Sunday, December 31, 2017


33QQQQ ALCOVE. A huge stone plaque is embedded within the alcove, reading "I Came, I Saw, I Conquered". Below the words is a vertical slot, and if the saw from Room 33LLLL is inserted within it and rotated, the saw teeth will act as a key, opening the tumblers and causing a hidden door to open.

Saturday, December 30, 2017


33PPPP ALCOVE. A huge torch wall sconce is present within the alcove. If it is pulled down, the secret passage (33AAA is revealed).

From the passage side, the secret door appears as a normal door.

Friday, December 29, 2017


33OOOO SISTER'S ROOM. The door to this room is made of stone and etched with the words "Sister's Room". The door is heavy, but will open with normal effort.

Upon a stone bed and under a dome of glass is Hinny Hollow. She is in a state like feign death placed upon her by an enemy to the Hollows many many years ago, but will wake up if kissed by her true love. Essentially, anyone willing to make the effort qualifies as her true love. Alternately, the adventurers can just steal her golden tiara (400 gold crescents) and magic rose (see below).

Hinny Hollow, Neutral female human Magic-User (AC 7; MV 12”; MU4; hp 14; #AT 1; D By weapon type +1 due to strength; SA Spell use; S 17, I 15, W 9, D 17, C 15, Ch 5 (19); XP 235)

First Level Magic user Spells:
Magic Missile, Mending, Write

Second Level Magic User Spells:
Detect Evil, Wizard Lock

In addition to the curse that put her to sleep, Hinny is under a powerful enchantment. She normally appears as a middle-aged woman with an unfortunate horse-like face, an annoying laugh, and poor table manners. Once per day, she can reveal her true form, that of a charming and stunningly beautiful woman, thus her charisma score of 19. This state last up to an hour, but is cut short if she is placed under stress that will break her concentration, such as casting a spell or engaging in combat. It might be possible to break this enchantment, by a quest invented by the DM to achieve this effect, if desired.

She holds a magic rose in full bloom, though its stem is cut. With it she and only she may cast a charm monster spell once a day. The spells listed are those she has memorized, though her spell book is lost.

Hinny's memory is badly damaged due to the effects of the sleeping curse placed upon her. She can not recall the circumstances of her being placed here.

Thursday, December 28, 2017


33NNNN MUMMY'S ROOM. The door to this room is made of stone and etched with the words "Mummy's Room". The door is heavy, but will open easily if pushed.

Lying on the floor is a dead woman wrapped in white bandages. She will rise without the need for scrambling up, almost as if levitating and with her body remaining stiff. She wears an iron crown on her head.

Mummy (AC 3; MV 6”; HD 6+3; hp 33; #AT 1; D 1-12; SA Fear, paralyzation, disease; SD Limited spell immunity; XP 1414)

Her crown holds a small red ruby as a centerpiece. It appears to be worth about 500 gold crescents but it is actually a periapt of foul rotting.

Wednesday, December 27, 2017


The wearer of an inaudibility ring is able to become completely silent at will, this feature taking place instantly. Any purposeful attempt to make noise, such as speaking, will break the effect of the ring until it is reactivated.


GP VALUE: 3,000


This item appears as a simple piece of headwear (for example: a helmet, hat, or beret). When placed on the dead body of a human, humanoid, or demi-human it will animate the body into a special 5 hit die zombie. The zombie will act as per usual for that monster, obeying commands given by the one who placed the cap upon its head. As a zombie it cannot heal from wounds received. The cap grants a certain will to the zombie, however. f anyone tries to remove it, the zombie will resent this attempt to end its un-life and will fight to keep the cap, even from its master.

XP VALUE: 1,250

GP VALUE: 10,000


33MMMM DADDY'S ROOM. The door to this room is made of stone and etched with the words "Daddy's Room". The door is heavy but can be moved if two or three adventurers work together to push together or if one adventurer succeeds in an open doors roll.

The door is trapped. When it is opened, a portion of the ceiling will fall and all those who helped open the door must save vs petrification or be hit for 2d10 damage.

Inside the room are a dessicated corpse of a short man on a metal board raised on wooden stilts, a stone trough holding silver coins, a silver urn, a wooden mannikin wearing an iron Phrygian style hat (like the Triskelion statues wear), and ten wooden statues, each about the size of a cat.

The metal board that the dead body is on is actually a large shield +2. The stone trough holds 5463 silver coins (decorated with the 'H' and the skull). The silver urn (worth 300 gold crescents) holds 2541 gold coins (decorated as above), the strange hat on the mannikin is actually a cap of the necromancer, and the small wooden statues each are decorated as a different kind of animal. Each has a head that screws off and each holds a different potion.

Fire Resistance

Tuesday, December 26, 2017


33LLLL COFFIN WORKSHOP. The sawdust and wooden planks in this room are cold and soggy. The half-finished coffins are lined in rows. Carpentry tools (nails, files, hammers, wedges, etc. ) are scattered about. One handsaw is here. It is well made and the saw blade is unusually thick, but the saw teeth are in a strange pattern with blunt and rectangular ends in some places.

Monday, December 25, 2017


33KKKK FLOODED ROOM. There is a ledge at the edge of the corridor. The room is full of murky water smelling slightly of brine and somewhat of sewage reaching almost to the dropoff and with a depth of five feet. A wooden coffin floats on the water.

Two lacedon-ghasts inhabit this desolate place, under the water.

2 Lacedon-Ghasts (AC 4; MV 15”; HD 4; hp 21, 16; #AT 2 claws, 1 bite; D 1-4/1-4/1-8; SA Nausea, paralysis; SD Limited spell immunity; XP 274, 254)

The undead will try to paralyze anyone in the water, hoping they will drown. They will immediately then go after another victim.

The coffin holds old bones. The silver and gold death mask (300 gold crescents) on the skull is that of a bearded man. On one bony finger is a ring of inaudibility. Wrapped in a shroud at the feet are 8 arrows +3, a gold-plated neck chain (80 gold crescents), and crystal bottle (15 gold crescent value) with a cork stopper holding a blue syrupy perfume worth about 3 gold crescents.

Sunday, December 24, 2017


33JJJJ MAUSOLEUM EXTERIOR. This stone structure is decorated with four three-foot tall gargoyles at the corners of the roof. The door is a stone slab and a bend bars/ lift gates roll is required to open it. The mini-gargoyles are real and will be curious if any one enters or leaves the mausoleum. They will manifest this curiosity by trying to eat the trespassers.

4 Mini-Gargoyles (AC 5; MV 6”/12”; HD 2+4; hp 13 each; #AT 2 claws, 1 horn, and 1 tail; D 1-2/1-2/1-4/1-3; SD Magic weapon to hit; XP 129 each)

If the mausoleum is opened, stairs lead down.

Saturday, December 23, 2017


33IIII GRAVEYARD. The graveyard is enclosed by a black iron fence. The ground is soaking wet and it is always uncomfortably cold. The vast majority of the gravestones are so weathered by the constant rain that they are illegible. The gravestones themselves are huge, making navigating the graveyard a little like walking through a forest of monuments and cenotaphs. The mausoleum at 33JJJJ rises above the rest, on a area of relative elevation.

Roll for random encounters in the graveyrad using 1d6 once every two turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations.

Graveyard Encounter Table
1d8+2 skeletons
1d6+2 zombies
1d4+1 ghouls
1 ghast and 1d2 ghouls
The Undertaker
The Dismal Dame

Skeletons (AC 7; MV 12"; HD 1; #AT 1; D 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 14 + 1/hp)

Zombies (AC 8; MV 6"; HD 2; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 20 + 2/hp)

Ghouls (AC 6; MV 9"; HD 2; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 65 + 2/hp)

Ghast (AC 4; MV 15”; HD 4; #AT 2 claws, 1 bite; D 1-4/1-4/1-8; SA Nausea, paralysis; SD Limited spell immunity; XP 190+4/hp)

The Undertaker, Restless Dead (AC 4; MV 12"; HD 8; hp 50; #AT 1 Shovel; D 1-6 + 6 for strength; SD Limited spell immunity; Size L; XP 875)

The undertaker stalks the graveyard looking to put those who have escaped their graves back into them. He rarely talks, but when he does his voice sounds as deep as a mountain and his teeth can be seen to be shaped like tombstones. His skin is gray and he is a huge figure, roughly the size of an ogre. He carries a wooden funerary casket with him everywhere. After he subdues an undead by bashing it with his shovel he puts it in his casket and takes away to rebury in a random spot in the graveyard.

The Dismal Dame, Restless Dead (AC 0; MV 18"; HD 6+6; hp 39; #AT Nil; D 0; SA Scream; SD Limited spell immunity; XP 537)

The dismal dame appears as a floating woman wrapped in a ruined white bridal gown. If encountered she will scream and flee. Everyone who hears the scream must save vs death magic or run in fear for 1d6+3 rounds.

The undertaker and the dismal dame are immune to the same attack forms that undead are (cold, sleep, charm, hold, etc.)

Friday, December 22, 2017


33HHHH STUDY. This room holds a desk, a chair, and four framed portraits with their fronts to the wall.

The desk holds a magic-user scroll with the spells power word, stun and spiritwrack.

The portraits are labeled and represent the following:

Hazel Hollow: A tragically beautiful blonde young woman

Herbert Hollow: From Room 33DD.

Hengist Hollow: From Room 33UUU. This picture is larger than the others, as if made to accommodate Hengist's large body.

Helthea Hollow: A medusa. The gaze effect of this painting is active. This painting is quite a bit older than the others and its petrification effect will fade as the painting falls apart in 1d4 weeks after it removed from this room.

Thursday, December 21, 2017


33GGGG SMOKING ROOM. Four people sit at ease in this room. The tobacco they smoke in their pipes is tangy as if heavy in iron. It is a special blend made from vampire ash, obtained by Sannanan. They are all clerics of dieties of death of one sort or another and have gathered in this bleak mansion to enjoy the ambience and each others company. They consider themselves off duty and are not interested in fighting unless the party is aggressive or insulting. In fact, they will appear to enjoy the presence of the party, especially if any undead or restless dead are with them.

While they will not be likely to fight, they will also not expend their spells or abilities to aid party members. They are interested in trading information and would love to hear about the party's experiences in Hollow House. If they do fight, they use their spells and weapons intelligently. Krombor will cast sanctuary on himself and provide support for the others.

Sannanan, Chaotic Evil male human Cleric of Mordag (cruel, liar, slothful) (AC 4; MV 9"; C5; hp 16; #AT 1; D Footman's Mace +1 +1 due to strength; SA Spell use; S 16, I 15, W 14, D 12, C 15, CH 5; XP 371)

First Level Cleric Spells:
Command (X2), Create Water, Curse, Detect Magic

Second Level Cleric Spells:
Chant, Hold Person (X2)

Third Level Cleric Spells:
Animate Dead

Sannanan serves the god of ghouls. He wears chain mail and has a normal shield +1. His holy symbol is silver and he carries 153 gold crescents, 86 silver spanners, and 7 copper pieces. He has a vial of unholy water for the curse spell. Its container is specially leaded glass and worth 15 gold crescents. He has three iron nails he uses for the hold person spell. He has a fairly fresh human hand in a bag, which he will use as a component for the animate dead spell.

Prengel Bas, Neutral Evil male human Cleric of Botshe (unkempt, rude, greedy) (AC 4; MV 9"; C5; hp 17; #AT 1; D Hammer +1; SA Spell use; S 15, I 10, W 14, D 11, C 10, CH 6; XP 377)

First Level Cleric Spells:
Cause Light Wounds (X2), Darkness, Putrify Food & Drink (X2)

Second Level Cleric Spells:
Find Traps, Hold Person, Resist Fire

Third Level Cleric Spells:
Cause Disease

Prengel Bas is a cleric of the god of decay. He wears chainmail +1. It is so encrusted with filth that its is hard to tell its quality, at first. He has a silver holy symbol encrusted with semi-precious stones (175 gold crescents). He has a small iron bar for the hold person and a vial of mercury for the resist fire spell.

Krombor the Mild, Lawful Neutral male human Cleric of Hrongor Machutu (studious, scrupulous, humble)(AC 3; MV 12"; C5; hp 19; #AT 1; D Footman's Flail; SA Spell use; S 13, I 15, W 17, D 16, C 12, CH 14; XP 389)

First Level Cleric Spells:
Bless, Cure Light Wounds (X2), Remove Fear, Sanctuary

Second Level Cleric Spells:
Chant, Hold Person, Silence 15' Radius, Slow Poison, Speak With Animals

Third Level Cleric Spells:
Dispel Magic, Prayer

Krombor is a cleric of the god of nihilism. He wears bracers of defense, AC 5. His holy symbol is made of wood. He carries six vials of holy water in special crystal containers each worth 5 gold crescents, a scroll of cure critical wounds, 17 silver spanners and 6 copper pieces. His spell components include a small iron bar for the hold person spell, a silver mirror for the sanctuary spell, a bud of garlic for the slow poison spell, and wooden prayer beads for the prayer spell.

Lilit Stroff, Lawful Evil female human Cleric of Dleeve (charming, friendly, jealous)(AC5; MV 12"; C7; hp 41; #AT 1; D Staff of the Serpent "Adder"; SA Spell use; S 13, I 14, W 16, D 15, C 11, CH 16; XP 1060)

First Level Cleric Spells:
Command (x3), Cure Light Wounds (x2)

Second Level Cleric Spells:
Augury, Find Traps, Snake Charm (X2), Speak With Animals

Third Level Cleric Spells:
Bestow Curse, Cause Blindness

Fourth Level Cleric Spells:
Sticks to Snakes

Lilit worships the goddess of poison. Her leather armor is made of giant sea snake skin and superior, offering a base AC of 6. Her holy symbol is silver. She keeps a 500 gold crescent value turquoise, 125 gold crescents, 117 silver spanners, and 12 copper pieces. Her spell components are sticks made of amphisbaenae ivory for the augury spell, and 7 sandalwood rods for the sticks to snakes spell.

Wednesday, December 20, 2017


33FFFF SUICIDE PACT. As the adventurers enter, they will notice the room is full of black-robed men and women. One next to the door will whispher to them, "You forgot to wear your robes! You are lucky we have spare ones."

The adventurers have arrived at the moment of a scheduled suicide pact. All of the occupants have gathered to end their lives at this exact moment in this desolate location, a plan that has been around for months. One figure, a leader apparently, is passing out poisoned wine (save or die).

20 Suicide Enthusiasts (AC 10; MV 12", HD 1-4 hit points; hp 3 each; #AT 1; D Dagger; SA Attacks at -2 "to hit"; XP 8 each)

Leader (AC 10; MV 12"; HD 2; hp 10; #AT 1; D Dagger; XP 30)

If allowed to extinguish themselves, they will all drink their wine at the same time and die. Of course, they assume that the adventurers are here for the same reason and will expect them to accept the wine and drink. The leader is keeping an eye out for those who attempt to renege. They will resist attempts to discourage their suicide and will fight if prevented from doing so.

If the dead bodies are looted, they have a total of 53 silver spanners and 97 copper pieces.

Tuesday, December 19, 2017


33EEEE UNUSED ROOM. This room is furnished as a bedroom, with white sheets on all the furniture, as if the room has been put aside. A table holds a chalice with 50 gold coins.

The coins are marked with an 'H' on one side and a skull on the opposite. They are marked with contact poison, and if touched with bare hands will cause 20 points of damage and a painful rash. A save vs poison will reduce this to 10 points. Naturally, the poison can be washed off. The chalice appears valuable at first, but is actually made of tin and worth only 1 silver spanner.

Monday, December 18, 2017


33DDDD YELLOW WALLPAPER. Hideous yellow wallpaper covers the walls of this room, including the doors and windows, so that entry requires tearing the paper.

A woman of middle years is sitting at a desk, pen in hand and dressed in a yellow gown but not moving. The room is otherwise furnished as a bedroom. All of the decor (bedclothes, dressers, etc.) are in putrid yellow colors.

The woman is just a husk of parchment-thin skin, her muscles, organs, bones, and nerves long a go having been absorbed into the cursed wallpaper of this forsaken room. She was the bride of Harlan Hollow. Harlan, who did not indulge in the lusts usual to humanity but rather darker ones, had her shut up in this room. She died of madness and ennui and has since haunted the room as a lump of flesh, bone, and brain under the wallpaper.

The pattern of the wallpaper is sprinkled with browns and it is stained in various areas, adding to its ugliness. If the pattern is examined closely, the details show animals and humans being subjected to cruel tortures. The lump that compromises the body of the restless dead starts out near the ceiling, but can move wetly at a speed of 3" along the walls, leaving a trail of brown behind it that quickly dries to just another stain.

Yellow Wallpaper, Restless Dead (AC 6; MV See above; HD 8; hp 37; #AT See below; D 1d4; SA Hopelessness; SD See below; XP 1295)

The wallpaper is quiescent, and will not attack unless the body or the writing desk are disturbed. Its physical attacks consist of pseudopods of plaster and paper that extend from the wall, doing 1d4 damage each. It will make one pseudopod per character in the party per round and it can reach anywhere in the room.

One per round the lump can channel its despair into a special attack at one random character. This radiates hopelessness and the target must save vs spells or be unable to move for 1d3 rounds as they are overcome by anguish.

The restless dead is immune to mind-affecting spells and cold like undead are. Fire does double damage. The lump of flesh and bone only can be damaged. It represents the 37 hit points of the dead thing. If it is destroyed the room will be powerless until it ensnares another abandoned soul. Attacking the wallpaper does no good, as it regenerates as fast as it is damaged.

If the lump is destroyed, the husk of skin of the woman will turn to dust. The pen the woman holds is made of gold and worth 40 gold crescents. It has a trick and can fire a dart when a certain button is pressed. Treat the dart as thrown by hand for damage, to hit, and range values. Within the desk is a fine wooden case (worth 50 gold crescents) holding her dowry: 5000 gold crescents, incense of meditation in a ruby colored crystal flask (20 gold crescents value), a necklace of prayer beads, and a magic-user scroll with detect evil, dispel magic, and protection from evil, 10' radius.

Sunday, December 17, 2017


33CCCC STRANGE WHITE RECTANGLE. This room holds a white rectangular object (four feet wide, by three feet deep, by six feet tall). It radiates a small amount of warmth and a white cord extends from the back of the object to the wall. A door is present on its front.

If the object is opened, the party will feel cold and see shelves inside the object holding food, then they will be teleported without error to one of the following rooms.


Saturday, December 16, 2017


33BBBB PAINTING. This room holds a huge painting. It is a scene of the adventurers feasting at a table crowded with food. On close inspection, the scowling face of Harlan Hollow can be distinguished among the feasters. Furthermore, the food consists entirely of the heads of various animals, with their calvaria opened to reveal the brains ready for spooning. In the center is the head of a unicorn. The paint is still fresh.

Friday, December 15, 2017


33AAAA PHANTOM BABY. In the room are a rocker-bottom crib, gently rocking, and a table holding a baby's bottle.

If the room is entered, cooing can be heard from the crib. The sound can not be heard from outside the room. If one person stands inside and the other outside the threshold, only the person inside can hear the noise. If observed, the crib appears empty, except for blue blankets.

The sound will quickly go from gentle to mild agitation, then downright screaming. If the bottle is brought to the crib, the sound will cease. However brings the bottle will be blessed for the next 24 hours (+1 on saving throws and to hit rolls). If the phantom baby is ignored, the whole party will be cursed (-1 on saving throws and to hit rolls) for the next 24 hours.

Thursday, December 14, 2017


33ZZZ ROOM OF THE DIAL. On the wall hangs a dial, like that seen on an antique radio or timer. Exposed metal machinery is beneath it, with a silver dagger jammed in at a jaunty angle, severing several wires. To either side of the dial there is are fine metal grates which emit sound when the dial is moved.

A deep booming sound, causing the room to shake and dust to rise.
A high pitched noise above the threshold of humans. Animals such as dogs will whine and complain due to the irritating sound.
Loud noise, roll immediately on wandering monster table.
Infrasound that causes paranoia, each character save vs death magic or become so uncomfortable they must leave the room.
A chant, all must save vs spells or fall asleep for 1d4 turns.
A strange trill which will summon 1d4+1 skeletons holding scimitars with gilded pommels (50 gold crescents each). They will serve the one who turned the dial until they are destroyed.
A melody appears in the head of the one who turned the dial. They have just memorized a random sixth level magic-user spell which they can use even if not a spellcaster.
A sad love song.
A deep low sound well below the threshold of human hearing. Cracks appear on the ceiling and the plaster breaks, releasing five dead bodies which fall to the floor with a sickening plop. They are zombies.

Reroll duplicates, after 10 rolls the dial falls off and is the machine is no longer working.

Skeletons (AC 7; MV 12"; HD 1; hp 7 each; #AT 1; D Scimitar; SD Sharp weapons score half damage only, limited spell immunity; XP 21 each)

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)

Wednesday, December 13, 2017


33YYY ROOM OF INVISIBILITY. Any creature that enters this room will become invisible for the duration of their stay. Two hell hounds, pets of the Hollow family (such as it is) are here already.

2 Hell Hounds (AC 4; MV 12”; HD 4; hp 19, 16; #AT 1 bite; D 1-10; SA Breathe fire (1 hp/HD), surprise on 1-4; SD Only surprised on a 1, see invisible (50%); XP 226, 214)

A chest in the southwest corner (invisible, naturally) holds 2 unlabeled potions of healing in crystal flasks (each worth 10 gold crescents), 300 gold crescents in a felt bag, and a ring of delusion, which will make the wearer believe that he or she is permanently invisible. As a side effect it will allow the wearer to see invisible things 50% of the time. Any items taken from the room will become visible, except the ring, which is permanently invisible.

Tuesday, December 12, 2017


33XXX GALLERY. A single painting hangs in this room, showing a black cat on a street with a store front. If the room is left and reentered, the cat will be in a different position. If an attempt is made to destroy the painting (such as burning), the cat will animate and flee off the canvas.

Monday, December 11, 2017


33WWW STUDY. The writing desk in this room holds a pamphlet "Lichdom is a Lie" written by H. Hollow. In it the author posits that when a powerful spellcaster gives up life to become a lich, they really have their souls stolen and the newly created lich body is occupied by an evil spirit from the netherworlds. It offers 666 non-persuasive arguments to back up the claim. The work also has a section on speaking to zombies but it is unfinished.

If any person studies the pamphlet for a month, they will be able to speak with zombies (have them not attack you) if they roll a 1-3 on a d6.

The pamphlet is worth 50 gold crescents to a collector of obscure writings such as a sage, or 75 gold crescents to an evil priest.

Sunday, December 10, 2017


33VVV BATH ROOM. This room has a toilet and a bath sized to fit Hengist, as well as smaller versions for other family members. The bath and sink faucets have hot and cold running water, piped in from castle Triskelion.

Saturday, December 9, 2017


33UUU HENGIST'S ROOM. This room is occupied with a ten foot tall man beating a pony-sized dog with his fist.

Hengist Hollow (AC 4; MV 8”; HD 8+2; hp 40; #AT 1 meaty fist; D 2-16; XP 1580)

Hengist has a glandular problem. It makes him angry all the time and he has the functional intelligence and attitude of a ten year old who hates the world. He is currently taking it out his anger on the family dog, a hell hound, who is gamely fighting back but hasn't landed a hit yet. Hengist is violent and crass, but has been forced to accept authority by his family. If he is told forcefully to stop what he is doing or ordered to do something by an adult, he must make a saving throw vs spells. If he fails, he will obey any reasonable order, but if he succeeds he will direct all his anger at the one who issued the order.

Heldred the Hell Hound (AC 4; MV 12”; HD 5; hp 13 (24); #AT 1 bite; D 1-10; SA Breathe fire (1 hp/HD), surprise on 1-4; SD Only surprised on a 1, see invisible (50%); XP 270 (325))

The room holds a bed of straw (gently burning from hell hound breath), a bucket of water, a bucket of low quality ale, a pile of silver and gold coins (564 gold crescents and 1468 silver spanners), a badly roasted giant boar carcass, and a sack of gold nuggets (1254 gold crescents worth).

If Heldred is rescued, he will not attack the party, but if he sees them again he will have forgotten that they saved him and probably attack (normal reaction roll).

Friday, December 8, 2017


3TTT TRAITORS. This room holds five wooden coffins. Scrawled on the top of each one is the word "Traitor" in shaky handwriting.

Coffin 1: Holds a skeleton impaled by thousands of nails, the coffin is a functional iron maiden.

Coffin 2: Solid gold covers the face of the skeleton in this coffin, as the person was forced to swallow molten gold when alive. It extends as a tube into what was once an esophagus. The gold is worth 274 gold crescents.

Coffin 3: All the long bones on the skeleton in this coffin have been smashed with a hammer and wedge, which are still present.

Coffin 4: The occupant inside is a restless dead. Its skeletal remains are blackened due to it having been burned alive.

Restless Dead Skeleton (AC 7; HD 4; hp 18; #AT 1; D 1-10; SA Breath fire 1/round for 1d12; SD Sharp weapons score half damage only, limited spell immunity, immune to fire; XP 157)

Coffin 5: This skeleton does not appear to have suffered any mistreatment from casual inspection, but anyone who touches the bones will experience an intense feeling of nausea as they receive sympathetic paranormal vibrations from the immense suffering of this person in life. Save vs death magic or vomit then swoon for 1d3 turns.

Thursday, December 7, 2017


33SSS OTHER DIMENSIONAL PRISON. The door to this room can be opened with the three keys. Beyond is a white barrier and passage to another dimension besides the one from Rooms 33PPP to 33 RRR. It is a one way passage.

This room is cubic, with many windows. Two thrones face the door and seated on the thrones are Hender and Harlow Hollow.

Outside the windows the sky is blue, but the room appears to be tumbling, although characters are stuck to the floor as though gravity was acting normally. Outside there are numerous other falling cube-rooms and in the distance huge spherical planets and moons. The apparent tumbling motion makes observers nauseous. The whole scene is quite chaotic with other cube-rooms passing within a few feet of Room 33SSS on occasion, but collisions never seem to occur. These other cubes are other prisons and if explored will contain all sorts of monstrous inhabitants.

The occupants of the seats wear platinum crowns, otherwise they are dressed as the appear in their portraits in Room 33J. The crowns are magicked to enchant the two into slumber, and if removed they will wake up. The crowns radiate magic but their sleep-inducing magic is limited only to Hender and his wife, being specifically tailored to their ruin. Each is worth 12500 gld crescents, but if sold as a pair, they will fetch 30000 gold crescents.

Hender Hollow, Chaotic Neutral male human Fighter (AC 8; MV 12"; F17; hp 74; #AT 2; D Dagger; S 15, I 17, W 8, D 16, C 16, Ch 17; XP 4850)

Harlow Hollow, Neutral female human Magic-user (AC 7; MV 12"; MU19; hp 44; #AT 1; D Dagger; S 12; I 18; W 17; D 17; C 11; Ch 18; XP 7820)

Bolded spells are those for which Harlow has no material spells components

Burning Hands, Charm Person, Detect Magic, Magic Missile, Ventriloquism

Detect Invisibility, Forget, Knock, Mirror Image, Web

Blink, Dispel Magic, Fireball, Haste, Phantasmal Force

Charm Monster, Fear, Fumble, Polymorph Self, Remove Curse

Cloudkill, Distance Distortion, Feeblemind, Teleport, Wall of Force

Disintegrate, Globe of Invulnerability, Otiluke's Freezing Sphere

Limited wish, Power Word, Stun, Vanish

Maze, Otto's Irrestistable Dance, Polymorph Any Object

Time Stop

Hender and Harlow were tricked by Fedele triskelion into wearing the cursed crowns, thinking they were a gift from another. Fedele was a rival for Harlow's affections and when she married Hender he plotted to imprison them. He has his minions, the three guardians from Rooms 33PPP to 33RRR take them to this prison dimension and guard over them. Because of this, Harlow has no spell components with her.

If rescued, Hender and Harlow will be grateful and Hender will clap his hands three times , summoning his minion, who he will address as "Cousin Harvey". Hender and Harlow are not evil, but they are obsessed with themselves and with each other and are not likely to return to Hollow House for a good long time, preferring to go on a vacation.

Cousin Harvey (AC -7; MV 54"; HD 17; hp 122; #AT 1 huge fist; D 5-50; SA See below; SD See below; XP 9150)

Harvey is a other-dimensional creature that is loyal to the Hollow family. He has the appearance of a very old wrinkled man, except he is twelve feet tall and very stout. He has the abilities of a djinn and can also use teleport with error as often as he likes.

The adventurers are free to keep the crowns and Harvey will also give them each 1000 gold crescents from a bag of holding he has. He will also give 100 gold crescents as funeral expenses for each party member killed in Rooms 33PPP to 33RRR. Harvey will take the adventurers anywhere they would like to go.