikes last in combat. Will only
  attack or pursue things it can see.
  Hubert Nibsley attempted to combine legal golem technology
  with illegal necromancy. The results are less than spectacular.
  Kiln-Fired Zombies are slightly more durable than traditional
  zombies but are equally lousy servants.
  LASER RAT
  Found In: 8: BROCADE BEDROOM, 18: SOUTHEAST
  TOWER, 85: ARMORY ALCOVE, Random Encounter Table.
  HD: 0 (2 HP)
  Appearance: fat brown or grey rat with a glowing third eye
  on its forehead.
  Voice: angry squeaking.
  Wants: food, warmth.
  Morality: none.
  Intelligence: feral cunning, but still just a rat.
  Armour: none. 25% magic resistance.
  Move: normal, can climb anything.
  Morale: 5
  Damage: 1d4 bite or laser beam (rat goes last in combat.
  Inaccurate. 30' range, 2d6 damage, Save for half damage.
  Hits everything in a straight line, reflected by mirrors and
  shiny surfaces. One use per day, makes a warbling raygun
  noise, sets paper on fire.)
  Escaped experiments. If startled and threatened, the rats will
  blast threats with inaccurate laser beams and flee into the
  walls. They could potentially be tamed or trained.
  MIMIC
  Found In: 3: SMOKING ROOM, 26: FOOTMEN’S
  QUARTERS, 56: LOUNGE, 60: UPPER FALSE WORKSHOP,
  65: SALON, 82: WIZARD LOUNGE, Random Encounter Table.
  HD: 6 (24 HP)
  Appearance: varies. Usually furniture or clothing. Always
  slightly warm. Some details slightly blurred or blended.
  Voice: ravenous growls when disturbed.
  Wants: food.
  Morality: none.
  Intelligence: just smart enough to plan an ambush.
  Armour: none.
  Move: normal.
  Morale: 9
  Damage: 1d10+2 bite. Enormous toothed maw
  automatically hits if target is surprised.
  Mimics will never pursue beyond the room in which they
  were encountered, prefering to turn into a new item.
  MOLE DRAGON
  Found In: 71: MOLE DRAGON HOARD.
  HD: 12 (52 HP)
  Appearance: a fat black-furred mole the size of a wagon.
  Large claws, pink nose, no eyes.
  Voice: snuffling, angry screeching.
  Wants: soft food, hoard of arbitrarily chosen things.
  Intelligence: dim, confused, and irritable.
  Armour: as plate.
  Move: normal. Burrow through soil or debris normal.
  Morale: 10
  Damage: see Attacks below.
  The Mole Dragon has an excellent sense of smell. It can
  detect vibrations and scents up to 100’ away and ignores
  penalties for attacking invisible targets.
  Attacks
  Each round, the Mole Dragon can perform one of the
  following four attacks. If you’re not sure which one is best,
  roll 1d3.
  1. Phlegm Breath
  The Mole Dragon braces and exhales a 30’ cone of sticky
  mucus, fog, and slime. Anyone in the cone must Save or be
  paralyzed for 1d4 rounds.
  2. Gnaw
  The Mole Dragon will try to gnaw on paralyzed targets first.
  It moves up to 30’ and makes an attack roll. Attacks
  automatically hit paralyzed targets. If it succeeds, the target
  takes 2d10+2 damage and is knocked prone. The Mole
  Dragon’s sharp teeth can cut through armour and flesh with
  ease, snipping off limbs and digits.
  3. Stomp
  If surrounded or threatened from several angles, the Mole
  Dragon thrashes wildly, tossing dirt into the air and slashing
  with its long claws. All creatures within 10’ take 1d6 damage
  and must Save to Dodge or be knocked prone.
  4. Burrow
  The Mole Dragon dives into the loose soil of its burrow. It
  vanishes for 1 round. Attackers may think it has fled and the
  danger has passed. The next round, it attacks a target within
  60’ of its entry point from below. Unprepared targets are
  automatically hit. The attack deals 2d10 damage. The Mole
  Dragon appears next to the target.
  Mole Dragon Behavior
  Sleeping (default): the Mole Dragon will wake up if any
  loud noise is made within 50’, if it smells something very
  weird (perfume, etc.) or if it is attacked. If it is asleep, the
  first round of attacks made against it get a +4 bonus to hit.
  Hungry: charging forward, biting, screeching, trying to bowl
  over and devour one target.
  Afraid: if damage or reduced below 10 HP. Will try to flee to
  another room (67: MOLE REFUSE HEAP, 68: DRAIN, 69:
  MOLE FOOD STORAGE, 70: TOOTH FAIRY INFESTATION, or
  73: FURNITURE HEAP).
  
  PAPER SNAKE
  Found In: 42: STORAGE ROOM, Random Encounter Table.
  HD: 0 (2 HP)
  Appearance: folded brightly coloured paper. Unfurled
  hood, triangular scales, little conical fangs. Red, blue, and
  yellow patterns.
  Voice: hissing, like the rustle of paper.
  Wants: to bite flesh.
  Intelligence: easily confused.
  Armour: none. Takes double damage from fire.
  Move: normal.
  Morale: 12
  Damage: 1. On a hit, target must Save or take an
  additional 3d6 poison damage.
  Paper snakes prefer to attack by ambush. A dead paper
  snake is worth 5gp as a curiosity.
  SECRETARY KRAKEN
  Found In: 60: UPPER FALSE WORKSHOP.
  HD: 8 (32 HP)
  Appearance: giant mottled octopus-type-creature with
  stamps, pens, inkwells, and bundles of paper grasped in its
  arms. Huge staring eyes.
  Voice: silent disapproval.
  Wants: to drive anyone without an appointment out of the
  workshop.
  Intelligence: smarter than most people.
  Armour: as leather.
  Move: swim normal.
  Morale: 9
  Damage: 1d4/1d4/1d4/1d4/1d4/1d4 (6) tentacle slams. If
  a tentacle slam hits a target, the next round a slam deals 1d8
  damage to the target instead of 1d4.
  If the Secretary Kraken drops below 15 HP, it will
  immediately deploy a blinding ink cloud, rendering the
  water in 60: UPPER FALSE WORKSHOP opaque. All
  attacks in the water take a significant penalty.
  The Secretary Kraken will hurl pens, inkpots, and
  paperwork at retreating combatants, even if they are out
  of the water. This is usually competely ineffective, but has
  a 1-in-20 chance of knocking a target prone.
  THIRTY-INCH BOOKWORM
  Found In: 9: RUINED BEDROOM.
  HD: 12 (50 HP)
  Appearance: Fat grey worm, 30" diameter, coated in slime
  and bits of paper. Rotating lamprey-toothed mouth, no eyes.
  Voice: gurgling.
  Wants: books, to protect its eggs.
  Morality: none.
  Intelligence: moronic but dedicated.
  Armour: as leather.
  Move: normal, charge 2x normal.
  Morale: 10
  Damage: 2d12 bite or 2d6 thrashing (hits all adjacent
  creatures) or 1d20 charge (move at least 30', knocks target
  prone on a hit).
  The saliva of the Thirty-Inch Bookworm dissolves paper on
  contact, ruining books and reducing them to a nutritious grey
  sludge. The Bookworm will pursue anyone holding a book.
  TOOTH FAIRY
  Found In: 70: TOOTH FAIRY INFESTATION.
  HD: 0 (1 HP)
  Appearance: tiny flying insect-like humanoid. Pincer claws
  like a crab, wings like a dragonfly.
  Voice: high-pitched shrieking. Nails on glass.
  Wants: teeth.
  Morality: sadistic.
  Intelligence: dim but cruel.
  Armour: as plate + shield. No armour against area-of-effect
  attacks.
  Move: fly 2x normal.
  Morale: 8
  Damage: 1 prodding or 1d4 tooth removal (only if target is
  being attacked by at least 2 other Tooth Fairies.)
  Vicious little parasites, Tooth Fairies will try to pry an isolated
  target's mouth open and pull out their molars. They can be
  distracted by additional teeth. The lay eggs in molars, which
  hatch in 20 days to produce another full-sized Tooth Fairy.
  21
  
  VEGGIE-MITE
  Found In: 18: SOUTHEAST TOWER, 19: PRISON CELLS,
  29: VEGGIE-MITE STRONGHOLD, 76: UPPER WORKSHOP,
  Random Encounter Table.
  HD: 1 (4 HP)
  Appearance: small, almond-shaped, brown potato skin,
  small yellow-green eyes, mouth full of white pointy teeth.
  Tuft of green leaves like a top-knot.
  Voice: incomprehensible hooting.
  Wants: to defend 29: VEGGIE-MITE STRONGHOLD, destroy
  invaders, find fertile soil.
  Intelligence: vegetables with a mob mentality.
  Armour: none.
  Move: normal.
  Morale: 7
  Damage: 1d4 stabbing spear, slashing dagger, or thumping
  turnip-shaped mace.
  Up to 5 Veggie-Mites can occupy the same 10’ square.
  They will try to encircle targets and stab them to death.
  They are easily awed by magic and explosions; any
  particularly spectacular effect requires a Morale test.
  The Veggie-Mite language is incomprehensible even to
  other Veggie-Mites. Patient gesture-based diplomacy could
  convince them to trade the Legume Key for a larger,
  shiner, and more impressive item.
  WEAPON GOLEM
  Found In: 20: ARMORY, 64: STEAM ROOM.
  HD: 8 (35 HP)
  Appearance: heap of sticks, iron, buckets, springs, and
  cloth. Clattering sphere of death.
  Voice: mechanical clicking.
  Wants: to defend the room in which it is located.
  Intelligence: dim, automated, and linear.
  Armour: as chain.
  Move: normal.
  Morale: 12
  Damage: 1d6 bludgoning to all targets within 10’ / 1d8
  piercing to 1 target within 20’.
  A Weapon Golem is more like an animated heap than a
  true golem. It bristles with layers of iron and wood but is
  remarkably ineffective. It will try to charge into the
  middle of a group and flail wildly.
  If destroyed, the Weapon Golem in 20: ARMORY contains:
  • 10 battleaxes
  • 23 spears
  • 13 swords
  • 27 daggers
  The Weapon Golem in 64: STEAM ROOM contains:
  • 19 loofas
  • 3 daggers
  • 14 scrubbing brushes
  • 12 files and foot-scrapers
  WRESTLING ANGEL
  Found In: 38: "GOOD" CHAPEL
  HD: 11 (45 HP)
  Appearance: 10' tall glowing human in a white robe.
  Beautiful, androgynous. Has a gold halo and huge white
  wings.
  Voice: booming, good-natured, excited.
  Wants: to wrestle.
  Morality: utterly and totally good and kind. Still wants
  to wrestle.
  Intelligence: credulous.
  Armour: as plate. None against unarmed attacks.
  Immune to non-magical weapons, except for unarmed
  attacks.
  Move: fly normal.
  Morale: 12
  Damage: special, see below.
  The Wrestling Angel will pick one person and ask them to
  wrestle. If they show any signs of agreeing, or even if they
  hesitate, the Angel will try to grab them and throw them.
  The Angel does 1d4 temporary Constitution or Strength
  damage on a hit, or 2d4 if the Angel decides to throw
  their opponent through some pews. Using weapons will
  be greeted with "THAT'S CHEATING" and a vicious elbow
  to the stomach. It treats anyone who attacks it as an
  opponent and everyone else as an audience member.
  Once all opponents have been reduced to 0 Strength or
  Constitution, the Wrestling Angel struts around for a few
  seconds then ascends in a beam of light. Characteristic
  damage inflicted this way heals in 1hr and cannot kill a
  person.
  Angel blood heals all wounds. A dead angel is worth at
  least 5,000gp but will probably attract questions.
  22
  
  1d20
  Omen
  Encounter
  1
  Chill in the air, soft rustle of ghostly feathers.
  1 irritable Bound Ghost (pg. ##) dusting the furniture.
  2
  Quiet groaning and bickering.
  2 Bound Ghosts (pg. ##) argue over half-forgotten chores.
  3
  Shout of “Help! Something went wrong!”
  1 Doppleganger (pg. ##) imitating a PC. Claims to have
  been stolen away by the wizard’s traps; the PC is a fake!
  4
  Moist plap and slop, smell of battery acid.
  1 Gelatinous Polyhedron (pg. ##) searching for food.
  5
  Scrabbling in the ceiling. Wisps of cobweb.
  1d6 Giant Spiders (pg. ##) hunting for weak prey.
  6
  Creak of clay, repetitive stomping.
  1 Kiln-Fired Zombie (pg. ##) stumbling in a circle.
  7
  Crunching, shuffling, clattering of ceramic.
  2d6 Kiln-Fired Zombies (pg. ##) hunting for intruders.
  8
  Angry squeaking, loud scratching.
  1 hostile Laser Rat (pg. ##) doing a territorial display.
  9
  Squeaking, rustle of debris.
  2d6 Laser Rats (pg. ##) digging in anything loose or soft.
  10
  Loud thump, long pause.
  1 Mimic (pg. ##) pretending to be an armchair.
  11
  Clatter of wood, long pause.
  2 Mimics (pg. ##) pretending to be a hatstand and hat.
  12
  Silence, tension in the air.
  1 Paper Snake (pg. ##) lurks somewhere inconvenient.
  13
  Very faint crisp rustle of paper.
  1d6 colourful Paper Snakes (pg. ##) slithering along.
  14
  Grunting, unintelligble muttering.
  1 swift-footed Veggie-Mite (pg. ##) hauling a sack of
  2d10gp in gold coins and broken jewelry.
  15
  Distant hooting, war cries.
  2d10 exultant Veggie-Mites (pg. ##) on a raid.
  16
  Rush of feet, smell of vegetable rot.
  3d20 rampaging Veggie-Mites (pg. ##) rushing about madly,
  bursting into rooms, throwing things.
  17
  Faint flicker of magic.
  The magic interior lights in the Mansion go out for 1d6
  hours. Torches and lanterns may be required.
  18
  Alarming creak and shower of dust.
  Mansion settles as it is repaired. No effect.
  19
  Smell of camphor and decay.
  Swarm of harmless moths bursts from furniture or rubble.
  20
  Distant muffled singing.
  75: WORKSHOP DOOR sings its song (pg. ##) as
  something passes in front of it.
  23
  Random Encounters
  Roll on the Random Encounter Table:
  • Once per hour.
  • Whenever the PCs make a lot of noise or do something incredibly disruptive.
  • Whenever things seem boring.
  
  Supplemental Tables
  1d10
  Magical Mishap Table
  1
  Bolt of Magic. Blazing streak of raw energy. Target takes 2d6 magic damage, Save for half.
  2
  Enfeebled. Target takes 2 permanent Intelligence damage as raw magic scours their mind.
  3
  Empowered. A random magic item, wand, or scroll held by the target activates. Randomly determine targets if
  required.
  4
  Ignited. Target takes 1d6 fire damage and is set on fire.
  5
  Prismafied. Target is tinted a random primary colour for 24hrs (1d8: 1. Red, 2. Orange, 3. Yellow, 4. Green, 5. Blue, 6.
  Indigo, 7. Violet, 8. Octarine. If Octarine, target suffers a random Magical Mishap every hour until re-tinted.
  6
  WereVeggie-Mite. By the light of the full moon, target will transform into a ravenous Veggie-Mite (pg. ##).
  7
  Curse Mobility. All cursed magic items held by the target move to the next nearest person. If no items are cursed,
  one random item owned by the target becomes cursed (cannot be dropped, sold, or removed).
  8
  Insightfulness. Target gains 2 permanent Intelligence as raw magic adjusts their perception of the world.
  9
  Vanishment. Target disappears, reappearing 1d6 rounds later in an adjacent room.
  10
  Parallel Universe Adjustment. Reroll target’s stats (3d6 in order), race, and appearance. Effect is permanent.
  Magic Fountains
  1d10
  Statue Decoration
  Effect
  1
  Hubert Nibsley in a toga, holding an urn.
  +2 to a random stat.*
  2
  Badly damaged statue of a dolphin.
  -2 to a random stat.*
  3
  Grim skulls, bones, and ribcages.
  Anything immersed becomes invisible for 1 hour.
  4
  Cauldron tips out a waterfall.
  Liquid is actually a Gelatinous Polyhedron (pg. ##).
  5
  Grey toad with bulging eyes.
  Heals fully.*
  6
  Abstract geometric shapes.
  Next attack that hits automatically crits.*
  7
  Three stones spheres slowly rotate in the water.
  Causes overconfidence and exuberance.
  8
  Hubert Nibsley posing smugly with a mirror.
  Doubles one non-magic item immersed in the water.*
  9
  Scorpion carrying a bunch of flowers.
  Water is acidic, 1d4 damage per round until washed off.
  10
  Happy fat carp spraying water from their mouths.
  Removes all curses.*
  Magic Fountains are found in: 13: KITCHEN, 35: MAGIC FOUNTAIN, 43: COURTYARD, 84:
  MAGIC FOUNTAIN TASTING ROOM. Roll a Statue Decoration and Effect when the fountain is
  first encountered. Effects marked with a * only work once on a PC. The effects of a Magic
  Fountain can be rerolled by fiddling with the knobs in 15: BOILER ROOM.
  24
  
  25
  
  Magical Murder Mansion
  Written by SKERPLES
  coinsandscrolls.blogspot.com
  Magical Murder Mansion is a old-school funhouse
  dungeon for 3-6 level 4-6 characters. Explore the
  comi-tragic deathtraps of Hubert Nibsley. Evade the
  dreaded Mole Dragon. Loot the furniture.
  Made possible by the generous goblins
  patreon.com/coinsandscrolls
  
SOURCE: textdata/thevault/Goblin Laws of Gaming (GLOG) (osr)/Dungeons _ Modules/Magical Murder Mansion.pdf