Tuesday, October 31, 2017


33HH THE THING IN THE HALLWAY. The walls of this long winding hall are decked with rows of shelves holding thousands of one foot tall porcelain dolls. Each doll is in a state of neglect with missing limbs, cracked foreheads, rotten clothes, and other defects.

The walkway is choked with broken hospital gurneys, human bones, fragments of smashed school desks, and dislocated wooden mannikin body parts, so non-flying movement is at one half the normal rate.

There is a 50% chance that the thing that inhabits this place and that rules the cellars will be here at any time

The Thing in the Hallway, Restless Dead (AC 2; MV 12"' HD 7; hp 34; #AT 1d4; D 1d6; SA Fear; SD Limited spell immunity, magic weapons to hit; Size L; XP 922)

The Thing is an evil spirit that inhabits a body made from dozens of porcelain dolls, assembled torso to torso so that it has multiple arms like a long pale centipede. The head is that of a doll with its eyes missing. The sight of the Thing causes fear unless a saving throw vs spells is successful. Those failing this save are paralyzed with their fear and can do nothing for 1d4+1 rounds.

The Thing attacks by touching with its tiny hands. Each round it can make 1d4 attacks, directed at random party members. It is very thin but quite long so that it can attack people who are even fifteen feet away from each other. Wherever it touches it causes black marks that heal at one quarter the normal rate. Because of the shape of its body, the Thing can travel this hall at its normal movement rate.

The secret door is hidden behind a porcelain doll that is actual human size and painted with the face of a clown.

Monday, October 30, 2017


33GG DO NOT DISTURB THE CHILDREN. The vaulted ceiling of the chamber is painted as a blue sky with clouds and a bright sun, though there are many cracks in the plaster which drip brown water. Despite there being no apparent source for it, harsh white light permeates the room. More than a dozen adorable children frolic in the place, though their singsong voices sound like they are coming from far away. A large sign on one wall reads "DO NOT DISTURB THE CHILDREN".

Adventurers who stare at a child too long will suddenly experience a flash of terrible insight as the illusion on the child fades a way for a split second before returning. They will see a child-sized doughy pale humanoid form with only a gaping circular leech-like mouth with razor sharp teeth in the otherwise featureless face. Creatures able to see through illusions will be able to see the real forms of the children as well. Should they be touched, they will take on their true forms and all converge to attack the offender(s), ignoring other people unless they also touch or attack a child.

13 Horrid Children, Restless Dead (AC 6; MV 12"; HD 2+4; hp 13 each; #AT 1 bite; D 1-6; SD Limited spell immunity, illusion; XP 74 each)

As long as no children are touched, the adventurers may pass through the room in peace. Children will not respond if talked to, but if an adventurer jumps in front of them on purpose and causes a collision it is the same as touching them.

Sunday, October 29, 2017


33FF HALL OF CANDLES. This corridor drips with moisture and appears to be about five hundred feet long. None of the party's normal light sources (light spells, torches, magic swords, etc.) will work here. Instead, wall mounted candles will light themselves as the corridor is traversed. One by one they will light and when passed will extinguish themselves.

Saturday, October 28, 2017


33EE FURNACE ROOM. The heat from this room causes water vapor to rise rom any exposed skin. The whole place is lit by a diffuse red light, although the only apparent light source comes from the giant black furnace, looking like a wood burning stove with the caricature of a face with glowing red eyes and a slanted mouth as the furnace entrance with a black metal grill resembling jagged teeth.

Hellish Furnace (AC 3; MV 0”; HD 6; hp 28; #AT 1; D 1d8; SA Spit out fire brats; SD Limited spell immunity, magic weapons to hit; MR 45%; XP 593)

The furnace is a actually inhabited by the dead spirits of the many who were burned within it. It is essentially a single restless dead monster, with undead spell immunities. It can be turned as a Special undead creature, but since it cannot move it can only be compelled not to attack by clerical turning. It will belch fire, grin, and laugh in a voice like the crackling of fire. It can only use its fire attack against adventurers who approach to within ten feet of it. Each round it will spit out 1d4 +1 fire brats.

Fire Brats (AC 8; MV 12"; HD 1d4 hit points; hp 3 each; #AT 1; D 1d4; SD Limited spell immunity; XP 8 each)

Fire brats are giant rat-sized collections of coal and charred human bones, each including a blackened human skull. Their touch is burning hot, doing 1d4 heat damage.

The stairs ascend fifteen feet to Room 33Z.

Friday, October 27, 2017


33DD LABORATORY. This room holds Herbert Hollow, seven servant zombies, and several partial zombies. It is here that Herbert Hollow is bringing the dead back to life through the power of electricity. A large metal wire leads to up into the ceiling to a lighntning rod. Herbert uses the power of lightning, stored in metal coils, to reanimate.

Herbert Hollow, Neutral male human sage (AC 8; MV 12”; HD 8 (4 sided dice); hp 26; #AT 1; D Large dissecting knife (not magic but so sharp that it acts as a vorpal short sword); S 14, I 19, W 10, D 15, C 16, CH 7; XP 635)

Major Field: Humankind

Special Categories: Biology, Psychology

Minor Fields: Physical Universe, Supernatural & Unusual

Herbert is pathologically shy (extreme social phobia) and can only interact with children or the zombies he has made with his sage knowledge. He will attempt to have his special zombie Grigor talk to the adventurers instead of himself. He is dressed in a long white coat with close-cropped brown hair and spectacles. On no condition will he be able to look at a person in the eye. He will desire for characters to leave quickly and will answer any questions they have if that will make them leave. Though he is a sage, he cannot cast any magic spells.

Grigor (AC 7; MV 9"; HD 3; hp 16; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 83)

Grigor is Herbert's latest creation. He can speak and has the intelligence of a child of five years old. He is a complete innocent and will not readily engage in combat.

6 Zombies (AC 3; MV 6"; HD 2; hp 9 each; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 38 each)

These are more typical zombies. They will not attack unless ordered to by Herbert, even if they are themselves attacked. Grigor and these zombies are not magic and cannot be affected by the clerical turn power.

The furniture is lab tables, gurneys, and machinery (Jacob's ladder, large switches, metallic coils, and metal boxes). Most of the lab tables hold human body parts connected by wires to metal boxes. They twitch and move spastically. One of the experiments is a decapitated bald male human head that will give nonsense answers to questions posed to it. Small wooden wagons and animals lie about the blood-spattered floor, toys for Grigor made by Herbert.

If the machinery is torn apart, there is 700 gold crescents worth of gold materials and 1500 gold crescents worth of platinum components. Attempting to harvest these riches without an insulator, however, will call for saving throws vs breath weapon or the electricity stored in the machines will shock for 1d10 damage per attempt.

Thursday, October 26, 2017


33CC ANTECHAMBER. Four zombies guard the door to Room 33DD. Rather uncharacteristically, each is dressed in plate armor and carries a broad sword. They haven't moved in quite some time, as is apparent from the cobwebs draped over them.

4 Zombies (AC 3; MV 6"; HD 2; hp 9 each; #AT 1; D Broad sword; SA Always lose initiative; SD Limited spell immunity; XP 38 each)

The zombies will move to block anyone who tries to go through the door and will fight if entry is attempted. However, they have been ordered to obey all verbal commands, so if specifically told to move aside, get out of the way, etc. they will do so and not fight (unless attacked anyway).

They are not undead in the magical sense, instead being reanimated by electricity. Thus, attempts to turn, destroy, or control them will not work.

Wednesday, October 25, 2017


33BB SHADOW'S ROOM. A black chandelier gives off red light from candles that never seem to burn out. Hanging from the chandelier by a silken cord is the dried corpse of an obese woman in a black dress, the woman being so heavy that she causes the chandelier to tilt and the light to flicker.

Up to four of the party members shadows will slowly distort, taking on strange shapes (animals, impossibly thin or fat, diabolic with horn and a tail) before attacking.

4 Shadows (AC 7; MV 12”; HD 3+3; hp 17 each; #AT 1; D 2-5; SA Strength drain; SD Magic weapon to hit, limited spell immunity; XP 323 each)

The corpse of the woman is Helga Hollow. Clutched in her hand is a black spell book holding the fifth level magic-user spells cloudkill, feeblemind, magic jar, and wall of stone. In her hair is a gold comb worth 200 gold crescents and the slippers on her surprisingly small feet are made of fine material and worth 100 gold crescents total.

Tuesday, October 24, 2017


33AA TRICK ROOM. When the door is opened a noisy ghost will quickly glide towards the doorway. Actually, the ghost is just a sheet thrown over a wooden mannikin and propelled towards the door through the air by a system of ropes and pulleys. The noise functions similarly and is created by a gong striking a sheet of tin. The whole thing is activated by opening and closing the door, so it self-resets.

Monday, October 23, 2017


33Z BACK STAIRCASE. The stairs descend fifteen feet to Room 33EE and ascend fifteen feet to Room 33EEE. The back door opens on the Graveyard (33IIII).

Sunday, October 22, 2017


33Y NULL ROOM. The doors to this room are black. Inside there is no light and no sound, finding the opposite door requires feeling the walls and characters and players may not communicate outside of touch.

Saturday, October 21, 2017


33X LOCKED ROOM. The door sports an overlarge brass doorknob with an ornate human-like face. Any attempts to open the door will result in the doorknob animating, enlarging and grumpily asking "who goes there?"

Only the use of one of the golden keys found in Hollow House will allow safe entry. Otherwise the doorknob's mouth will gape wide and the door will become rubbery, allowing the doorknob to attack.

Doorknob Monster (AC 5; MV 0”; HD 3+1; hp 22; #AT 1 bite; D 1-8; SA Die 20 indicates double damage (2-16); XP 213)

Within the room is a stack of 14 golden skulls. Each is eerily perfect and worth 50 gold crescents each. In fact the are made too well and are dramatically disturbing, lowering the price. If the gold is melted down, the whole lot is worth 1400 gold crescents.

Friday, October 20, 2017


33W DARK ROOM. The ceiling is high, impossibly high for a room on the first floor. The sound of a child singing comes from high in the rafters. Shortly after a giant roach with a large stinger on its bottom and the head of a young boy will scuttle down.

Beetle Boy (AC 3; MV 12”; HD 4; hp 19; #AT 1 sting; D 3-18; XP 161)

Under a false trapdoor in the floor is a chest holding 57 gold crescents and 4 earthen jars holding some moldy liquid long spoiled.

Thursday, October 19, 2017


33V CREEPY ROOM. This room appears completely ordinary except for a very large, heavy stuffed floral print chair in the center. A short sword is impaled in the chair back. Removing it will release a stream of black, rotten blood, because there is a corpse sewn into the body of the chair. The short sword has an 'H' insignia and a partial gold handle with small seed pearls worth 350 gold crescents, but the stain on the blade will never go away.

Wednesday, October 18, 2017


33U ROOM OF SKELETON CAGES. In each corner of the room, there are odd, rounded pieces of furniture covered with white sheets, the sheets themselves marked by odd-looking runes. Each is about four feet wide and six feet high.

Under each sheet is a frail cage made from human bones and each holds an undead.

Northwest Cage: Zombie (AC 8; MV 6"; HD 2; hp 9; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 38)

Northeast Cage: Ghoul (AC 6; MV 9"; HD 2; hp 10; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 85)

Southeast Cage: Ghast (AC 4; MV 15”; HD 4; hp 17; #AT 2 claws, 1 bite; D 1-4/1-4/1-8; SA Nausea, paralysis; SD Limited spell immunity; XP 233)

Southwest Cage: Shadow (AC 7; MV 12”; HD 3+3; hp 16; #AT 1; D 2-5; SA Strength drain; SD Magic weapon to hit, limited spell immunity; XP 319)

If any of the cages are disturbed, the undead will all be awakened and crash (or slither for the shadow) through their cages and attack. In the cage with the zombie in the south east corner is a golden key (worth 300 gold crescents). This key will open the door to Room 33X.

Tuesday, October 17, 2017


The first person to read the words on this scroll (even a glance) will be forever able to converse with bears in their own vernacular (including part-bear creatures such as owl bears, gorilla bears, and koduka). When they speak with bears it will sound to everyone else like they are just saying the word “bear” over and over again, but bears will understand them and they can understand the bears.

The magic words will disappear following the first reading, so only one may benefit from this miraculous and curious item.




Any spellcaster who wears this ring may choose to change one of their memorized spells to burning hands as they cast it. They will cast it as a magic-user of their own level, even if they are a cleric, druid, illusionist, ranger, paladin, etc.


GP VALUE: 3,000


33T LIBRARY. Five zombies stagger about the room and one man sits on a sofa reading a book.

5 Zombies (AC 8; MV 6"; HD 2; hp 9 each; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 38 each)

The man is Harald Hollow. He is alive but he looks so dishelved and smells so stinky that the zombies have assumed that he is just another one of them.

Harald Hollow, Neutral male human Fighter (AC 9; MV 12"; F5; hp 34; #AT 1; D Dagger; SA Disease; XP 429)

Harald is intent on reading his stack of light novels with names like "Goblin Hunter X", "Dungeon Delver Riki", and "Romance of the Unicorn and the Griffon". He will neither attack, nor help adventurers against zombies. He is so slovenly that his attacks have the same chance of causing disease as a giant rat.

If the library is searched there are hundreds of Harald's light novels, but these are worth only about a copper piece each. Most of the other books are moldy and valueless, but there are two notable exceptions. The first is an illusionist's spell book holding audible glamer, detect invisibility, detect magic, improved phantasmal force, invisibility, and wall of fog. The second is a scroll of bear-talking wrapped inside of a ring of spell burning.

Monday, October 16, 2017


33S LONG HALL. This hall is short on the map, but appears at least 500 feet to a person standing within it. At the east end of the hall, standing at the top of the stairs, is the transparent ghostly figure of a little girl of about eight years. Any person who has been to Room 33J and studied the portraits will recognize her as Hilda Hollow.

Hilda Hollow, Restless Dead (AC -10; MV 9"; HD 3; hp 13; #AT 0; D Nil; SD Limited spell immunity; XP -)

Hilda is staring down the stairs if the adventurers have come from the hall. If the adventurers are advancing up the stairs, then she is staring at them.

If the adventurers should come at her from the hall way, she will turn to look at them and say "There is a bad man downstairs, he wants me to go down there with him." If the adventurers look at where she points, they will see nothing. She does not look frightened, only sad.

If she is not attacked she will follow the adventurers around the house. She is insubstantial, but barriers such as doors, walls, etc. seem to curtail her movements. However, she cannot leave Hollow House unless exorcised or destroyed and she will not go downstairs at all.

Sunday, October 15, 2017


33R WANDERING CORRIDOR. Every time this hall is entered and both doors are closed, there is a 50/50 chance that taking an exit will lead to the Piano Room (33C) or the Library (33T).

Saturday, October 14, 2017


33Q ROOM OF DOORS. There are four doors in this interior room.

The north door opens into a glass bubble far under the sea. The glass is very thick and gigantic fish, octopi, and stranger things can be dimly swimming outside.

The east door opens and beyond all that can be seen is space, with galaxies, red stars, and ringed planets in the distance. Those crossing the threshold will be sucked into the void.

The west door opens into a landscape from Hell. The ground is gray stone and giant devils and pathetic lost souls can be seen in the distance busy with their tortures. If the door is left open for more than a few minutes, diabolical attention will be focused upon it.

Friday, October 13, 2017


33P SECRET ROOM. This dark room holds six red-skinned manes demons dancing about a central unwholesome glowing rune on the floor.

6 Manes Demons (AC 7; MV 3”; HD 1; hp 8 each; #AT 2 claws and 1 bite; D 1-2/1-2/1-4; SD Magic, cold-forged iron, or black iron weapon needed to hit, limited spell immunity; XP 26 each)

The walls seem to press inwards and no windows are present. There is a fireplace with a mantle holding a golden ormulu clock and a sword with a painting hung above, but the chimney ends blindly after a few feet.

The golden clock is decorated with a unicorn and a griffin. It is worth 700 gold crescents.

The sword is a magic long sword +2. It's steel is blue in color and it has the special ability that it will allow any person who holds it to turn undead as if they were a level 1 cleric. In the hands of a paladin, it will allow the paladin to turn as a cleric of the same level. The scabbard is encrusted with small pearls and worth 300 gold crescents.

The painting shows the Gallery (Room 33J) and any person touching it will be sucked into that room.

This room is not inside Hollow House. There are no doors and if anyone tries to break through the wooden walls, floor, or ceiling they will find stone surrounding the room for miles.

Thursday, October 12, 2017


33O GROANING HALLWAY. This interior corridor is in good condition. The walls are painted bright yellow and the floor is decorated by a red rug. Light is always present, but adventurers will not be able to tell where it is coming from. As the hall is traversed, characters will hear low moaning-groaning sounds coming from immediately behind their heads, as of a man in the throes of torture.

At the east end, there are two suits of black platemail on display, each holding a halberd at attention. They are inhabited by unclean spirits.

2 Restless Dead (AC 3; MV 6"; HD 3; hp 14 each; #AT 1; D Halberd; SD Limited spell immunity; XP 132 each)

Wednesday, October 11, 2017


33N STORAGE ROOM. This room holds pieces of old furniture. A rickety ladder is near one wall.

An invisible restless spirit inhabits this room, and will begin flinging objects (pieces of wood, chunks of bricks, etc.) at intruders.

Invisible Restless Dead (AC 0 (4 to those which can see invisible); MV 12"; HD 3; hp 15; #AT 1d4 flung objects per round; D 1-4 each; SD Limited spell immunity; XP 200)

To those which can see invisible, it appears as a pale skinned bald man with too large eyes, an open mouth, and four skinny arms spaced equidistant about its torso. If defeated it will evaporate. Among the items it will fling are six decorative golden plates (50 gold crescents each) marked with the Hollow family insignia on one side and the Triskelion insignia on the opposite.

Close inspection of the ceiling will reveal that the white surface is marked by a area of distinct gray-brown discoloration in a rectangular shape. This is a concealed trapdoor, but it does not lead to the upstairs. Instead it leads to Room 33G by a teleporting rift in space-time.

Tuesday, October 10, 2017


33M HALL OF SKELETON MIRRORS. The walls and the insides of the doors of this chamber are covered in mirrors that reflect the skeelton of the person standing before them instead of their actual image. Due to the mirrors, all the doors should be considered concealed from the inside of the room.

Monday, October 9, 2017


33L WHISTLING HALLWAY. The wood paneling of the walls of this corridor have been replaced with human femurs and humeri with slits cut in them. For some reason there is always a moderate breeze (which will make any torches the party may have dance spectacularly) which plays in the opened marrow of the bones, creating a high-pitched and annoying, though soft, whistling sound.

Sunday, October 8, 2017


33K WATER CLOSET. The walls glisten wetly. A straight razor, brown with dried blood, rests on a small shelf in front of a shaving mirror. The toilet bubbles with green slime (8 hp). A second green slime covers the ceiling (16 hp).

2 Green Slimes (AC 8; MV 0”; HD 2; hp 8, 16; #AT 1 (drip); D Turn to slime in 1-4 rounds; SA Corrosive properties; XP 626, 642)

The green slime has a 2 in 6 chance of dripping for each person who enters.

Within the medicine cabinet is a potion of healing, a sprig of a rare herb called lavendine worth 50 gold crescents, and six cinnamon scented candles.

Saturday, October 7, 2017


33J GALLERY. This room holds several portraits. Each is labeled:

Hugo Hollow: A thin blonde man with a nice smile. His hand rests on a piano.

Harlan Hollow: A sullen looking young man with wild black hair.

Hew Hollow: A very thin balding man with greyish skin and a creepy smile.

Hender Hollow: A handsome man in his late forties. He wears a red smoking jacket.

Helga Hollow: A severe rotund woman with gray hair in a bun, holding a black book.

Hilda Hollow: A very pale sad looking young girl in a beautiful royal blue dress with a yellow bow.

Hinny Hollow: A horse faced woman of middle years. Her hat is adorned with peacock feathers.

Harlow Hollow: A beautiful woman with black hair and a black dress , She holds an impossibly long cigarette.

Each portrait is signed by Patrizio Triskelion. In addition to the above, there are four discolored spaces on the wall which once held portraits.

Friday, October 6, 2017


33I KITCHEN. The cobwebs hanf from the doorways to this room and the whole place is grey and dingy. Five whimpering larva are tied to the very large freestanding butcher block.

5 Larva (AC 7; MV 6”; HD 1; hp 5 each; #AT 1 bite; D 2-5; XP 15 each)

Within a minute after the characters enter, they will realize they can see hazy figures busting about the kitchen. These gradually become clearer and clearer until they are nearly distinct. Each is a skeletal figure with a thin layer of grey skin over their bones. They are dressed as chefs and are busy preparing a meal.

3 Chefs, Restless Dead (AC 4; MV 12"; HD 3; hp 14 each; #AT 1 weapon; D 1-8; SD Limited spell immunity; XP 132 each)

These restless dead are immune to spells that do not affect undead. One chef carries a cleaver, he intends to chop up the larva for a ragout and he has his chilis and carrots already cut. The next chef carries a thick iron frying pan and the third holds a heavy iron spoon as he stirs the stinking contents of an iron cauldron.

The chefs will ignore the party unless attacked or someone tries to stop them from cutting up the larva.

Among the cookbooks on a high shelf there is mixed in a magic-user's spell scroll holding the spells magic missile, tongues, and web.

Thursday, October 5, 2017


33H STORAGE ROOM. This crowded room contains wooden shelves holding foodstuffs, mostly pumpkins and ears of dried corn. Disturbing any of the shelves will result in giant rats pouring out from behind food, under the shelves, and from holes near the ceiling. They are lead by an unusually large and fierce rat, about the size of a dwarf.

10 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; hp 3 each; #AT 1 bite; D 1-3; SA Disease; XP 10 each)

1 Ratwere (AC 6; MV 12”; HD 3+1; hp 18; #AT 1 bite; D 1-8; SA Surprise on 1-4; SD Silver or magic weapon to hit; XP 222)

The ratwere is similar to a wererat, but it really a rat that can turn into a semi-humanoid (ratman) shape. Treat it as a wererat for intelligence, alignment, etc.

If the ratwere is killed the giant rats will flee. Before dying, it will have a chance to speak in a croaking, ill-used voice "I curse you all", then spit up a golden key (worth 300 gold crescents). This key will open the door to Room 33X.

Wednesday, October 4, 2017


33G SECRET ROOM. This room can be accessed through one of the teleporting doors in Rooms 33D or 33N or by breaking in one of the outside windows.

The teleporter from Room 33D leads to a door on the north wall located about three feet above the floor, so adventurers entering by that path must roll vs paralyzation of take a point of damage from crashing to the floor.

Anyone traveling by the teleporter from Room 33N will come out of an open suitcase on a table near the east wall.

On the floor is a huge bear rug. Sitting in front of a roaring fireplace in a high-backed chair that almost totally conceals him is Hew Hollow.

Hew wil turn and greet the characters. He is a gray skinned man with emaciated features. He is, of course, dead.

Hew Hollow, Restless Dead (AC 5; MV 9"; HD 6' hp 35; #AT 1; D Long sword; SD Limited spell immunity; XP 585)

He is immune to spells that do not affect undead. If Hew is attacked, he will give a whistle, animating the bear rug which will attack as a real bear.

Animated Bear Rug (AC 6; MV 12”; HD 5+5; hp 33; #AT 2 claws and 1 bite; D 1-6/1-6/1-8; SA Hugs: 2-12; XP 498)

Hew does not want to fight, howver. He is actually terribly lonely and will try to get the characters to tell him stories. If he is sufficiently amused (DM judgement) , he will point out the secret teleporting door that goes through a faded painting above the fireplace. The painting is of Room 33P, showing a dark cramped room with six red dancers, and stepping into the painting takes the characters there.

If Hew and his bear are defeated, he is found to have silver and topaz cufflinks worth 100 gold crescents total.

Tuesday, October 3, 2017


33F DINING ROOM. This room holds a dining table with six seated guests with their faces plunged into their soup bowls. The whole room, lighted candles, table, place settings, and so on appear in perfect condition, as if it was a real dinner party and not in an abandoned house.

If the room is entered, the diners will rise from their seats. The soup is actually acid and has eaten away their faces.

6 Restless Dead Diners (AC 8; MV 6"; HD 2; hp 9 each; #AT 1; D 1-8; SA Spit acid for 1d4; SD Limited spell immunity; XP 63 each)

The diners can spit once every other round, to a distance of up to ten feet away. They are immune to spells that affect undead.

If the diners are defeated the apparent cleanliness of the room will fade and it will become shabby and decrepit. The centerpiece on the table is a huge golden soup tureen worth 800 gold crescents.

Monday, October 2, 2017


33E DRAWING ROOM. This room is tastefully decorated, or would be if the chairs and couches were not faded and the walls and floor not stained by patches of dried blood. The chandelier is lit with candles which give off a red light (if the characters are watching from outside, the light from the candles will not be apparent).

A large mirror is on the east wall. Scrawled by knife point into the wood of the wall beneath the mirror are the words "Harlan Hollow" in jagged irregualar but legible script. If any person should speak these words while in this room, there is a 50% chance that Harlan, a wight, will appear immediately behind them. If the person is in front of the mirror while speaking these words the chances increase to a certainty.

Harlan Hollow (AC 5; MV 12”; HD 4+3; hp 22; #AT 1; D 1-4; SA Energy drain; SD Silver or magic weapons to hit, limited spell immunity; XP 390)

Harlan wears a gold circlet on his brow (200 gold crescents) and two gold arm bracers (50 gold crescents each). At his hip is a long sword with a jeweled hilt (400 gold crescents). He will be able to get a free strike at the person that he appears behind but his position may also leave him vulnerable to others in the room. If any person has seen his portrait in the Gallery (Room 33J), then they will be able to recognize his features, even in death.

If Harlan is destroyed the red lights of the chandelier candles will extinguish suddenly.

Sunday, October 1, 2017


33D STUDY. The room holds a table and a dead body.

On the table are a candlestick, a lead pipe, a dagger, a rope, a wrench, and a pale stain where a strange shaped metal object used to lie.

The body is wearing a black lab coat with a name tag labeled "Doctor". Buried in the spinal column is an odd piece of metal, a cylinder roundly tapered at one end.

The fireplace is actually a secret door, leading to Room 33G via a teleporter. It is activated by pulling on a torch bracket, the only one in the room.