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▶ Creaky floorboards. ▶ Covered in magical fungi. ▶ Animal heads mounted around the walls. ▶ Carpeted floor.
▶ Walls covered in artistically ▶ Dry fountain in the center. ▶ Taxidermied Owl Bear in center of room. ▶ Five ragged tapestries
displayed weapon sets. ▶ When Restless: New ▶ Fireplace with chimney to the roof (p. 31). on the walls.
▶ Glass case on the south wall fungi pop up and the ▶ When Restless: The Owl Bear (p. 15) ▶ When Restless or

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hides the secret entrance to fountain starts flowing. comes to life. Fire ignites. Awake: Tapestries
the Night Garden (p. 21) ▶ When Awake: Even more ▶ When Awake: A mounted wyvern head repair themselves.
fungi pop up and the screams “Intruders!” When the PCs are
fountain starts flowing present.

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with blood. ▶ Table with eight
chairs.
▶ When Restless

Tomb Weapons
Hunting Servants’
or Awake: PCs
can play a game
Tapestry
Room p. 22
▶ Stone slabs of Blackjack
cover the graves
of four skeletons Room p. 20 Room p. 20 Room p. 22 Hall p. 23 against a ghost
for treasure.
dressed in
magical armor. S

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▶ Empty, rickety shelves.
Smoking
Night Pantry ▶ When Restless or
Awake: Shelves fill
Room p. 19 p. 23 Kitchen
▶ Lots of red decor. with gourmet food.
▶ Expensive vases on
Garden
display.
▶ Cabinet with magic
cigars and brandy.
▶ When Restless or
Awake: The
conversations of
long-dead occultists
can be overheard.
Sitting
Room
p. 21

Music
pl Great
Hall
p. 18
Dining
Room
p. 23
▶ Cupboards full of
plates and silverware.
▶ Fireplace with chim-
ney to the roof (p. 31)
or Sanctum (p. 27).
▶ When Restless: Fire
ignites. Cauldrons fill.
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p. 19 Room p. 24 Breakfast
▶ When Awake: Floor
covered in slippery

p. 18
ectoplasm. Ceiling
▶ Fireplace with chim-
ney to the roof (p. 31). Room collapses as Servant
Room B (p. 28) falls in.
▶ Candelabra with a
black candle.
p. 24 ▶ Vines creeping in
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▶ Magic snuffbox that ▶ Twelve pillars, each with through broken


summons Horatio (p. ▶ Harpsichord
a sigil that cracks when ▶ Portrait of Elias windows hides the
15) hidden in side ▶ Lavinia Coldwater (p. 14) can be
the Giant’s bell is rung. Fenwick (p. 14). body of a knight
table drawer. summoned by playing the music
▶ Iron chandelier with a ▶ Hidden Wand of wearing a magic ring.
▶ When Restless or found in the Guest Bedroom (p.
black candle. Lightning Bolt ▶ When Awake: Floor
Awake: Fireplace ig- 29) or by saying her name.
▶ When Awake: Bottom ▶ When Restless: Walls covered in slippery
nites and skeletal ▶ Weakened north wall can be
floor is covered in and floor covered in ectoplasm. The vines
servants (p. 13) start broken through.
slippery ectoplasm. slippery ectoplasm. animate and attack.
cleaning.
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North Balcony

West Gallery p. 27 East


Stairs p. 26 Stairs p. 28
S
Inner Room A

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Sanctum p. 28
Museum p. 26 p. 27 Room B

Bedroom
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Dressing
Great
Hall
p. 18 Library
p. 28
Room C
p. 28
m
Room Guest
p. 25
p. 25 p. 29 Bedroom
South Balcony p. 29
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Beacon Ballista
Tower p. 30 Tower p. 30

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West Roof East Roof
Stairs p. 30 Stairs p. 30

To Sitting Room (p. 19)


To Hunting Room
(p. 22)

Roof p. 31 pl To Kitchen
(p. 23)

To Guest Bedroom
(p. 29)
Writing, Layout, and
Cartography
Ben Milton

Cover, Title Design,


and Illustrations
Playtesting
Kate Marshalian
Nick Milton
Emmerich Milton
Aidan Milton
m
Sam Mameli
Gianna Milton
To Bedroom (p. 24) Advice and Editing Ian Milton
Jacob Hurst
Miriam Milton
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©2021 Ben Milton


Printed in the USA
Published by Jacob Hurst & Swordfish Islands LLC
San Antonio, TX
Yesterday... Overview The Waking Hooks
Three adventurers (a wizard, a thief, and The Waking of Willowby Hall is an Every ten minutes of in-game time or Here are some reasons for the PCs get
a fighter) used their final charge from a adventure for old-school fantasy RPGs set when the PCs cause a lot of noise, roll the involved with the adventure:

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scroll of teleport to infiltrate the flying in a haunted house. It is best suited for encounter die (a d6).
▶ The party passes through Turnip Hill
castle of Bonebreaker Tom, a cloud giant. PCs of approximately 3rd level, and ▶ On a 1: Roll on the appropriate random
right after the battle and hears about
assumes rules where PCs gain experience encounter table to see what happens.
This morning... points for treasure. ▶ On a 2: Roll a d12 and read the result
the incident. The locals point out that
the three adventurers were carrying a
like the direction of the hour hand on a

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The adventurers stole into the giant’s In the tradition of old-school roleplaying, goose, and say that it was probably the
clock (e.g. rolling a 3 means East). Tom
deepest dungeon and purloined his the adventure does not have a “plot.” golden-egg-laying goose that legends
moves to that location around the
goose, Mildred, who (rumor has it) lays Instead it presents an environment full of say the giant possessed. If that’s not
manor by the shortest route possible,
golden eggs. The goose had other ideas. rewards and dangers, leaving the players enough incentive, they may offer the
and then swings the bell at the wall.
free to decide how, or if, they will interact party 4,000 gp to retrieve their church
As the party crept out, the goose began Each time the bell rings, one of the 12
with each piece. bell, which was blessed by Saint
honking furiously, rousing the sleeping sigils in the Great Hall (p. 18) breaks.
Olvard, foe of the undead.
giant who thundered through the castle The Waking of Willowby Hall has two
Willowby Hall begins the adventure
towards the would-be thieves. The party unusual features: the rampaging giant ▶ A party member learns that a distant
Sleeping. Use the Sleeping Encounters
leaped from the cloud, the wizard Bonebreaker Tom and an environment relative has died and bequeathed them
Table when the encounter die rolls a 1.

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breaking their fall at the last moment that escalates in danger over time. the entirety of Willowby Hall. When
with a spell of featherfall. Behind them, After 4 sigils break, Willowby Hall the party arrives, they find
The Giant: Bonebreaker Tom spends the
Bonebreaker Tom crashed to earth like a becomes Restless rather than Sleeping. Bonebreaker Tom beating at the
whole adventure trying to track down the
meteor, unscathed and enraged. Use the Restless Encounters Table when manor’s facade and shouting about
“thieves and villains” who stole his goose
the encounter die rolls a 1. New features someone named Mildred.
Tom chased the desperate crew into the
nearby town of Turnip Hill, where they
tried to hold him off, much to the dismay
of the town’s citizens. During the battle,
Tom ripped the bell from the tower of the
local church and began swinging it like a
flail, forcing the party to flee once more
along a path into a nearby wood.
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by peering through the manor’s windows.
PCs will have to move stealthily from
room to room if they want to avoid
detection, which can result in a massive
hand smashing through a window to grab
them, or being deafened by the bell
crashing into the exterior wall.
will activate in some rooms, including:
▶ Fireplaces and candles ignite.
▶ The Taxidermied Owl Bear comes to
life in the Hunting Room (p. 22).
▶ A crash is heard as the lid of the
sarcophagus in the Museum (p. 26)
falls off and the Death Knight rises.
▶ The party uncovers a book describing
Willowby Hall in its golden days when
it was a retreat for The Circle of the
Black Moon, a prestigious society of
occultists. Illustrations show all
manner of valuable items and rare
artifacts the Circle was rumored to
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The Waking: As Tom swings his blessed
After 8 sigils break, Willowby Hall have collected, including ornate vases
bell, the cursed manor writhes in agony at
Just moments ago... the sound. Encounters become more
becomes Awake rather than Restless. Use
the Awake Encounters Table when the
from Yoon-Suin (p. 19) and the Hand
of Yd (p. 26).
The adventurers, exhausted and dangerous as the manor wakes, and
encounter die rolls a 1. New features will
desperate, reached the crumbling carcass although the undead will not approach In all three of the above hooks, the PCs
activate in some rooms, including:
of Willowby Hall, an abandoned estate the bell or its wielder, intruders are fair will have to find a way to get past the
▶ Paintings in the Gallery (p. 27) ignite.
with an evil reputation. They have hidden game. Over time, the bell’s ringing will giant if they want to enter the manor.
▶ The Guest Bedroom (p. 29) ignites,
wear down the manor’s magical defenses.
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themselves inside, hoping against hope detonating the bombs hidden there 10 ▶ If running a one-shot, the PCs are
for rescue as the giant rages outside, Rooms will spontaneously ignite, floors
minutes later (if they are still present). explorers who have just entered
battering the walls with his bell, its will collapse, and all manner of magical
▶ The floor of Servant Room B (p. 28) Willowby Hall to loot it when the three
ringing shaking the foundations. chaos will break out as the building is
collapses into the Kitchen (p. 23). thieves rush through the front door ,
purged of its evil. PCs will likely want to
pursued by the giant. The wizard runs
escape before this point, although Tom After 12 sigils break, Willowby Hall is
through the east door in the Great Hall
may make that difficult. purged of its evil. All supernatural effects
(p. 18), while the thief and the fighter
and monsters vanish or turn to dust.
run west.

8 9
Getting In and Out Sleeping Encounters Restless Encounters Awake Encounters
The manor is in a clearing in the woods If an encounter on any of these tables d20 Encounter d20 Encounter
with about 200 feet of open ground doesn’t make sense, adjust it or use the
1 Pale green ectoplasm begins 1 The ceiling of the room ignites

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between it and the treeline, so PCs will be next result. leaking from the room’s walls
2 The furniture in the room ignites
2 6-inch
exposed moving to or from it. Tom is very d20 Encounter fang-like spikes protrude
from all of the room’s walls 3 The doors of the room ignite
focused on finding and tracking the
1 A slight breeze makes candles or 4 A random wall of the room ignites
3 The
thieves inside the building, so the trick to torches flicker room’s floor lurches, knocking
entering is to stay behind Tom as much people prone who fail a save 5 The floor of the room ignites

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2 The sound of footsteps nearby
4 The
as possible, and then rush past him when room’s walls become hot. The The room’s ceiling cracks and then
an opportunity presents itself. 3 A faint laugh from another room wallpaper blackens and curls 6 collapses, dealing 2d6 damage to
5 The
4 The scent of incense floors become hot. Black smoke anyone not under cover
Once inside, PCs will find that is is much starts drifting upwards If above the ground floor, the
5 A
harder to get out again. Tom is always shadow in a corner that fades
away when approached 6 All three adventurers 7 room’s floor cracks and then
facing the manor and moving around it, collapses, dealing d6 falling
6 A skeletal servant, performing 7 Helmut Halfsword, fighter (p. 16)
so without a major distraction, he will see room-appropriate activities damage
them leave if they make a run for it. 8 Lisbet Grund, thief (p. 16) A random wall in the room
7 Two skeletal servants, performing 8
room-appropriate activities 9 Apocalypse Ann, wizard (p. 17) crumbles
PCs can try to get a head start by escaping
Mildred the Goose. Disturbing or Mildred the Goose. Disturbing or
8 Three
out the opposite side of the manor from skeletal servants, performing

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chasing Mildred will cause her to
10 chasing
room-appropriate activities Mildred will cause her to 9
Tom, or by splitting up. Note that Tom start honking loudly, triggering a start honking loudly, triggering a
9 Two
will throw trees, boulders, characters, or skeletal servants, waltzing. roll of the d6 encounter die roll of the d6 encounter die
anything else handy if PCs are running They scurry off when observed
11 The Taxidermied Owl Bear 10 All three adventurers
10 Three
away from him. skeletal servants, slacking off
The Taxidermied Owl Bear, posed 11 The Taxidermied Owl Bear
Tom starts out attacking the front (south
face) of Willowby Hall. He moves each
time a 2 is rolled on the d6 encounter die.

Stats and Conversion


The monsters and NPCs in The Waking of
14 Helmut
Grund pl
and chatting
11 Helmut Halfsword, fighter (p. 16)
12 Lisbet Grund, thief (p. 16)
13 Apocalypse Ann, wizard (p. 17)
Halfsword and Lisbet

15 Lisbet Grund and Apocalypse Ann


12 like a statue, waiting for the PCs to
turn their backs
The Taxidermied Owl Bear,
13 stalking Helmut, Lisbet, or Ann
(choose randomly)
14 The Taxidermied Owl Bear, chasing
a random adventurer
15 The Death Knight
12

13

14
The Taxidermied Owl Bear, posed
like a statue, waiting for the PCs to
turn their backs
The Taxidermied Owl Bear, hidden
somewhere in the room
The Taxidermied Owl Bear fighting
a random NPC adventurer
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Willowby Hall use minimalist stats that The Taxidermied Owl Bear chasing
16 Apocalypse Ann and Helmut
15 Mildred, who is honking loudly.
16 The
can be easily translated into most old- Halfsword Death Knight with a skeletal
servant Roll the d6 encounter die again
school RPG systems. All NPC adventurers (Helmut,
The Death Knight with two skeletal
17 The
17 Lisbet, and Ann) looking for Death Knight with two skeletal 16
Saving Throws: If you require an NPC or Mildred servants servants
monster to make a saving throw, either The Death Knight with four skeletal
18 The
Mildred the Goose. Disturbing or Death Knight fighting a 17
use your system’s rules for a monster of random NPC adventurer servants
18 chasing Mildred will cause her to
equivalent hit dice, or use the following start honking loudly, triggering a The Death Knight with six skeletal
19 The Death Knight fighting two
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18
method: roll of the d6 encounter die random NPC adventurers servants
Mildred the Goose, dashing The Death Knight with six skeletal
20 Roll
▶ Roll a d20 and add the monster’s twice on this encounter table
number of hit dice. If the total is 16 or 19 through the room, honking loudly, and combine 19 servants fighting all three NPC
pursued by all three adventurers. adventurers
higher, the save succeeds. If the Roll the d6 encounter die again Roll twice on this encounter table
monster seems like they should be bad 20
20 Roll twice on this encounter table and combine
at the saving throw, do not add and combine
anything to the roll.

10 11
Bonebreaker Tom is a 30-foot-tall cloud
giant currently assaulting the manor of
Willowby Hall with a blessed bell. He
wears a silk bathrobe worth 1,000 gp
(double that to a giant). Enraged,

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murderous, and astonishing loud.
Wants: His goose, Mildred, safely back in
his possession, and the dead bodies of the
three adventurers who stole her. He can’t
tell human-sized creatures apart.

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RUNNING BONEBREAKER TOM
Tom is the primary threat throughout the
adventure. He can peer into any window
on the first or second floor and moves
around the building whenever a 2 is
rolled on the d6 encounter die.
As he moves, Tom is always peering into
nearby windows looking for “thieves.”
Use him to keep up the pressure on the

Death Knight Skeletal Servants


PCs and keep them moving and hiding.

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When he is nearby, Tom will be attracted
to any loud sounds.
HD 7 HP 35 Armor 18 Morale 12 HD 1 HP 4 Armor 12 Morale 12
When he spots a character, he will usually
smash in the windows of that room with ▶ Slash ×2: (+7, 1d8 damage per hit) ▶ Strike: (+0, damage by weapon)
the bell, then reach a hand in to try and

Bonebreaker Tom
Rampaging Cloud Giant
HD 12 HP 72 Armor 12 Morale 10
▶ Stomp: (+9, 3d6 damage)
▶ Grab: Target must save or be grabbed
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grab them, crush them, and toss them
away. Note that peals of the bell during
combat break sigils in the Great Hall (p.
18). Tom will avoid Mildred the Goose
being harmed at all costs, but this is not
obvious unless the goose is threatened.
Tom’s silk bathrobe trails almost to the
ground and can be easily climbed. His
▶ Bone Prison (3× per day): A bone cage
with 10 HP springs from the ground
around a character within 40 feet.
Save to avoid.
▶ Reanimate (3× per day): d3 skeletons
crawl their way out the floorboards,
walls, and ceiling.
▶ Obedient: The Death Knight only
obeys Elias Fenwick (p. 14), if Fenwick
▶ Peaceful: The skeletal servants of
Willowby Hall are not the fighting
type, unless attacked. When
encountered, they are occupied in
housework appropriate for the room.
▶ Obedient: All skeletons obey the Death
Knight’s commands. If compelled into
service, they will use whatever
implements are at hand to attack.
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(2d6 damage). Deals 2d6 damage each beard can also be climbed if a character is brought into the present (p. 29). Either roll or pick from the list below.
subsequent round. gets a grip on it. ▶ Commanding: All skeletons in ▶ Undead: Cannot approach Saint
▶ Throw: (+9, 2d6 damage) (Range: 240’) Willowby Hall obey the Death Olvard’s Bell.
Tom usually throws people he has THINGS FOUND IN TOM’S BEARD Knight’s commands.
grabbed in order to finish them off. d8 CLOTHING WEAPON
1 Arm-sized 4B pencil stub ▶ Unstoppable: Once awakened, the
He will also throw boulders, trees, etc. Death Knight stalks any intruders in 1 Chef’s Hat Candlestick (d4)
at far-off targets. 2 Pigeon nest with three chicks
the house relentlessly, gathering 2 Apron Mop (d4)
▶ Bell Flail: (6d6 damage) Target must 3 Fist-sized ruby worth 2,000 gp skeletal servants into a makeshift
3 Pot Helmet Meat Cleaver (d6)
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save or be hit. The bell was stolen 4 Broken arrow shaft/toothpick army. When reduced to 0 HP, the
from the Church of Saint Olvard, foe Death Knight collapses into a pile of 4 Powdered Wig Fire poker (d4)
of the undead. As Tom smashes it into 5 Egg-sized lemon drop, very sticky dust. He will fully regenerate within
Willowby Hall, the building starts to Skeleton holding a magic sword with 5 Long Scarf Ritual dagger (d4)
his stone sarcophagus in 20 minutes
awaken. Undead inhabitants of the “Patricia” etched on its blade. When unless it is destroyed or at least three 6 Muddy Boots Hammer (d6)
manor cannot approach the bell and 6 black candles are lit on top of it.
used against a giant it grows to 10’ 7 Bonnet Wood Axe (d6)
will flee if the bell is struck against the ▶ Undead: Cannot approach Saint
room they are in. long and deals 6d6 damage per hit. 8 Pot Lid (+2 Armor) Rolling Pin (d4)
Olvard’s Bell.

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Elias Fenwick
Evil Occultist
HD 5 HP 12 Armor 10 Morale 9
▶ Wand Whack: (+3, 1d4 damage)
▶ Spells (1× per day each): Read
Lavinia
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Coldwater
Ghostly Aristocrat
HD 4 HP 8 Armor 12 Morale 7
▶ Astral Strike: (+2, 1d6 damage) If
Lavinia deals 5 or more damage, she
Horatio
Ghostly Footman
HD 4 HP 8 Armor 12 Morale 5
▶ Spectral: Horatio is invisible and
intangible to everyone other than the
Taxidermied
Owl Bear
HD 4 HP 18 Armor 10 Morale 9
▶ Claw, Claw, Bite: (three attacks at +4,
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Languages, Read Magic, Phantasmal knocks the target’s soul right out of its person who summoned him. He has 1d8 damage per hit)
Force, Mirror Image, Fly. body. It must save to return. no physical needs, and can only be
affected by magic and silver. ▶ Stuffed: Ignores all piercing and
▶ Personality: Suspicious, manipulative, ▶ Spectral: Lavinia can become invisible bludgeoning damage.
and intensely curious. Insists on and intangible at will, has no physical ▶ Personality: Will not stop
needs, and can only be affected by complaining about being alive. ▶ Flammable: Very easy to ignite. Once
being addressed as “Doctor Fenwick” on fire, it takes 1d6 damage per round
but possesses no actual degrees. magic and silver. Cannot approach
Saint Olvard’s bell. Horatio is summoned from beyond the and charges around the manor in a
Elias was the owner of Willowby hall 120 grave by taking a pinch of snuff from the panic spreading the fire.
▶ Personality: Imperious, cold, easily snuff box in the Sitting Room (p. 19). He
years ago, before he mysteriously flattered, and a lover of music. ▶ Personality: Angry that it can’t
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vanished, leaving the manor to fall into is compelled to accomplish a single task actually eat its kills.
disrepair. He can be seen in the Dressing Lavinia knows the entrance to the Inner for the summoner, but he will do this as
Room (p. 25) mirror going about his daily Sanctum (p. 27) and the Death Knight’s quickly and sloppily as possible. He Once the house becomes Restless, the
schedule in the past, and his red book (p. (p. 13) weakness to the black candles. vanishes after completing the task or Taxidermied Owl Bear (originally found
29) can be used to return him to the Can’t remember why she is trapped here. after 10 minutes, whichever comes first. in the Hunting Room, p. 22) animates
present. and begins stalking any intruders. It
Wants: The harpsichord in the Music Wants: To complete tasks as quickly as enjoys standing stock-still in corners of
Wants: To gain forbidden knowledge and Room (p. 18) to be moved to the upstairs possible and return to the afterlife. rooms and then attacking from behind.
to preserve Willowby Hall. Guest Bedroom (p. 29).
Wants: To toy with its prey.

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Helmut Halfsword
Level 3 Neutral Fighter
HD 3 HP 18 Armor 16 Morale 4
▶ Sword: (+3, 1d8 damage)
▶ Personalty: Gravelly voice and full of
Lisbet
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Level 3 Chaotic Thief
HD 3 HP 12 Armor 12 Morale 8
▶ Knife: (+2, 1d4 damage) If Lisbet takes
the time to poison it the blade has a
Apocalypse Ann
Level 3 Chaotic Magic User
HD 3 HP 10 Armor 10 Morale 10
▶ Spells (1× per day each): Hold Portal,
Magic Missile, Web
Mildred
Horrible Magic Goose
HD 1 HP 1 Armor 12 Morale 12
▶ Bite: (+3, 1d2 damage)
▶ Honk: If chased, harassed, or grabbed,
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folksy wisdom. Despite his rugged wet, faintly yellow sheen. The poison ▶ Doomsday Staff: Fires up to three Mildred will start honking and biting,
appearance, Helmut is secretly a causes nausea and blurred vision for fireballs per day, each detonating in a requiring encounter die rolls. The
terrible coward and will likely run as 24 hours. Victim takes -4 on all rolls. 20’ radius sphere dealing 3d6 damage. honking may also alert Bonebreaker
soon as things turn against him. ▶ Hook: (+2, 1d4 damage) At the start of the adventure she only Tom if he is nearby.
▶ Bag of Tricks: Lisbet is carrying 50’ of has two charges left. ▶ Lay: Every morning, Mildred lays a
Helmut is hiding in the West Stairs (p.
26) unless encountered elsewhere. rope, a bag of 100 marbles, two flasks ▶ Personality: Taciturn, glowering, and very heavy goose egg. Peel away the
of fire oil, a fake beard, a whole turkey intensely focused. shell and the interior is solid gold. The
Wants: Fame and fortune with as little leg, a bottle of poison, and a smoke volume of the metal is equal to 300 gp.
risk to himself as possible. He will try to bomb. Ann is the party’s leader. She spent her
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escape the manor only if he feels it is last copper piece setting up this heist, and Mildred spends most of the adventure
▶ Personalty: Flippant, overconfident, she is not leaving without the goose. She wandering about Willowby Hall causing
absolutely safe to do so. and fantastic at impressions. It was is hiding in Servant Room C (p. 28) unless as much havoc as possible. She is not
her expertise that got the party into encountered elsewhere. particularly attached to Tom and will not
the giant’s castle. go out of her way to rejoin him.
Wants: To escape the manor with
Lisbet is hiding in Servant Room C (p. 28) Mildred. She considers Helmut and
unless encountered elsewhere. Lisbet to be expendable.
Wants: To escape with the whole team.
Without the goose, if necessary.
16 17
Sitting Room Smoking Room
Two large sofas and two armchairs. The walls are covered in red wallpaper,
red velvet curtains and precariously
Huge fireplace on the east wall.

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mounted china plates. Everything smells
▶ A human-sized creature could climb of tobacco.
the chimney to the roof.
Four tall armchairs with side tables in the
A side table with a drawer and a five- center of the room and a glass case on the
armed candelabra. north wall.

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▶ The candelabra holds a single black ▶ In the glass case are six vases from the
candle. Yellow City of Yoon-Suin, worth 100
▶ Inside the drawer is a locked, jeweled, gp each.
snuff box (worth 200 gp).
A dark oak cabinet on the east wall.
▶ The box has no key. Breaking it
open halves its value but reveals a ▶ Inside, a humidor with 20 cigars
pale blue powder. Sniffing this (worth 5 gp each), two decanters of
powder allows the PC to summon brandy (worth 20 gp each), and one
and command a ghostly servant empty decanter.
named Horatio (p. 15). Only the PC ▶ The cigar smoke will obey the
using the snuff can see Horatio, smoker’s wishes for one round.

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although others can see the effects ▶ The empty decanter is actually full
of his actions. Lasts 10 minutes, or of invisible brandy (worth 500 gp),
until Horatio fulfills a single detectable by shaking it. Drinking
Great Hall Music Room command. Four pinches left. the whole bottle makes a character
intangible for an hour, and also
An open, two-story room with black Pale green floral wallpaper, peeling and When Restless or Awake: very drunk.
marble floor and a midnight blue ceiling.
▶ In the center of the ceiling the
constellation “The Door” is painted
with golden stars.
A grand staircase at the north end divides
into two balustraded galleries on the east
and west sides that overlook the ground
floor 15 feet below. Twelve black marble
filthy.

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▶ The north wall is moldy. It could be
broken through (to the Night Garden,
p. 21) with a round of sledgehammer
work, or similar.
A moth-eaten periwinkle couch and three
dusty armchairs.
The fireplace comes to life.
Three skeletal servants (p. 13) enter the
room. Roll d6 on the activities table below
every 10 minutes.
SKELETON ACTIVITIES
1 Dusting all the furniture.
Rearranging the furniture by
When Restless or Awake:
Voices can be faintly heard discussing
one of the following topics. Roll every 10
minutes to see if the topic changes.
DISCUSSION TOPICS
1 The shocking state of the roads.
2 A recent hunt for a Questing Beast.
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A dilapidated harpsichord, lid closed. 2
pillars support the galleries. dragging it around the room. Loudly.
▶ If opened, it’s filled with webs. Mopping the floor. Floor is now wet The appalling neglect of tradition
▶ On each pillar is a moon-shaped sigil. 3
▶ On the underside of the lid, an 3 among the Order’s younger recruits.
▶ Each time the giant’s bell rings, a and slippery.
pillar cracks, defacing its sigil. inscription reads: “To Lavinia, for Filling the room with lighted The location of Willowby Hall’s Inner
Eternity.” 4 Sanctum, behind the alchemist
A wrought iron chandelier hangs from candles. Each character moving
▶ Playing the sheet music found in the painting in the Gallery (p. 27).
the ceiling, level with the two galleries. Guest Bedroom (p. 29) or saying the 4 quickly through the room has a 1-in-6
The story of a expedition up the God
▶ Inside one socket is a black candle. name “Lavinia” out loud causes chance of knocking some over and
River to capture a divine crocodile,
Sa

▶ There are cracks around where the Lavinia Coldwater (p. 14) to appear at starting a small fire. 5
the harpsichord. Adding more wood to the fire and during which most of the hirelings
chandelier’s attaches to the ceiling.
▶ Playing anything else causes 5 were eaten. “Most regrettable.”
▶ Swinging from the chandelier has stoking it until it is roaring.
a 50% chance of causing it to crash thousands of harmless black spiders Hauling in large carpets and An argument about the proper
to the ground every round. to swarm out over the PC’s hands. 6 precautions to take before opening
unrolling them on the floor.
Save or scream in terror until “the 12th sarcophagus.” Most argue
When Awake: removed. 6
The bottom floor is covered in slippery for either black candles made from
ectoplasm from the Dining Room (p. 24). the wax of night bees, or burning red
jasmine incense.
18 19
Night Garden
When Restless:
The fountain starts flowing with water.
The moon is reflected in the water, no
Dead silence, pitch darkness. An earthy, matter the time of day outside.
pungent smell. Every surface is covered ▶ Drinking the water grants the drinker

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in fungus. perfect night vision for 24 hours.
A dry fountain in the center of the room. New fungi pop up around the room.
When players look for an unusual fungus, (Numbers 7-12 on the list below).
roll once on each column on the following When Awake:
table to see what they find, or just roll

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The fountain starts flowing with blood.
once and read straight across. Each effect ▶ Touching the blood causes that body
can only be found once. part to shrivel and weaken.
▶ Roll 1d6 if Willowby Hall is Sleeping.
▶ Roll 2d6 if it is Restless. Even more fungi suddenly grow up
around the room. (Numbers 13-18 on the
▶ Roll 3d6 if it is Awake. list below).

Scent Taste Look Effect


1 None None Toadstool Heal d6 HP
2 Rot Earthy Spotted The eater falls into a light sleep for 10 minutes.

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3 Musty Slimy Mottled Bad breath
4 Wet Dog Rancid Speckled Makes eater itchy
Tomb Room Weapons Room 5 Fruity Sour Splotches Cannot talk for 10 minutes
A staircase to the West Stairs (p. 26). Floorboards creak loudly if the PCs do 6 Meaty Salty Fuzzy Extremely delicious
Four coffin-shaped slabs of stone are set
into the floor. Inscriptions are long since
worn away by foot traffic.
▶ Prying the stones up or breaking them
reveals four skeletons in plate armor.
▶ Suit 1: Engravings of thorns and
roses, done in subtle shades of
green and silver.
pl
not move very slowly.
The walls are covered in artistically
displayed weapon sets.
▶ Virtually any non-magical weapon is
available, but may not be easy to take
down from its mounting.
▶ Characters shoved into the wall
must save or take d6 damage.
7
8

9
Floral
Garlic
Sweet Dewdrops Makes eater even more hungry
Gritty Tendrils Makes eater cough uncontrollably for 10 minutes.

Tobacco Chewy Conical


Eater can summon and command a swarm of rats
for 10 minutes. The swarm has 10 HP, 15 Armor
(due to small size) and makes one bite attack per
round (+0, d6 damage per hit).
Gravity’s pull on the eater is halved for 10 minutes,
m
10 Minty Bitter Ear-shaped
▶ The wearer can command vines. On the south wall is a tall glass case. allowing them to jump and climb more easily.
▶ Suit 2: Fin-like details reminiscent ▶ It displays an assortment of 20 Eater sweats a thin layer of slime from their skin
of fish and waves. 11 Beeswax Tart Cillia
ancient, corroded dagger blades and for 24 hours.
▶ The wearer can look into still spear tips (worth 50 gp each, but only 12 Nutty Oily Bulbous Eater is drunk for 10 minutes.
water and scry events to a collector of antiquities)
happening up to 1 mile away. ▶ There are a number of flails on display 13 Blood Burning Trumpet Vomiting for 10 minutes.
▶ Suit 3: Dull metal with a crescent on top of the case. Eater sprouts fungi all over their body. Roll 2d6 to
moon engraved on the chest. 14 Sulphur Electric Slick
Sa

▶ Moving the case without removing determine their effects when eaten.
▶ The armor (but not the wearer) the flails causes them to crash to Shelf- Eater can transform into a spore cloud once in the
is invisible and inaudible at the ground. 15 Rust Ash
night. shaped next 24 hours. Lasts 10 minutes.
▶ Behind the case is the secret entrance
▶ Suit 4: Engravings of broken to the Night Garden (p. 21). Eater can transform themselves into a living slime
16 Ammonia Fishy Prickles
chains crisscrossing it. once in the next 24 hours. Lasts for 10 minutes.
▶ The wearer cannot be 17 Manure Crumbly Fingers The eater shrinks to half size for 24 hours.
restrained, grappled or bound.
Eater can cause thick fungal growths to cover any-
18 Lye Nettles Gelatinous
thing they look at at will until the next sunrise.
20 21
Kitchen Servants’ Hall
Cupboards all around the walls. Staircase going up to the East Stairs (p.
▶ Contains lots of ceramic plates and 28).

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flagons. One drawer holds 100 gp Long table with eight chairs.
worth of silverware.
▶ On the table sits a pack of cards.
Large table in the center of the room with
wooden benches on each side. When Restless:
A silent phantom in one of the chairs,

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Huge fireplace used for cooking. starts shuffling the cards, and places an
▶ Cauldrons hanging from chains. item on the table. If a PC is carrying the
▶ A human-sized creature could climb deck, it flies to the table first.
the chimney to the roof. ITEMS WAGERED
▶ Halfway up the chimney, on its The Inner Sanctum’s (p. 27) cabinet
west side, some brickwork has 1
fallen away revealing a small hole key (1 gp)
(to the Inner Sanctum, p. 27). The 2 A grappling hook (5 gp)
hole can climbed through after 10
3 A pair of riding boots (10 gp)
Hunting Room Tapestry Room minutes of work widening it.
When Restless or Awake:
4 10 silver spoons (20 gp)

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The musty smell of old leather, dust, Carpeted floor muffles sound. The fire ignites and the cauldrons slowly 5 A black candle (75 gp)
animal fur. fill up with soup. 6 A potion of silence (100 gp)
Tapestries hang on the south and east
Huge fireplace on the south wall. walls. When Awake: 7 Miniature painting (100 gp)
▶ A human-sized creature could climb ▶ Tapestries are faded and ragged, The floor is covered in slippery ectoplasm
from the Dining Room (p. 24). The ceiling 8 Bag of 200 gp
the chimney to the roof. (worth 50 gp each).
Facing the fireplace are four armchairs.
The walls are covered with taxidermied
animal and monster heads.
▶ Deer, bears, wildcats, etc.
▶ Above the fireplace is a wyvern head
(worth 200 gp to the right buyer.)
pl
▶ Tapestry 1 (south wall): A hunting
scene. Three riders with a black
crescent moon on their chests
pursue a white stag.
▶ Tapestry 2 (south wall): Almost
entirely embroidered with flowers.
Small human figures have been
added here and there, picking,
collapses and dumps the contents of
Servant Room B (p. 28) into the Kitchen.

Pantry
No windows, and therefore safe from the
giant’s prying eyes.
9 Silver brooch with emeralds (500 gp)
10 Jeweled dagger (1000 gp)
If a character sits at the table and wagers
an item of equal or greater value, a game
of blackjack begins between the two of
them. If you don’t have a deck of cards
handy roll d1000 for each draw:
m
In the center of the room a Taxidermied smelling, or dancing. Tall shelves, easy to climb. 0-77 A 309-385 5 616-692 9
Owl Bear (p. 15) is posed rearing up. ▶ Tapestry 3 (east wall): A battle ▶ Shelves are rickety and unstable.
Characters climbing them must save 78-154 2 386-462 6 693-769 10
Above the Owl Bear hangs a chandelier scene where warriors battle
skeletal foes in a barren desert. or the shelf collapses. 155-230 3 463-538 7 770-846 J
made from antlers.
▶ Sockets contain normal candle stubs. ▶ Tapestry 4 (east wall): Twelve When Restless or Awake: 231-308 4 539-615 8 847-923 Q
warriors being entombed in The shelves fill with gourmet food. 924-1000 K
When Restless: sarcophagi that look exactly like
The fire and candles ignite. The animal the one in the Museum (p. 26) on EXAMPLE FOOD
heads subtly watch the PCs. The Owl Bear If the PC wins, they may take both items.
Sa

the second floor. 1 Beer-battered apples in sugar


comes to life, but will wait for a good time If the phantom wins, both items
to ambush the PCs. When Restless or Awake: 2 Bags of candied chestnuts disappear. Up to three games can be
The tapestries repair themselves and 3 Cheese tarts with strawberries played.
When Awake: look like they could have been woven
As with Restless, but the Wyvern head 4 Potato and beatroot pie If a PC cheats in any way, the sound of six
yesterday (now worth 500 gp each).
screams “Intruders!” when the PCs voices shouting in disapproval at the poor
5 Lemon-iced nutbread cake sportsmanship is heard. Roll a random
enter, causing a roll on the encounter
table. 6 Whole honey-glazed ham encounter. No more games can be played.

22 23
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Bedroom Dressing Room
The room resets any changes made to it Floor-to-ceiling locked wardrobes take
while unobserved. up most of the walls.

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▶ Moth-eaten clothes inside.
Dining Room Breakfast Room A large four-poster bed.
▶ Covered in dust and moth-eaten. In the center of the room is an free-
▶ If PCs disturb the bed it releases a standing 8×5 foot mirror (worth 500 gp).
Ancient dining table, twelve oak chairs. Peeling and moldy wallpaper, ruined by
the elements. huge puff of dust, making ▶ The reflection of a man with a black
▶ There is a wand of lightning bolt (2 characters cough and choke loudly beard (the man from the Dining
charges per day) taped under the
armrest of the chair at the head of the
table. (3d6 damage in a 60’ line, save
for half, reflects off of hard surfaces).
On the north wall hangs a 6-foot-tall
portrait overlooking the table.
▶ A man with a black beard (Elias
Fenwick, p. 14) is portrayed in an
pl
Rotting tables and chairs.
Shattered glass strewn across the floor
near the southern broken windows.
▶ Ivy from outside has crept into the
house here, twining the furniture.
▶ Hidden in the ivy is a skeleton
dressed in heavy armor, heavily
crushed and dented.
if they fail a save, which causes a
random encounter roll.
A small fireplace on the east wall.
▶ The chimney is quite small. Human-
sized creatures would take 10 minutes
of squeezing to climb up to the roof.
Writing desk with a stool by the east wall.
Room portrait, Elias Fenwick, p. 14)
can be seen in the mirror trying on
different jackets. The PC are watching
events from 120 years ago.
▶ If the PCs drag the heavy mirror
around the manor, they can watch
Fenwick’s morning routine.
▶ The first 10 minutes is spent
m
exotic silk robe. He sits in an armchair ▶ Dried ink pot, quill pen, and paper. trying on clothes.
watching the viewer with a smile. He ▶ On the skeleton’s finger, under ▶ The next 10 minutes is spent
his gauntlet, is a gold ring. ▶ A sealed letter.
holds a red book in one hand, and writing letters in the Bedroom.
tomes are stacked on the floor around ▶ Wearing the ring makes ▶ “Dearest Lavinia, we have
recovered the 12th sarcophagus. The ▶ Fenwick then walks to the Inner
his feet. Behind him, a door is ajar. everyone nearby assume that Sanctum (p. 27) via the Museum
the wearer is one social rank Knight was resistant to my
▶ Through the open door a large commands at first, but with some (p. 26) and Gallery (p. 27),
window can be seen made of higher than they really are. revealing the secret door behind
slight reformulations he has
diamond-shaped panes (p. 27). When Awake: become utterly obedient. Come to the Alchemist Painting.
Sa

When Restless: The vines animate and will try to grab Willowby! I must see you. - Elias” ▶ Inside the Inner Sanctum,
The walls begin to leak a pale green and crush (d6 damage per round) Fenwick draws a chalk
anything that enters the room or gets When Restless or Awake: alchemical circle on the floor,
ectoplasm. It slowly drips down to the The fire ignites.
floor and spreads across it, rendering it with 20 feet outside, including the giant. sits inside of it, and meditates.
extremely slippery. The room is covered in slippery The shape of a sleeping person can be A closed red book can be seen
ectoplasm from the Dining Room. seen under the blankets of the bed. If they on the Sanctum’s desk. After 10
When Awake: are pulled off, no one is there. minutes, he walks out and
The ectoplasm spreads out to cover the disappears. The loop then re-
floors of the Breakfast Room, Kitchen (p. starts with Fenwick trying on
23), and Great Hall (p. 18). clothes.
24 25

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