Reconsiderations: H.P. Lovecraft
-
This being the 136th anniversary of the birth of Howard Phillips Lovecraft,
I thought it the perfect opportunity to write another installment in my
incre...
Showing posts with label Encounter. Show all posts
Showing posts with label Encounter. Show all posts
Wednesday, November 17, 2010
The Forest Road
What can one enounter upon the forest road?
Road Encounters
Roll 1d20
1. Angry Animal(s)
2. Bridge (wood)
3. Campsite
4. Caravan
5. Horse Race
6. Overgrown
7. Road kill (animal)
8. Dung (animal)
9. Wagon Tracks
10. Cart tracks
11. Gallows (empty)
12. Animal tracks
13. Empty Sack(s)
14. Mating Animals
15. Horseshoe(s)
16. Ditches
17. Shrine
18. Side path(s)
19. Pilgrims
20. Performers
Random Road Encounters
Travel has always been perilous and filled with roadside discoveries. The following is a brief encounter table of things encountered upon the road.
Random Road Encounters
Roll 1d20
1. Burning Wagon(s)
2. Chicken Crossing
3. Wagon Wheel(s)
4. Herd of domestic animals
5. Washed out road
6. Pothole(s)
7. Fallen Tree(s)
8. Barricade(s)
9. Barrel(s)
10. Sign post correct
11. Sign post incorrect
12. Animal bones
13. Abandoned carriage(s)
14. Boulder(s)
15. Quicksand
16. Flooded
17. Mud hole(s)
18. Old saddle
19. Sack(s) of grain
20. Gravel
Random Road Encounters
Roll 1d20
1. Burning Wagon(s)
2. Chicken Crossing
3. Wagon Wheel(s)
4. Herd of domestic animals
5. Washed out road
6. Pothole(s)
7. Fallen Tree(s)
8. Barricade(s)
9. Barrel(s)
10. Sign post correct
11. Sign post incorrect
12. Animal bones
13. Abandoned carriage(s)
14. Boulder(s)
15. Quicksand
16. Flooded
17. Mud hole(s)
18. Old saddle
19. Sack(s) of grain
20. Gravel
Friday, June 5, 2009
WANDERING TERRAIN TABLE
This tool will allow you to generate terrain when the P.C. tromp about the wilderness. This is best used for hex crawls. Yes it is a bit random but it there is a method to the madness. Every thing is based on the old frequency encounter tables. Yes you could end up with two very different terrains next to each other. With a little imagination you can justify it or you can disregard a result. It is inspired by the Monster Manual II frequency tables. Just use the result to fill in a hex.
Template
Roll 1d8 + 1d12
2. Very Rare
3. Very Rare
4 Very Rare or Rare
5. Rare
6.Rare
7. Uncommon
8. Uncommon
9. Common
10. Common
11. Common
12. Common
13. Common
14. Uncommon
15. Uncommon
16. Rare
17. Rare
18. Very Rare or Rare
19. Very Rare
20. Very Rare
Wandering Terrain Table
Roll 1d8 + 1d12
2. Glacier
3. Desert
4. Steppes
5. Canyons
6. Badlands
7. Dense Forest
8. Wooded Hills
9. Fields
10. Grassland
11. Hills
12. Lite Forest
13. Marshland
14. Mountains
15. Lake/River
16. Coastline
17. Mudflat
18. Geyser Field
19. Tar pits
20. Volcanic Lands
Template
Roll 1d8 + 1d12
2. Very Rare
3. Very Rare
4 Very Rare or Rare
5. Rare
6.Rare
7. Uncommon
8. Uncommon
9. Common
10. Common
11. Common
12. Common
13. Common
14. Uncommon
15. Uncommon
16. Rare
17. Rare
18. Very Rare or Rare
19. Very Rare
20. Very Rare
Wandering Terrain Table
Roll 1d8 + 1d12
2. Glacier
3. Desert
4. Steppes
5. Canyons
6. Badlands
7. Dense Forest
8. Wooded Hills
9. Fields
10. Grassland
11. Hills
12. Lite Forest
13. Marshland
14. Mountains
15. Lake/River
16. Coastline
17. Mudflat
18. Geyser Field
19. Tar pits
20. Volcanic Lands
Monday, April 13, 2009
Wilderness Encounters
'So Maltag, which way to Zartin the Elder's hidden tower?' Sverna said. 'Well I do believe its that way, as the mole burrows.' the dwarf pointed down to the valley below. 'I wonder what trouble awaits us there.' Sverna pondered. 'Don't be worrying about that we have company, Werebadgers!' Maltag spat. Snaring ill tempered werebagers charged out from behind the rocks.
Wilderness travel can be both perilous and wondrous. What is just over the hill could be either or even both. Exploration of the wilderness is an arduous take both for the player and the game master. There is less control for the game master being outside the dungeon. The players may wonder anywhere, even off the map.
The most basic tool is a map. Before the adventure have a map of the region and a variety of terrain features. Start the adventures near the center of the map or near an area they have been too before. Have two copies. One for the game master and on for the player. The player map has the areas they have traveled through to get where they are now and the game master has one with all the detail. Up date the players map as they go along. Either by telling them what type terrain or just drawing on the players map.
Wither it is grid, hex, or plain free form map it is up to you. A good rule of thumb is to have at least three different terrain types on the map.
Terrain Types
Marsh
Hills
Mountains
Forest
Plain
Desert
Coastal
Moor
Badlands
Farmland
Tundra
Then add some sub-terrain types as well to give the map some depth.
Sub-Terrain Types
Rolling Hills
Fen Grassland
Alpine Forest
Canyons
Riverbed
Shrub land
Create at least three encounters for each terrain type. One major, one intermediary, and one minor. Don't assign them to the map but when the players are in the terrain type either roll randomly for an encounter or decide when it is the right time. Remember not all encounters are hostile.
Also have some pre-made 'wilderness window dressing'. These are objects, sites, and oddities that the players encounter.
Wilderness Window Dressing
A large stone covered in carved spirals.
A pool which reflects the players trues selves.
A large burnt oak with a twisted face.
A glyph of a dragon carved into a hill.
A set of bone wind chimes hanging from a tree.
A abandoned gypsy wagon covered in moss.
Also a traditional random encounter table based on the region may be helpful as well to flesh out the area. So when traveling trough the Fang Hills there may be a lot of werebadgers.
'Sverna are you wounded?' Maltag questioned eyeing her weary. 'Nope not a one got with claw raking distance.' Sverna said relieved. 'Lets put as much distance from the werebadgers and us as possible. By the Forger's Braded Beard! That hill in the distant it has a outline of a dragon and its glowing!' Maltag exclaimed. 'I'm still sharp if you are greybeard' Sverna smiled. The two trudged out of the Fang Hills. In the distance the moonlight illuminated the outlining of a dragon and dancers upon the hill.
Wilderness travel can be both perilous and wondrous. What is just over the hill could be either or even both. Exploration of the wilderness is an arduous take both for the player and the game master. There is less control for the game master being outside the dungeon. The players may wonder anywhere, even off the map.
The most basic tool is a map. Before the adventure have a map of the region and a variety of terrain features. Start the adventures near the center of the map or near an area they have been too before. Have two copies. One for the game master and on for the player. The player map has the areas they have traveled through to get where they are now and the game master has one with all the detail. Up date the players map as they go along. Either by telling them what type terrain or just drawing on the players map.
Wither it is grid, hex, or plain free form map it is up to you. A good rule of thumb is to have at least three different terrain types on the map.
Terrain Types
Marsh
Hills
Mountains
Forest
Plain
Desert
Coastal
Moor
Badlands
Farmland
Tundra
Then add some sub-terrain types as well to give the map some depth.
Sub-Terrain Types
Rolling Hills
Fen Grassland
Alpine Forest
Canyons
Riverbed
Shrub land
Create at least three encounters for each terrain type. One major, one intermediary, and one minor. Don't assign them to the map but when the players are in the terrain type either roll randomly for an encounter or decide when it is the right time. Remember not all encounters are hostile.
Also have some pre-made 'wilderness window dressing'. These are objects, sites, and oddities that the players encounter.
Wilderness Window Dressing
A large stone covered in carved spirals.
A pool which reflects the players trues selves.
A large burnt oak with a twisted face.
A glyph of a dragon carved into a hill.
A set of bone wind chimes hanging from a tree.
A abandoned gypsy wagon covered in moss.
Also a traditional random encounter table based on the region may be helpful as well to flesh out the area. So when traveling trough the Fang Hills there may be a lot of werebadgers.
'Sverna are you wounded?' Maltag questioned eyeing her weary. 'Nope not a one got with claw raking distance.' Sverna said relieved. 'Lets put as much distance from the werebadgers and us as possible. By the Forger's Braded Beard! That hill in the distant it has a outline of a dragon and its glowing!' Maltag exclaimed. 'I'm still sharp if you are greybeard' Sverna smiled. The two trudged out of the Fang Hills. In the distance the moonlight illuminated the outlining of a dragon and dancers upon the hill.
Thursday, March 5, 2009
Random Encounter as Campaign Tools

So when crafting a campaign setting making encounter tables is very useful tool to flesh out a region. It both answers questions about the region and provides inspiration. Below is a sample encounters table for a people one would meet on the road. To spice it up a bit you can have 2-4 travellers traveling togather for protection or they could all be going to the same location. Really great inspiration for this is Geoffrey Chaucer's "The Canterbury Tales." Another interesting option it to combine two encounters into one. For example combine "Honeymooners" and "Cultist", and you get a pair of Honeymooners who met at a cult coven and got married. They may want to make their first sacrifice together as a newly wed couple. What is the back story of the travelers. Is the "Fugitive" a hardened criminal who killed his way out of prison or a political prisoner escaping with his loyal retainers. Are the "Wandering buffoons" really entertainers or are they deadly assassins in disguise so they can enter and exit high society. A random encounter table is not simple a table of encounters but a tool to add depth and flavor to the campaign setting.
Road Travelers
Table 1-1
Roll 1d20
1. Pilgrims
2. Actors/ Bards/ Wandering buffoons
3. Wandering tinker
4. Gypsies
5. Refugees
6. Honeymooners
7. Courtiers
8. Merchants
9. Knights
10. Brigands
11. Monks
12. Settlers
13. Priests/Cultist
14. Curriers
15. Diplomats
16. Farmers
17. Teamsters
18. Caravan
19. Fugitive
20. Soldiers/Sheriff - with deputies.
Sunday, February 15, 2009
Home Brewed Encounter Tables for Tegal Manor
Tegal Manor Encounter Tables
*Note - Defaulted to 2nd ed
On the Grounds of Tegal Manor
1d20
1. Straw dummies wearing cloths and wooden weapons similar to the P.C.’s party.
2. Statue of a cherub peeing into a bird bath.
3. Very large animal bones. Possibly a dire animal.
4. Rotten wooden potting shed.
5. Gazing ball that has horrible reflections of the viewer in pain and terror.
6. A hand cart with a pile of 37 dead mandrake roots in it. Each shows hoe marks.
7. Dead patch of sod in the shape of a human , animal, or monster.
8. Ruined gypsy wagon. Has a crystal ball in it and a skeletal gypsy woman.
9. Small pond with skeletal coy swimming in it. 100 gp is at the bottom in the mud.
10. Sundial on a pedestal. It casts no shadow. It points south. If turned north stairs form in the ground and lead downward to a random room on the lower dungeon level.
11. Dense undergrowth or zombie treant.
12. Ships anchor
13. Lawn Gnomb Ornament (petrified gnomb)
14. Ruins of a picnic basket and two bear skeletons.
15. Random monster tracks or biting insects.
16. Tar pool & dead animals stuck in it.
17. Rain barrel next to gutter pipe.
18. Cloths line and rotten linen.
19. Wild wolvesbane and garlic
20. Fallen stones shaped like tormented faces.
In the attic of Tegal Manor
1. Chest full of brightly colored feathers and a bucket of hardened tar.
2. A complete T-rex skeleton articulated which animates.
3. Medium sized mummified frog has 10 gems worth 80 gold in it.
4. A window which is cloaked in illusions to appear as plain roof.
5. An entrance is conceal to appear as normal wall.
6. Giant white snake skin.
7. Empty medium size cage with set of keys to it.
8. Skylight with stained glass.
9. Door to the roof that is conceal by shingles on the outside.
10. Broken furniture moaning in sadness.
11. Fishing trophy of a mermaid. Has a red coral necklace worth 240 gp.
12. Trap door to room below.
13. Dust cloud obscures vision.
14. Stone with ruins on it teleports the P.C.s to a random area out doors.
15. 12 Stuffed reindeer and a stuffed clown in a red suit in a sled.
16. Boxes, crates, barrels full of ruined items.
17. Weak floor fall into room below.
18. Fireplace and chimney connects to others in the manor.
19. Nik-naks
20. Giant ball of twine
In the halls of Tegal Manor
1. Shoe with a bloody foot in it.
2. Mop and bucket and broom and dust pan.
3. Standing pool of: Blood, water, grease, oil, acid.
4. Fog patch or incenses patch
5. Strong wind blowing. Half movement toward the wind. Double movement away from it.
6. Cobweb filled. Half movement.
7. Trip wire. 1d2 falling damage.
8. Invisible bear trap 1d6 damage.
9. Pouch of coins. 120 copper, 76 silver, 93 gold.
10. Small wooden maids cart.
11. Graffiti carved into the wood. “Karg Weasel Fang was here!”
12. 30 loose black pearls worth 300 gp.
13. Trap door to room below.
14. Broken and shattered weapons.
15. Lantern with oil.
16. Trap door in ceiling.
17. Rug with pattern that disorients the viewer for 1d20 rounds.
18. Fencing sword having a dual then suddenly mount themselves to their brackets on the wall.
19. Stuffed animal head watches the P.C.s
20. Stains, foot print, animal and monster tracks.
In the closets of Tegal Manor
1. Once fine dress now rags
2. Old worn out and chewed on boots.
3. 20 exotic and different hats
4. Bear, wolf, seal fur coat. Turns wearer into an animal when worn. When removed the wear returns to normal.
5. A pair of dead giant moths arranged as if having a tea party.
6. A 4 foot tall powdered blue wig with a naval ship in it.
7. Rotten linen and a medium size live moth eating them.
8. A demon holding a pink ladies’ parasol that looks embarrassed and disappears in a puff of brimstone.
9. A one way teleport chamber to another closet.
10. A large reptile egg paint with a dragon on it.
11. Animated shoe polishing brush and rags cleaning boots.
12. Rich looking doll clothing
13. Trap door in ceiling.
14. Trap door in floor.
15. Secret door to adjacent room.
16. A medium sized wicker man with burnt brownies in it.
17. Filled with bones that spill out.
18. A standing mirror with a dust cloth on it. The mirror is cracked but reflects the P.C.s misshapen horrors.
19. A four medium sized dead beetles with musical instruments.
20. A bucket of rancid lard.
Random Rooms
1. Spike Room - This room has floor spikes sticking up out of the floor. It appears to be s set off trap. A skeleton in armor and equipment is impaled on them.
Trap - The spikes are electrified.
Trigger: Touching the spikes
Damage 1d6 per round of contact.
Disable: A hidden panel with two levers. The fist turns off the current and the other lovers the spikes and set the trap.
2. Bust Room - The room has 5 busts on pedestals arranged in a pentacle facing inward. Strange red beams come from their eyes meeting in the center of the pentacle. If the gaze of the Busts are interrupted then a demon appears in the center. Any low level one will do. Returning the bust to the original position banishes the fiend.
3. Attic Access Room - A stone stair case leads upward to the ceiling. A bared and banded wooden trap door is in the ceiling. It has a large pad lock. The key is on the floor in a corner of the room. It appears to be covered in old dry blood. This trap door lead to the attic.
4. Giant Skull Room - A giant’s skull is in the middle of the floor when the party enters. It has two large rubies for eyes. When the party enters it hovers off the floor and faces the party. It below “What is your will my master?” If the party answers at all roll on the following table. Roll 1d6 - 1. Explodes doing 1d8 damage to all in the room. 2. It hover to the floor and deactivates. 3. It laughs at what ever the party says. 4. It says “By your command!” Nothing happens. 5. It screams for 1d20 rounds. It can be heard in the entire wing of the manor. 6. It performs one wish and then shatters.
Note: The gems are red glass.
5. Model Room - This room is very dusty. On a bow legged table sets a model on Tegal Manor.
Trap: A teleported trap. After 1 round in the room the teleport trap begins. On the 1st round a slight breeze is felt. On the 2nd round the air is heavy with moisture. On the 3rd round the victims have a sinking feeling. On the 4th round the victims vision blurs. On the 5th round the illumination changes. On the 6th round the victims have vertigo. The victims are 300 feet above Tegal manor standing on an invisible wall of force 30X30 feet. The manor appears to be in the same scale as the model. The victims have be creative to get down.
Trigger: Entering the room.
Damage: Nil. Possible falling damage.
Disable: Exit the room before the 6th round.
6. Room With a View - A four large paints cover the walls. Each is of a local landscape. Painting 1. Lighthouse and seascape. Victim is teleported to rocky island in (Hex 5004) and faces south east . Painting 2. Pastoral and temple on a hill. Victim is teleported to field in (Hex 1503) and faces south east. Painting 3. A field with a village in the distance. Victim is teleported to monastery tower roof in (Hex 1531) and faces north west. 4. Victim is teleported to a wood land over looking a fetid swamp on (Hex 2908) and faces south.
Trap: The paints are landscapes of the region around tegal manor.
Trigger: The teleport a viewer to the location after viewing it for 2 rounds.
Damage:Nil
Disable: Turn the paints around and dint look at them.
7. Disappointment Room - A large iron cage fills up the center of this room. The cage door has a deadbolt lock. (the keep is lost) A cot and table and chair are in the cage. Someone is under the blankets on the bed. Toys cover the floor of the cage. A illegitimate deformed child of one of the Rumps was keep here until he died. Its hideous skeleton is under the covers. A poltergeist inhabits the cage and will throw toys at anyone in the room and screams loudly.
8. Crocodile room - This room has a 3 foot wide ledge around it. 4 feet down is a is a pool of fetid water. A zombie crocodile ‘lives’ here. It was a forgotten exotic pet. In its stomach are 39 gp, 49 sp, 89 cp and 98 pp.
9. Chair Room - This room has a pyramid of chairs stacked in the center of the room. A secret trap door to the attic is above the highest chair. The chairs are rickety and may break under someone’s weight.
10. Desert Room - This mosaic tiled room looks of middle eastern influence. Worn pillow and chairs and a fair amount of sand are in the room. A water pipe sets on a brass table in the center. Two dead palms set in pots.
Trap: Sand blast trap that blows sand from a water pipe.
Trigger: Touching the hookah.
Damage: 1d4 per round and 25% blindness until eyes are flushed.
Disable: Taking apart the water pipe carefully.
11. Armor Room - A full plate of armor is scattered on the floor. It slowly forms together and stands up. It attacks. If it looses all its h.p. it falls apart.
12. Column Room - A ivory column is in the center of the room. A 100 face twisted in leers cover it. They moan and then 4 foot long tongues lash out from them. They do not damage but are disguising and covered in pustules.
13. Unfinished Room - Exposed beams and saw horses are scattered about this room. Piles of bricks and buckets of mortar set about. Various workmen tools raise from the floor and attack the party. Some start bricking up the entrances. Note: Use the Flying Dagger Stats for tools.
14. Looking Glass Room - This room has mirrors on all the walls ceiling and floor. They are unbreakable. The mirror reflect monstrous horrors in the place of the part.
15.Transparent Wall Room - The one way transparent walls of this rooms show the contents of the adjacent rooms.
16. Giant Foot Room - A giant webbed reptilian foot made of stone fills the majority of the room and disappears into the ceiling. The manor was built around the titanic foot. The stump at mid shin level can be found in the attic.
17. The Languishing Lift or The Exasperating Elevator - This room has a tiny metal chamber has metal barred door which folds to the side. A metal leaver is on the wall. A metal arrow on the wall points to stylized symbols. A range of stylized symbols fans in a arch from right to left. If the door is closed and the metal level is pulled the elevator sinks or rises and appear in a random room in Tegal Manor. When the party exit’s the elevator sinks or rises disappearing traveling to a different room.
18. Bone Room - The room is filled all sizes and shapes of bones from floor to ceiling. It is all but impassable unless one whole day is spent clearing a path.
19. Spinning Wheel Room - The room is covered in hey a skeletal woman is on the stool are in the center at a wooden spinning wheel. The thread is made from gold. (worth 37 g.p.)
20. Rump Stone Room - A large wood thrown has a stone for a seat. A indention of a persons bottom is worn into the stone. This is the sacred Rump stone where the Lord of the Rumps is coroneted. Ghostly trumpets sound when someone sets on it.
*Note - Defaulted to 2nd ed
On the Grounds of Tegal Manor
1d20
1. Straw dummies wearing cloths and wooden weapons similar to the P.C.’s party.
2. Statue of a cherub peeing into a bird bath.
3. Very large animal bones. Possibly a dire animal.
4. Rotten wooden potting shed.
5. Gazing ball that has horrible reflections of the viewer in pain and terror.
6. A hand cart with a pile of 37 dead mandrake roots in it. Each shows hoe marks.
7. Dead patch of sod in the shape of a human , animal, or monster.
8. Ruined gypsy wagon. Has a crystal ball in it and a skeletal gypsy woman.
9. Small pond with skeletal coy swimming in it. 100 gp is at the bottom in the mud.
10. Sundial on a pedestal. It casts no shadow. It points south. If turned north stairs form in the ground and lead downward to a random room on the lower dungeon level.
11. Dense undergrowth or zombie treant.
12. Ships anchor
13. Lawn Gnomb Ornament (petrified gnomb)
14. Ruins of a picnic basket and two bear skeletons.
15. Random monster tracks or biting insects.
16. Tar pool & dead animals stuck in it.
17. Rain barrel next to gutter pipe.
18. Cloths line and rotten linen.
19. Wild wolvesbane and garlic
20. Fallen stones shaped like tormented faces.
In the attic of Tegal Manor
1. Chest full of brightly colored feathers and a bucket of hardened tar.
2. A complete T-rex skeleton articulated which animates.
3. Medium sized mummified frog has 10 gems worth 80 gold in it.
4. A window which is cloaked in illusions to appear as plain roof.
5. An entrance is conceal to appear as normal wall.
6. Giant white snake skin.
7. Empty medium size cage with set of keys to it.
8. Skylight with stained glass.
9. Door to the roof that is conceal by shingles on the outside.
10. Broken furniture moaning in sadness.
11. Fishing trophy of a mermaid. Has a red coral necklace worth 240 gp.
12. Trap door to room below.
13. Dust cloud obscures vision.
14. Stone with ruins on it teleports the P.C.s to a random area out doors.
15. 12 Stuffed reindeer and a stuffed clown in a red suit in a sled.
16. Boxes, crates, barrels full of ruined items.
17. Weak floor fall into room below.
18. Fireplace and chimney connects to others in the manor.
19. Nik-naks
20. Giant ball of twine
In the halls of Tegal Manor
1. Shoe with a bloody foot in it.
2. Mop and bucket and broom and dust pan.
3. Standing pool of: Blood, water, grease, oil, acid.
4. Fog patch or incenses patch
5. Strong wind blowing. Half movement toward the wind. Double movement away from it.
6. Cobweb filled. Half movement.
7. Trip wire. 1d2 falling damage.
8. Invisible bear trap 1d6 damage.
9. Pouch of coins. 120 copper, 76 silver, 93 gold.
10. Small wooden maids cart.
11. Graffiti carved into the wood. “Karg Weasel Fang was here!”
12. 30 loose black pearls worth 300 gp.
13. Trap door to room below.
14. Broken and shattered weapons.
15. Lantern with oil.
16. Trap door in ceiling.
17. Rug with pattern that disorients the viewer for 1d20 rounds.
18. Fencing sword having a dual then suddenly mount themselves to their brackets on the wall.
19. Stuffed animal head watches the P.C.s
20. Stains, foot print, animal and monster tracks.
In the closets of Tegal Manor
1. Once fine dress now rags
2. Old worn out and chewed on boots.
3. 20 exotic and different hats
4. Bear, wolf, seal fur coat. Turns wearer into an animal when worn. When removed the wear returns to normal.
5. A pair of dead giant moths arranged as if having a tea party.
6. A 4 foot tall powdered blue wig with a naval ship in it.
7. Rotten linen and a medium size live moth eating them.
8. A demon holding a pink ladies’ parasol that looks embarrassed and disappears in a puff of brimstone.
9. A one way teleport chamber to another closet.
10. A large reptile egg paint with a dragon on it.
11. Animated shoe polishing brush and rags cleaning boots.
12. Rich looking doll clothing
13. Trap door in ceiling.
14. Trap door in floor.
15. Secret door to adjacent room.
16. A medium sized wicker man with burnt brownies in it.
17. Filled with bones that spill out.
18. A standing mirror with a dust cloth on it. The mirror is cracked but reflects the P.C.s misshapen horrors.
19. A four medium sized dead beetles with musical instruments.
20. A bucket of rancid lard.
Random Rooms
1. Spike Room - This room has floor spikes sticking up out of the floor. It appears to be s set off trap. A skeleton in armor and equipment is impaled on them.
Trap - The spikes are electrified.
Trigger: Touching the spikes
Damage 1d6 per round of contact.
Disable: A hidden panel with two levers. The fist turns off the current and the other lovers the spikes and set the trap.
2. Bust Room - The room has 5 busts on pedestals arranged in a pentacle facing inward. Strange red beams come from their eyes meeting in the center of the pentacle. If the gaze of the Busts are interrupted then a demon appears in the center. Any low level one will do. Returning the bust to the original position banishes the fiend.
3. Attic Access Room - A stone stair case leads upward to the ceiling. A bared and banded wooden trap door is in the ceiling. It has a large pad lock. The key is on the floor in a corner of the room. It appears to be covered in old dry blood. This trap door lead to the attic.
4. Giant Skull Room - A giant’s skull is in the middle of the floor when the party enters. It has two large rubies for eyes. When the party enters it hovers off the floor and faces the party. It below “What is your will my master?” If the party answers at all roll on the following table. Roll 1d6 - 1. Explodes doing 1d8 damage to all in the room. 2. It hover to the floor and deactivates. 3. It laughs at what ever the party says. 4. It says “By your command!” Nothing happens. 5. It screams for 1d20 rounds. It can be heard in the entire wing of the manor. 6. It performs one wish and then shatters.
Note: The gems are red glass.
5. Model Room - This room is very dusty. On a bow legged table sets a model on Tegal Manor.
Trap: A teleported trap. After 1 round in the room the teleport trap begins. On the 1st round a slight breeze is felt. On the 2nd round the air is heavy with moisture. On the 3rd round the victims have a sinking feeling. On the 4th round the victims vision blurs. On the 5th round the illumination changes. On the 6th round the victims have vertigo. The victims are 300 feet above Tegal manor standing on an invisible wall of force 30X30 feet. The manor appears to be in the same scale as the model. The victims have be creative to get down.
Trigger: Entering the room.
Damage: Nil. Possible falling damage.
Disable: Exit the room before the 6th round.
6. Room With a View - A four large paints cover the walls. Each is of a local landscape. Painting 1. Lighthouse and seascape. Victim is teleported to rocky island in (Hex 5004) and faces south east . Painting 2. Pastoral and temple on a hill. Victim is teleported to field in (Hex 1503) and faces south east. Painting 3. A field with a village in the distance. Victim is teleported to monastery tower roof in (Hex 1531) and faces north west. 4. Victim is teleported to a wood land over looking a fetid swamp on (Hex 2908) and faces south.
Trap: The paints are landscapes of the region around tegal manor.
Trigger: The teleport a viewer to the location after viewing it for 2 rounds.
Damage:Nil
Disable: Turn the paints around and dint look at them.
7. Disappointment Room - A large iron cage fills up the center of this room. The cage door has a deadbolt lock. (the keep is lost) A cot and table and chair are in the cage. Someone is under the blankets on the bed. Toys cover the floor of the cage. A illegitimate deformed child of one of the Rumps was keep here until he died. Its hideous skeleton is under the covers. A poltergeist inhabits the cage and will throw toys at anyone in the room and screams loudly.
8. Crocodile room - This room has a 3 foot wide ledge around it. 4 feet down is a is a pool of fetid water. A zombie crocodile ‘lives’ here. It was a forgotten exotic pet. In its stomach are 39 gp, 49 sp, 89 cp and 98 pp.
9. Chair Room - This room has a pyramid of chairs stacked in the center of the room. A secret trap door to the attic is above the highest chair. The chairs are rickety and may break under someone’s weight.
10. Desert Room - This mosaic tiled room looks of middle eastern influence. Worn pillow and chairs and a fair amount of sand are in the room. A water pipe sets on a brass table in the center. Two dead palms set in pots.
Trap: Sand blast trap that blows sand from a water pipe.
Trigger: Touching the hookah.
Damage: 1d4 per round and 25% blindness until eyes are flushed.
Disable: Taking apart the water pipe carefully.
11. Armor Room - A full plate of armor is scattered on the floor. It slowly forms together and stands up. It attacks. If it looses all its h.p. it falls apart.
12. Column Room - A ivory column is in the center of the room. A 100 face twisted in leers cover it. They moan and then 4 foot long tongues lash out from them. They do not damage but are disguising and covered in pustules.
13. Unfinished Room - Exposed beams and saw horses are scattered about this room. Piles of bricks and buckets of mortar set about. Various workmen tools raise from the floor and attack the party. Some start bricking up the entrances. Note: Use the Flying Dagger Stats for tools.
14. Looking Glass Room - This room has mirrors on all the walls ceiling and floor. They are unbreakable. The mirror reflect monstrous horrors in the place of the part.
15.Transparent Wall Room - The one way transparent walls of this rooms show the contents of the adjacent rooms.
16. Giant Foot Room - A giant webbed reptilian foot made of stone fills the majority of the room and disappears into the ceiling. The manor was built around the titanic foot. The stump at mid shin level can be found in the attic.
17. The Languishing Lift or The Exasperating Elevator - This room has a tiny metal chamber has metal barred door which folds to the side. A metal leaver is on the wall. A metal arrow on the wall points to stylized symbols. A range of stylized symbols fans in a arch from right to left. If the door is closed and the metal level is pulled the elevator sinks or rises and appear in a random room in Tegal Manor. When the party exit’s the elevator sinks or rises disappearing traveling to a different room.
18. Bone Room - The room is filled all sizes and shapes of bones from floor to ceiling. It is all but impassable unless one whole day is spent clearing a path.
19. Spinning Wheel Room - The room is covered in hey a skeletal woman is on the stool are in the center at a wooden spinning wheel. The thread is made from gold. (worth 37 g.p.)
20. Rump Stone Room - A large wood thrown has a stone for a seat. A indention of a persons bottom is worn into the stone. This is the sacred Rump stone where the Lord of the Rumps is coroneted. Ghostly trumpets sound when someone sets on it.
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