|Status||Explored October 889 TA|
|Campaign||Return to Tegel Manor|
- 1 History of the Manor House
- 2 The Rump Family
- 3 The Rump Curse
- 4 The Rambling Rooms of Tegel Manor
- 5 A Rooms
- 6 Brother's Tower
- 7 The Playroom
- 8 B Rooms
- 9 Whistling Hall
- 10 Vestibule
- 11 Outhouse
- 12 C Rooms
- 13 D Rooms
- 14 E Rooms
- 15 F Rooms
- 16 G Rooms
- 17 The Inner Court
- 18 H Rooms
- 19 I Rooms
- 20 J Rooms
- 21 East Wing – Second Floor
- 22 East Wing – Third Floor
- 23 Garden Grotto
- 24 K Rooms
- 25 L Rooms
- 26 The Wizards Tower
- 27 M Rooms
- 28 Elsewhere About The Grounds
- 29 Underground Level One
- 30 Underground Level Two
- 31 Underground Level Three
- 32 Underground Level Four
History of the Manor House
Tegel Village lies at the far north end of an old merchant road, now hardly more than a path through the darkened hardwoods of Dreadwood Forest. Situated on the rocky coast of the Inner Sea, the village is swept with terrible storms in the harsh northern winters, although the weather is quite temperate in the warmer months, allowing local farmers to grow enough crops to sustain the village.
The village serves mostly as a market for the local farms and fishermen and protection from roving bands of Orcs of the Bloody Claw. Once each year in late October, an armed merchant caravan arrives in town on its last stop of the season. Bringing much-needed supplies of wine, whisky, and books, the caravan also supplies the inhabitants of Tegel Village with news from the outside world. In return, the village supplies its most important export, winterweed. All the local farmland not needed for growing food for the village is dedicated to growing that particular type of smoke weed that only thrives in the dark soils of this area. Large pots of the dried tobacco will undertake the two hundred mile journey south to Haggelthorn, where it will be exported throughout the Reaches with prices in far distant lands reaching exorbitant amounts.
Founded early during the merchant expansions of the Eastern Reaches in the mid-sixth century of the Third Age, Tegel Village was not always known for winterweed. Originally, the fortunes of the founding father, Sir Rumpole Rump, were built on the discovery of mithral in the area and the opening of The Mines. A few dwarven miners were brought in from Balinshold across the Inner Sea to supervise the operations, but a majority of the work was done by human and orcish laborers, both free and slaves. Overnight, Tegel Village sprang up, a ramshackle collection of wooden buildings and huts. Over time, these were replaced with a few stone buildings circling a proper town square.
While the villagers mostly suffered in hard labor, the Rumps enjoyed fantastic wealth accumulated in a very short time. In the months following the opening of The Mines, Rumpole Rump began construction on his magnificent new hall, high on a bluff overlooking the sea. Tegel Manor was spared no expense and subsequent generations have added buildings and created a rambling mansion which may be rivaled only by Henrick Haggelthorn’s ancient manse far to the south. It is rumored that Tegel Manor is still under a powerful protection charm that keeps away the ravages of time and human occupation, including a special fire-resistance for the manor’s timbers. But, as quickly as the mithral was found, the mines played out. Only ten years after the initial discovery, the last major shipment of ore left heading east to the dwarven forges across the sea.
Rumpole was devastated, and he pushed his crews to continue to dig. Rumors hold that he pushed them too hard. One tells of the discovery in the deepest mine of an evil warren which, when the seal was broken, loosed an undead curse upon the area causing all who died within the village to return as ghosts. Another speaks of a great collapse, caused by shoddy, rushed construction. Twenty miners somehow survived that accident, and, following mysterious sounds from their dead comrades - the tommyknockers, the miners miraculously escaped eventually making their way to the surface. They promptly left town, and The Mines were closed.
But the wealth of the Rumps was vast, and it sustained Tegel Village over the last three hundred years. Eventually, the discovery of winterweed brought a decent living to the descendants of those original miners. The hereditary owners of the Rump fortunes, however, have been amiss in their traditional duty of providing protection for the village. Some have said that this failing and their bizarre eccentricities have led to their corruption. Many have found the manor and area around it to be a dangerous place to visit. The manor is currently owned by Sir Runic Rump, Thirteenth Lord of Tegel Manor, and a paladin of questionable merit.
Apart from the single merchant caravan, there are almost no visitors to Tegel Village. Its remote location and the likelihood of attack by orcs keep the town isolated. A periodic fishing boat or wandering fur trapper are about the extent of outsiders coming to the village. Periodic raids by orcs are fairly common and keep the locals wary and alert. Additionally, the town has no stables nor horses. An orc raid almost ten years ago burned down the local stable, killing most of the horses. The farm horses were targeted in later raids and attempts to bring more animals in via the caravan have failed. Highland cows are used to pull plows and perform heavy hauling and drafting of weed wagons into Tegel Village.
In October and November 888 TA, evil swept this area - killing Rumpole Rump, the thirteenth Lord of Tegel Manor. The adventures are chronicled in the Registry by Ronic Rump, now the fourteenth Lord of Tegel Manor, and the sole surviving heir. An Adventure Script also survived.
Tegel Manor Timeline
- A Rooms – Rumpole Rump (1)
- G Rooms – Lady Rubienna Rump (1)
- D Rooms – Radu Rumpula (1)
- Playroom - Roderick the Righeous (2)
- B Rooms – Roderick the Righteous – a little bit less grim (2)
- M Rooms – Roderick the Righeous (2)
- C Rooms – Rinbak the Rick (3) – burned (by Ransack Roscoe in 686 TA) and rebuilt by Sir Ritark Rump the Rat-Hearted (700 TA) (5)
- E Rooms – Rinbak the Rich (3) - remodeled by Sir Runic Rump – now in the hermitage
- F Rooms – Rinbak the Rich (3)
- H Rooms – Sir Rankling Rump – burned (by Ransack Roscoe in 688 TA) and rebuilt by Ritzy Rutorn Rump – party girl (738 TA) (7)
- Ransack Roscoe the firebug started both the great manor fires in 686 and 688 burning areas C and H respectively. He was killed in the last fire.
- I Rooms – Sir Rankling Rump – traveler (4)
- J Roooms – Sir Rankling Rump (4)
- K Rooms – Sir Rankling Rump (4)
- East Wing – Sir Ritark the Rat-Hearted for his wife Riven Reflective ??? (5)
- Brother’s Tower – Rabury the Recluse (7)
- L Rooms – Ridwick of the Relic (8)
- Wizards Tower – Ridwick of the Relic (8)
- Built during the reign of the baby Reveler Rotchar who took over when Rambling Ragnirak died.
- Racy Rawley married Ransack Roscoe. The former was a true romantic and loved the house and history of the Manor. Her husband was very unbalanced and actually grew jealous of his bride’s love of the house. He burned the C section of the house in 686 to get Racy to pay attention to him.
- A minor blaze set in the Corner Gallery did not do any significant damage, but it made a few of the paintings mad.
- Ransack Roscoe again tried to burn down the Manor, this time destroying the H section. This time the house rebelled and killed him. Afterwards, Racy moved to the oldest section of the Manor, spending most of her free time in the Grand Dining Room with her ladies. For the next three years, she also “collected” men from the village and other male Rumps, creating the little black book that can still be fournd in A4.
- Ritark Rump the Rat-Hearted returned from military service and decided to rebuild the C Rooms that had been destroyed 14 years earlier in Ransack Roscoe’s burning binge. He brought a decidedly military flavor to the manor reflecting a soldier’s life.
- Rambling Ragnirak talked his uncle Radbury the Recluse into remodeling a suite of rooms (A19-A22) for his use. Rambling was known as the Master of the Hunt and would have wild parties in the room. In later years, he befriended his nephsew, Ribbonsor, later known as the Rider, as his protégé. This spurred Radbury into building the Brother’s Tower in the same year.
- Rambling Ragnirak died leaving the estate to Reveler Rotchar (then two years old). The Rump family was thrown into a power struggle to see who could win the boy’s favor.
- Rehian the Remorseless, a scientist, took over the southern end of the B rooms (B12-B16) for his experiments with frogs.
- Orcs have tried to get into the house and remains can be found in B8-10 and B19, C15.
The Rump Family
There have been thirteen generations of the Rump family to live in the Manor House. While never prolific, the current family has only three living members: Runic Rump, a paladin of questionable virtue; Ruang the Ripper; and Roughneck Rump. The latter two Rumps are highwaymen and represent the "evil" side of the family tree.
The Rump Family Portraits
It is a long-standing tradition that the Rumps have a portrait painted and hung within the walls of the Manor. An odd tradition, but one that has been handed down through thirteen generations of Rumps. Many of these paintings have a life of their own which reflect the odd tastes and peculiarities of their subjects.
The Rump Curse
In 808 TA, a great party was planned at Tegel Manor with all the Rumps expected to be in attendance. However, something went wrong. The party was sabotaged by two “evil” Rumps. They had made a bargain with an evil spirit to give up all of the good souls (the unbelievers) in exchange for the wealth of Tegel Manor. But one Rump was missing (in town whoring, no doubt), so the pact was void. The evil Rumps are still alive but cursed. They hunt the last good Rump - Runic - in order to complete their bargain.
Breaking the curse requires:
- All the “glowing gravestones” in Tegel cemetery be turned off by laying the spirits at rest.
- Any spirits that were brought to unrest must be “fixed”.
- Ruang Rump and Roughneck Rump be killed. Thus ending the evil Rump side of the tree.
The Unsettled Rumps
The following Rumps are “unsettled”. Their locations are noted below.
The Rambling Rooms of Tegel Manor
Room Al: The Master Foyer
As soon as the party enters the room, an initiative is rolled as a ghost appears in the center of the room. The ghost is of an elderly man with flowing long white hair. His head tilted back, he looks down his nose at the party. The spirit of Bertalan the Butler, original chief steward to Sir Rumpole, suddenly appears, looming menacingly in the center of the chamber --then politely asks if he make take the party's cloaks, hats, etc. If refused, he vanishes through the wall with a great display of indignity. If attacked, he simply disappears. Riotous laughter suddenly bursts forth from the doorway at the far end of the foyer. When opened, three moldering corpses fall backward into the foyer!
Room A2: The Great Hall
The skeletons will react immediately to being disturbed, trying to force party members to join their grisly celebration. There are 30 silver goblets worth 12 gp on the banquet tables-and a huge silver-chased halberd worth 60 gp resembling the one with which Sir Rumpole is pictured, hung above the mantle on the south wall.
- A false door in the south wall leads nowhere.
- The rat hole and others like them in other rooms lead to a labyrinth of passages (see the Rat Tunnels).
- The southern fireplace masks a two-way secret passage to a hidden staircase to Dungeon Level 2, Room 18. It also leads to a secret room (see below).
- Along the western wall is a secret one-way teleport "gateway" to Dungeon Level 1, Room 2.
- The tapestry is hiding a two-way secret passage out into the enclosed Courtyard, and a trapped passageway to another two-way passage--G3 is beyond that one. Spear Trap: CR 2; mechanical; location trigger; manual reset; Atk spear + 12 ranged (ld8, spear); Search (DC 20); Disable Device (DC 20).
Room A3: Bedroom
A nest of stirges is in the cozy darkness high above. The faint, flute-like music is their piping song.
One of the crumpled forms lounging amid the cushions and furs that cover this room's stone floor lies atop a sword still in it scabbard with several white pearls inlayed in the pommel worth some 120 gp.
Room A4: Grand Dining Room
These sedate souls rapidly fade from view when interrupted at their table, except for a Spectre (Racy Rawley) seated at the head of the table. What at first seemed a beautiful noble-woman becomes a ghastly fiend as it throws itself at the nearest party member. When the Spectre is dispatched, the finery of the room dulls to moldering hangings, rotting wood, and nary a sign of a dish or goblet beneath the dust and cobwebs. However, there is an iron-bound chest hidden in the hearth with a small amethyst worth 600 gp, a small black book filled with men’s names with stars next to them, and 50 gold pieces. Racy’s book must be buried in her grave to keep her from returning.
Room A5: Kitchen
The entrance of the adventurers seems to be a signal for poltergeists to go into their act, as the air is suddenly filled with outraged shrieks as though of an overworked scullery staff, five butcher-knives animate and fly at the party (followed by other cutlery). A complete silver service (with the Rump family crest) is worth about 40 gold pieces.
Room A6: The Mead Hall
Brave souls venturing into this room will be hampered to half-normal speed by the thickness of the cobwebs everywhere. Six zombies are seated about one of the many tables in the hall, absently pounding a rat upon the table like a gavel, and oblivious to the four enormous spiders busily wrapping them up for lack of better feeding available.
A secret two-way passage in the west wall of the hall enters the back of a wardrobe in room A20.
There are six statues of peasants, each in the garb of serving staff. There is a barmaid, 2 barmen, bouncer, 2 musicians – one playing the fiddle while singing. The other is playing a flute. The statue of the lutist radiates a faint aura of magic. When touched, it will play a drinking jig causing an Aura of Good to surround within 20’. The song lasts for 10 rounds and then is silent for 24 hours.
A deadfall trap is under the window in the northwest corner. CR 3; mechanical; location trigger; no reset; Search (DC 20); Disable Device (DC 23). If the pressure plate is tripped the large heads fall off the wall. They appear to be filled with stone. All characters near the heads on the wall must make a Reflex save DC 30 or be attacked +15 (6d6, stones).
Room A7: Maid's Room
Searching through the wardrobes and chest at the foot of the bed, one finds a gem-studded silver goblet (worth 30 gold pieces) hidden under a pile of now-rotted clothes.
Room A8: Maid's Room
Every other turn, a young girl will appear in a random corner of the room, scream, and quickly vanish. A search of the room will reveal 60 copper pieces and a silver dagger (worth 6 gp) hidden in one of the dusty beds. The large trunk at its foot has a poison-needle latch. CR 1; mechanical; location trigger; no reset; Search (DC 20); Disable Device (DC 21). Save DC 20 Fortitude or take 1d4 points of strength. Inside are 60 copper pieces, 6 gold pieces and an opal necklace (worth 600 gp) in a velvet pouch. Another velvet pouch is empty. Beneath these lay heavy wool cloaks and robes. And underneath all, the bound corpse of the screaming phantom.
Room A9: Butler's Room
This pool is actually a grey ooze. It surrounds a small pile of precious loot: 240 gold pieces and a fabulous opal ring worth 900 gp. The opal ring whose setting matches that of the necklace found in A8.
Room A10: Kitchen
Upon entering this stench-laden kitchen, an empty rocking chair nearest the cold fireplace begins to sway back and forth.
Room A11: The Bakery
Various utensils worth 3 gold pieces hang upon the walls over working tables and a great basin of foul water. What at first seems to be a rolling pin turns out to be a leg bone. Beetles busily feast on a rancid pastry full of dead blackbirds, and the rotting remains of splattered egg, curds and whey upon the floor. A smaller plum pie displays a severed thumb sticking out of its broken crust. Mold covers the loaves still upon the long-handled oven paddles resting in the mouth of the oven.
Room A12: Scullery Maid's Chamber
This room was formerly occupied by twin sisters serving the Rump family. The pudding is actually a violet fungus. The party can scrounge 6 copper pieces.
Room A13: Scullery Maid's Room
A search of the wardrobe finds dull-colored common homespun clothing for the most part, and one better dress. The chest at the foot of the bed, however, has a robe and hood of fine silk hidden at the bottom, and a set of nasty-looking copper knives of strange design (worth 1 gp). A golden whistle is also hidden here (worth 6 gp).
When the robe is removed from the trunk, a female voice can be heard, as if at a great distance, faintly chanting. A large viper slithers from beneath the bed. The whistle can control it. If slain, the chanting voice vanishes. A doorway leads into a warren of various storage rooms that connect also with the cook’s rooms (AI4 and A15) and another scullery maid's quarters (A16). Two secret passages allow one to pass between A13 and A16 from one set of storerooms to the other undetected.
Room A14: Chief Cook's Quarters
Sudden movement in the SE corner is that of an animated broom chasing what little dust has collected out of a corner. On the dressing table sits a diamond ring (actually fake, worth 15 gold), with a cunningly fashioned poison-chamber hidden inside.
Room A15: Cook's Room
The candles abruptly go out 1d8 rounds after the party enter, followed by an hysterical high-pitched tittering. When light is restored, a scimitar, matching some of the blades seen in the other room, is now embedded in the headboard of the bed. An empty pair of boots abruptly rushes out from under the bed and out the door (only to begin following the party when they leave the room, as far as the doorway into the Clanking Hall). An examination of the west wall reveals a doorway bricked up solidly, hidden by the wall-hangings.
Room A16: Scullery Maid’s Room
Anyone brave enough to break through the doorway must then make a saving throw (Fort DC 20) against the noxious stench that rolls out of the dark passageway. Within is a cold, dank chamber, empty except for a filthy straw pallet, long-emptied platters on the floor, and a silver holy-sigil now half buried in the rubble where the brickwork was knocked down--and a human-sized bundle laying mummy-like in the center of the floor! If a torch is thrust into the opening, the room appears to be alive with hundreds of tiny spiders crawling everywhere. The flames will also ignite cobwebs hanging thickly from the ceiling far above, creating a roaring blaze for a few moments, abruptly ending in a shower of sparks as a huge spider (nothing but a carcass now) drops from somewhere in the mass of destroyed webbing.
Room A17: Scullery Maid's Room
The zombie maids will pay no attention to the party until the fourth place at table is disturbed. They then attack, attempting to force their "tea" upon the intruders. This fourth cup, covered with a rotting napkin, contains a dust similar to that which pours from the teapot, shimmering oddly. The zombie sisters keep returning their dust to the pot. If a PC should sample the dust, it will impart an incredibly beautiful appearance for 8 hours - but then the character begins a hideous transformation into a Zombie. The effect can only be dispelled by a Neutralize Poison type of spell before the transformation is complete, or a Remove Curse spell once the change has taken effect. The chests and wardrobe in this room contain only clothing and a few cheap baubles. The cross is worth 6 gp.
Room A18: The Minor Gallery
Every 10 minutes, illusory phantom flames envelope the room with a frighteningly convincing roar, then vanish again, having done no damage whatsoever. Oblivious to this phantom fire, a female ghoul (Rozetta Rumpula) goes about her grisly task. What may once have been a very beautiful woman now hacks away at an unsavory looking haunch of "mystery meat", using a +2 dagger to aid her. The Minor Gallery leads southward to a staircase up to the Playroom, or around a corner into the Corner Gallery (B3) and B section beyond. To the north and east, a maze of other rooms connect to A17 and A19. The room north of the gallery features a weed-choked but still flowing fountain.
A single picture has fallen from the wall (portrait 77) and broken. This is the portrait of Rozetta which must be replaced and her body buried to end her curse.
Room A19: Bedroom
The former resident of this chamber was presumably an accomplished equestrian in life - and loathe to give up the chase in death. As soon as the party lights any candles in this richly-appointed room, a hunting horn sounds and a fearsome pack of hounds, closely followed by mounted riders, charge through the western wall and vanish through the east wall. If any are alert enough to note in the midst of this chaos, the Master of the Hunt strikes at the wall with his riding crop as the troop vanishes, and a gong-like tone sounds from the seemingly empty space struck (Spot DC20). An examination of this spot will reveal the Rump ceremonial riding armor, hidden by invisibility. Not much better for defense purposes than light chain +2, but magicked to grant superior riding skill to the wearer. "A Rump never loses his seat” and the old boy who just thundered through has been trying for years to get someone to use it!
Room A20: Bedroom
The armor is equipped with a trap for the greedy: a spring-mechanism brings the visor's razor- sharp lip down on the hand or arm of the unlucky party nosy enough to grope around inside the helm, with enough force to take fingers completely off! (DC 20 to detect trap). The small keg resting between them is a fine medicinal wine--it neutralizes poison, but tastes so bad after all these years, that one will think quite the opposite. (Fort Save DC 15 to avoid severe nausea.) The squire has a peculiar sallow appearance because the body is actually a sleeping wight, just waiting to be disturbed.
The two built-in "wardrobes" along the east wall help to mask two secret passages, one to the Mead Hall and one into the corridor to A21 and A22. The third cabinet is a privy.
Room A21: The Secret Study
A Listen check (DC 20) detects a low humming from the NE corner of the room, masked partially by faint sounds of organ music, indicates the presence of a one-way portal from E9 Laboratory). A doorway in the west wall leads directly into A22.
One secret passage lets entry to the corridor outside this room, but strangers to this narrow hall must find yet a second secret doorway to enter the study. Here, carefully hidden from prying eyes (until now), are arcane tomes of mystic lore, forbidden knowledge, and perverse pleasures. The writings including: A Manual of Bodily Health, and a Scroll of Mass Cure Serious Wounds. One book has a Geas (primed to act upon the first person who reads it-the old boy didn't like snoopers!-it says "Kiss a toadl") – DC25 Will save.
Room A22: The Game Room
The shadows move to attack. On one table is a deck of tarot cards that gives off a strong aura of magic. It will produce random magic items or effects, some beneficial, some not, but the last always being a nasty surprise for the owner of the deck - which is a Deck of Many Things.
Room A23: Secret Room
The sheaf of parchment is actually the first chapter of the Book of the Djinn, 20 blank pages. The pages radiate a slight aura of magic and cannot be written on by any ink or implement. Any marks made on them merely fade in a few seconds. The pages are also immune to fire.
Room A24: Maid’s Nursery
But what is that noise? At first, there is only a sighing, so faint only elves would notice it, for 1-3 rounds. It gradually becomes a sound like normal breathing, for another 1-3 rounds, as the walls faintly quiver. This then becomes a loud panting sound for 1-3 rounds as the doors latch and walls begin bulging in and out 2'. Next, comes a deafening gasping noise for 1-3 rounds, as the walls now move in and out. Finally, the noise is a stunning (Fort DC 20) roar for 1-3 rounds, as the walls close in to suffocate players in 1d8 rounds if they do not win free.
30 Goblets – 12 gp
Second Floor: Guardroom
The cressets along the wall flair to light as the party of adventurers ascends this level, and three wights snap to attention, along with 34 disreputable looking skeletons in rotting leather armor. If an enterprising character thinks to say "At easel" the company of undead will settle back in their previous positions. A command of "Fall in!" will make them literally fall apart. Otherwise, attempting to "inspect" the room without first giving the password ("Look alive, men!") will result in having to fight the guard. The good news is that, if the wights are defeated, the skeletons collapse--and they won't all be able to crowd in on your party at one time.
Third Floor: Bedroom
The only access to this floor is by way of a trapdoor in the center of the ceiling in the "Wight company's" guardroom below. An armed trap mechanism guards the access: If tripped, it causes a spear-rack along the guardroom wall to tip outward and launch ld3 spears at the center of the ceiling. Once opened, the trapdoor turns out to be covered by a heavy carpet on the floor above.
A Listen check (DC 20) will discover a low muttering sound betraying the presence of three homunculi. Two are fumbling with bits of costume, while the third is mumbling its way through the Moonwort Scroll of Creation (stolen from the study below) trying to create more of itself. (It has succeeded twice already, since losing the master that created it, and, if not stopped, will overrun the manor with little nasty critters).
Fourth Floor: Laboratory
Access from the third floor is only by means of a central trapdoor to this floor. Once through, one finds the odor that the incense cloaked, and the reason for the dragging chains (see room above).
A faint hum from the SW side of this room reveals a two-way portal to J4 (The Hunter's Room in the East Wing). Getting there is easy...
Fifth Floor: Brother's Tower
The trapdoor permitting access to this floor is off-set to one side of the ceiling, and not trapped. It is, however, difficult to lift, for reasons that quickly become apparent when opened.
Light will reveal this to be "Brother", Rabury the Recluse, whose chains will let him no closer than 10’ to the trapdoor. Despite the filth and rags, there is no mistaking the Rump family resemblance--but don't look too closely. His touch causes a vile wasting disease.
The moldering draperies at one end of this floor conceal a chest with a gold ring (worth 540 gp), plus 480 silver pieces and 1200 copper pieces, bizarre batlike golden figurine (worth 1200 gp), and a sheaf of blank parchment. Burying Rabury will cause his curse to be broken.
The sheaf of parchment is actually the second chapter of the Book of the Djinn, 20 blank pages. The pages radiate a slight aura of magic and cannot be written on by any ink or implement. Any marks made on them merely fade in a few seconds. The pages are also immune to fire.
Dancer’s garb and jewelry – 320 gp
A snake is coiled guardian-like about an ornate "piggy bank". The piggy bank contains 6 gold.
The toy box contains a demon doll and a rather toothy teddy-bear guarding a cache of marbles fashioned of genuine moonstones (36 @ 10 gold each).
A tiny troop of nine toy soldiers patrols the hearth with their tiny swords. Whatever they were set to guard is no longer here. The soldiers can’t damage characters, and they stop moving once touched. Only a command word of “stand guard” will get them to work again.
To one side is a beautiful statue, like an elven princess with wings. It is two feet high and made of alabaster. It is extraordinarily heavy. It radiates an aura of magic. If a character picks it up and comments on its beauty, the will have their charisma raised for one day. The statue takes one month to recharge.
The B Section of Tegel Manor is one of several later additions to the original keep. Most of this structure was fashioned of much finer stonework than the keep itself, its sturdily-beamed ceilings being lower overall than those of the keep. The rooms in this wing were, at least originally, less grim-looking than those of the keep, with oak wainscoting and leaded-glass windows throughout. Candle sconces provided illumination.
Room Bl: Bedroom
The skull never gives any answers. Nor will it answer questions placed to it. If attacked, it sprouts an odd pair of wirigs and flies away. The chest contains only a child's clothing of high quality. The desk and reading stand are similar to those in A21.
Room B2: The Nanny's Room
Every two minutes, the color in the fireplace changes again. The blue flames will heal 1d4 pts. of damage; the red will cause 1d6 pts. damage; the orange absorbs magic; yellow melts even plate armor; and green will restore magic. If anybody sits in the rocking chair, they will hear a faint crooning lullaby. This will act as a Sleep spell with DC20.
Room B3: The Corner Gallery
Every 10 minutes after the phantom flames flare in the Minor Gallery, silently screaming phantoms will race through the Corner Gallery and vanish around the south corner.
Room B4: The Master Gallery
A scampering noise, as of children running up and down the hall may sometimes be heard.
A half-dozen large spiders scuttle through the debris.
Room B5: Storeroom
A huge wine-barrel, if opened, reveals the pickled body of a foppishly-dressed nobleman in what had been an excellent vintage. A gray ooze waits in this room for visitors.
Room B6: Bedroom
The door opens and slams shut again every 30 minutes.
Two dead orcs are in the cocoons.
Room B7: The Altar Nook
The falcon mask gives the wearer hawklike distance vision. The wolf gives command over wolves (20% chance of also commanding werewolves, but with a 50% of becoming one also if successful). The tiger mask grants its wearer +2 strength and +1 dexterity. All the masks are cursed and cannot be removed once donned. All the masks are cunningly wrought in precious metals (120 gp each).
Room B8: Bedroom
The wall opposite the door is entirely covered by a vast depiction of a fearsorn battlescene--and the picture is alive. Not only does it continue to move, but every 20 minutes another arrow flies out of the picture in a random direction. The other walls of the room bristle with arrows stuck in the woodwork, the bedding, other pictures (one of which--a portrait--is bleeding).
Room B9: Bedroom
The eyes of all heads seem to glitter and follow you around the room.
Room B10: Trophy Room
In the octopus are two huge spiders. The dagger is a +1 dagger.
An inner storeroom displays an impressive, if unsettling, array of shrunken heads of various beings. Some mutter and moan through sewn lips. If allowed, they will bite. A bite may cause Mummy Rot.
Room B11: Butler's Room
The corpse has a bandaged finger suggestive of its misfortunate fate--it would now make an excellent addition to the exhibits. There is a 30% chance that the combination of noxious fumes in this room will combust in the presence of a lit torch, causing flammables to ignite explosively for 6d6 damage.
Room B12: Butler's Room
Helmets and hats, if not secured, float up to the ceiling. Intermittent screams and muffled choking noises emerge from the fireplace (there is a skeletal corpse stuffed up the chimney, with a baronial signet ring stuffed in its mouth).
Room B13: Bedroom
The frog’s flickering tongue can seize and choke a man in ld6 rounds, having first pulled him off-balance and drawn him headfirst into the frog's mouth. A two-way secret passage opens a narrow, seemingly dead-end corridor, with more frogs on the floor. It actually leads to the Laboratory. Another doorway opens into a second bedroom. A key is inside the frog that opens B14.
Room B14: Bedroom
The door requires a Strength DC30 to open. The key is in the giant frog in B13.
Every 30 minutes, a phantom stalker drifts through the SE corner wall (at the location of a hidden passage out to the grounds) and passes on through the room to the outer bedroom where it disappears.
The scroll dropped beside the bed is partially chewed, destroying the sense of the incantation written thereon.
Room B15: The Armory
The door to this room will freeze shut in 5 minutes. At the same time, all illumination by candle or torchlight will be extinguished. The temperature then drops 5 degrees per minute, as hollow laughter echoes from both sets of armor.
Plate Armor +1, Proection from Frost Plate Armor +1, Frost Damage to Attackers
Room B16: The Laboratory
Eerie Blue Stone of Illumination - the stone has no other properties, but does a rather good job as a light-source.
Keogtum’s Ointment for healing ld6 worth of wound damage (6 applications) Vial of Spider Venorn Amulet of Proof Against Poison +4
The only entry to this room is by means of a secret doorway in the secret passage off of B13. An enterprising rnage may still find some items of use among the remains which line the vast shelves.
Room B17: Bedroom
The figure proves on closer examination to be a wax effigy. Anyone touching the effigy must make a DC20 Will save or succumb to the compulsion to kiss the wax-maiden. Each kiss drains the victim of 1 point of constitution.
Room B18: Bedroom
The resemblance of the statue and the wax effigy in B17 is unmistakable to even the least observant (as is the resemblance to portrait 79, if any have seen it). All viewing the statue must make a DC20 Will save to avoid being drawn to the statue, monsters or no monsters. Any who kissed the effigy in B17 are at -1 to resist for each kiss. If someone actually reaches and touches the statue, Rhian the Remorseless will attempt to exchange places with the unfortunate party-mernber by force of will (Rhian’s will is +5). The loser gets put upon a pedestal.
Room B19: Bedroom
The PCs may appear to be easier eating--or maybe not, but rats aren't too bright. The jeweled dagger on the floor beneath the orc is worth 50 GP.
B20: Small Iron Chest
A small unlocked iron chest contains a sheaf of parchment. The sheaf of parchment is actually the third chapter of the Book of the Djinn, 20 blank pages. The pages radiate a slight aura of magic and cannot be written on by any ink or implement. Any marks made on them merely fade in a few seconds. The pages are also immune to fire.
Copper griffon – 60 gp
The Whistling Hall leads away from the rooms in the B Section toward those of C Section, added by the very military Sir Ritark Rump, called "the Rat-Hearted" (something of a bully and a coward). A double-doorway, now barred, opens outward into the Vestibule, and a path which leads to an outbuilding, sometimes called the Outhouse. Whistling Hall then continues until it intersects Footsteps Hall, which leads back into A Section as well.
Those who wander out of doors into the Vestibule will find a former garden gone to rank vegetation, thorny shrubs and creeping vines. If any should stray off of the paving stones that mark the garden path of old and the path to the Outhouse, beware the graven skeletal hands will sieze hold of such wanderers and attempt to drag them down into the gravel-pits (ld4 hands, each STR 8; it takes 10 rounds to drag a victim in).
This is not what it sounds like (after all, the manor has its own privies). This "out-building" was designed as a retreat from the rest of the manor when overrun by relatives. Designed in a more rustic mood than the Hermitage, one could comfortably play at being a peasant in its "woodsy" atmosphere, with sturdy rough-hewn and simple furnishings.
A black pudding has made itself comfortable here now, resting on a bed of rotted clothing, and eagerly awaiting the next caller.
Room C1: Mess Hall
They won't be drunk if disturbed at their cups. They will attack.
Room C2: Bedroom
The chest contains a few personal items, war mementos (including a sinister black dagger whose blade is partially eaten away), a black wool great-cloak and a magnificent phoenix-hilted sword (+2) with one jewel conspicuously absent from its hilt. The drapery conceals an inner chamber with a writing desk, maps and various documents. If someone pushes the drapery aside to enter the room, it animates and enfolds the victim to suffocate in rounds unless someone else can get them out.
Room C3: Bedroom
The clothing scattered by the burst chests will begin to whirl about the room in a mad dance 1 minute after characters enter, as the mouths begin singing (badly). A vanity in a small dressing chamber has a necklace of small gems sitting on top. This is a Necklace of Strangulation.
Room C4: Bedroom
Anyone donning the helmet will hear the sound of a dwarven war-chant briefly. (Thereafter, so long as the helmet is worn, the wearer will hear the chant whenever a battle is about to begin, and must make a DC15 Will save or immediately become berserk.) The axe is a two-headed antique weapon, and the shirt is dwarven mail. They are not magical.
Room C5: Bedroom
If touched, the chair transforms into a wight. It will then drive off the phantoms (2 rounds), before attacking the furniture (ld3 rounds) and then turning upon the intruders.
Room C6: The Guards' Room
In the most NE of the cells, a locked chest beneath one bed contains a heavy-wrought silver necklace. In the common room, the two large kegs of wine are both poison (nasty stuff: does ld6 pts. damage each round for 1d10 rounds unless neutralized). If anyone makes a move to drink from either keg, a battleaxe mounted upon the wall above the kegs flies toward the ceiling and then attacks the drinker. (The battleaxe is actually an illusion, though it will feel "real" enough if not disbelieved.)
Room C7: Bedroom
Hidden in the bottom of the wardrobe is a small box containing a necklace of 10 exquisitely-mounted amber gems (120 gold) and a "Jealous Heart" (carved from a single enormous blood-red gem, worth 650 GP), wrapped in a fine gown of sarnite. The Heart causes discord if given as a gift to a loved one (DC 25 Will save).
Room C8: Bedroom
If the sconce is touched, a ghastly moaning is heard from somewhere overhead. (The sconce, if properly turned, opens the secret passageway that leads to D8, the Vault.) Behind the entry to the secret passage is a skeleton in tattered finery, and signs of desperate clawing at the inside of the wall.
Room C9: Maid's Room
The one in the northwest corner animates if approached, and lashes out with carved dragon-feet. The bed will attempt to force victims backward into the wardrobe in the northeast corner, which then locks them in. A broom lazily cruises about the ceiling, occasionally dipping below the beams and circling the room.
Room C10: The Baths
The tiled floor about the pool is slick and slippery (DC15 Reflex save) to avoid slipping and failing-with appropriate penalties for heavier armor. Anyone failing into the water vanishes from sight as soon as they disappear beneath the surface even though the water appears clear all the way to the bottom of the bath. Such a victim remains invisible until rescued.
Water taken from the jar (but NOT from the pool) will act as a Potion of Healing, although it will last only 1 hour.
Room C11: Bedroom
If the party forces the door (DC30 Strength check), they burst into a disheveled room devoid of much more than scraps of furniture. The charnel reek is coming from a vast mouth in the floor. Once every minute it yawns wide (like a 20' circular pit!), then snaps shut belching forth foul gases. Trapped victims must make a successful DC20 Reflex save to escape. If unsuccessful, the DC increases by 1 for each additional round trapped. If trapped for the full 10 rounds, they suffocate in the foulness. Fire can force the mouth open, but the scream from it will deafen for 10 minutes.
Room C12: Bedroom Suite
The necklace is cursed to be a choker. It will strangle any who wear it in 2d6 rounds unless its evil magic is dispelled. The jewelry is worth 650 gold. Behind the full-length mirror on the south wall is a secret passage into a 10’x15’ cubicle with a narrow side-passage into C14. The cubicle is filled with shattered human bones.
Room C13: Bedroom
The reason, if the door is battered down in some fashion, is that it has been sturdily barred from within. Given the skeleton lying broken just behind that doorway, such defensive measures were too late. The top of the skull was shattered before the door ever gave way.
One contains a syrupy liquor with a bittersweet taste. It causes one who drinks it to fall into a gentle slumber filled with dreams of one's past. The other three jars all appear to contain blood. The first is a strength restorative, now only 60% likely to have its desired effect. The second is a "mind-poison" which causes permanent amnesia. Again, age has reduced the effectiveness to 60%. The third jar is blood. Hidden in the bottom of this jar is an amulet which prevents the wearer from losing any blood, no matter the wound.
Room C14: Butler's Room
Behind the curtains, in the sparsely-furnished nook, a child-like humanoid lies bound and mewing piteously. It is actually a snake-spirit (grick) which transforms into a serpent-like monstrosity, as the character who attempts to help free this "victim" will quickly learn!
This worm-like body has a body as long as a man is tall, with four tentacles a little longer than human forearms. The tentacles, located on its head along either side of its jaws, are segmented, as is the body itself.
Room C15: Antechamber
This room is actually the outer parlor to bedroom C13. The frenzied orcs will charge the open doorway through the ring of phantoms--and the adventurers.
The Whispering Hall that leads eastward through the heart of Tegel Manor takes hardy adventurers from the A and C sections of the manorial complex into the D section, the addition of Count Radu Rumpula (portrait 46 in A1), whose ill-fame has survived to this day--as, it's rumored, has Radu himself.
Room D1: Throne Room
The statues are Count Radu (from portrait 46) and his Lady Ramatec (portrait 52). Sitting upon either causes weird piping music to begin to play from an unseen source. The velvet draperies serve to mask the archways of the Choking Hall (N) and Cranking Hall (8), a secret door behind the thrones (normally openable only from D7), and two secret passageways in the west wall: One leads to a staircase down to the underground levels and the other to the passage inside the fireplace in the Great Hall (A2).
Room D2: Bedroom
The dress is spun entirely of spider-silk, which makes it both fabulously expensive and good armor.
Nearly invisible in the gloorn, a severed hand, gloved in black, prowls the room. Spot DC30. The rune-engraved ring it wears is only a silver ring worth 30 gold, but also contains the Curse which animates it. The hand makes an excellent "watchdog" if someone is searching through the wardrobe or bureau.
The draperies covering the west wall conceal two inner chambers. One is a private bathing and privy chamber. The other, curiously, is empty except for a layer of damp soil completely covering the floor.
Room D3: Study
One such volume is a spellbook devoted entirely to necromantic arts. Another explains how to increase one's weapon skills permanently but at the cost of having to let one's steel taste blood every time it is drawn. The scrolls on shelf and writing desk crumble at the merest touch.
A growing sense of unease affects all who stay in this room (DC 15 Will save). Could it be the faded tapestries with their disturbing scenes of depravity (which seem to move when glimpsed from the corner of one's eye)? Or perhaps the view through leaded-glass windows of the inner courtyard and its bizarre statuary? If overwhelmed by this "creepy" feeling (i.e., by failing the saving roll), characters will be at -1 on all other Will saves until they leave the Manor for a night’s sleep.
Room D4: Bedroom
The cause of all this destruction is an owlbear with a strange, sickly green palor about it. The owlbear is now busily shredding scrolls to add to its "bed" of rags, horsehair batting, and other debris. It is tired and very, very cranky. Inside the overturned armoire is a skeleton dressed in leathers, with a ring still in a belt pouch (which was probably not the best place he could have left a Ring of Owlbear Control. It still has 6 charges, too.) If slain, the owlbear crumbles to dust.
Room D5: Bedroom
There is a 30% chance that Radu Rumpula himself, and not merely his mocking message, may be present. Otherwise, he is at his second home in the barrows. The mattress is filled with dirt. Radu carries an ancient volcanic spider statue with moonstone eyes with him. BLUE SPIDER.
Room D6: Bedroom
Characters entering this room will find the effect bedazzling and disorienting (DC 20 Will save). Any who fail to resist the "bedazzling" will find their eyes drawn to one or another of these figures. A DC 20 Fort save must then be rolled, or a curious sensation follows: The PC will find the artwork blurring into a likeness of himself, and find that he has taken on the likeness of the person formerly on the wall: a female elf. The character so affected will find his stats unchanged, but the effect of the transformation is permanent unless a remove curse spell is used.
Room D7: The Sitting Room
Behind the easel, an animated paint-brush is beginning a portrait of one of the party-rnembers. If allowed to finish (5 minutes), the chosen subject will be turned to stone If interrupted, the phantom paintbrush will "duel" with skill equal to its opponent, always aiming its stroke to get paint in the opponent's eyes (blind for ld4 rounds, no permanent damage).
The southern doors let into an odd "cloak room" filled with clothing and fanciful costumes, painted backdrops rolled and stored on dusty shelves, miscellaneous props, and (hidden in the west wall) a secret passage onto the dais in the throne room (D1).
Room D8: The Vault
Behind a stout iron door on this hallway is the vault-chamber. The door has been doubly trapped to protect that room. The initial trap is a simple poison "stinger" designed to jab whoever tampers the lock. While the poison is fatal in ld4 rounds, it is also easily circumvented by anyone with skill at locks and traps. However, a second mechanism is also set into action by tampering with or forcing the door: Once opened, it is counter-weighted to close automatically, and release a reservoir of liquid that quickly evaporates into a deadly poison gas filling the vault.
A ghastly ichor has oozed from beneath (blood). This door resists all efforts at entry unless the proper mechanism is identified: the keystone of the arch must be depressed to release the latch. The door then swings wide, to reveal the mangled corpse smashed behind it into a solid wall of silver. After one minute, anyone between the door and that wall will discover the way that victim died, as the door slarns shut again. A secret passage in the north wall leads back to bedroom C8 by a narrow corridor.
Room D9: Bedroom
Should anyone occupy the bed, the gentle atmosphere will prove to be a deadly sleep-spell for that person. Should they fail a DC25 Will save to resist and succumb, the canopy quickly descends to smother the sleeper in 2-8 rounds.
A false bottom in the chess table conceals 4 amethyst gems worth 50 GP each, and 35 GP beside.
Room D10: Side Chapel
If disturbed, the jade statuary becomes an owlbear with a sickly green palor about it. If slain, they crumble to dust. The central statue though is worth 600 gold. Although it weighs about 40 lbs.
Room D11: Bedroom
The reason for all the distressed furniture will quickly become apparent to any party member wearing metal armor. A rust monster is feasting on anything it can reach. It can "meet" and consume a suit of plate in 10 to 20 rounds. Its special acid works at half that speed on non-ferrous metals, and will have no effect on gold, mithril-type metals, or nonmetallic substances (including flesh). The peculiar nature of its acidic blood will affect metal weapons which do any damage to the monster, quickly rendering them unusable.
A small rat hole is in the southeast corner of the room.
Room D12: Bedroom
If the party breaks through, the room within is dark and the air sickly sweet with a smell of rot and ... something else.
If the golden candlestick on the trunk next to the jester's beir is lit, it will float lazily toward the ceiling, drifting past and lighting the other candle sconces. These in turn release a "laughing gas" into the room-the source of that cloying sweetness. The jester-thing emits a dry chuckle and comments "You should die laughingly”. As the party finds themselves having to save against the effect of the gas (DC15 Fort save, as if a poison) or else be rendered helpless and giggling for 2d6 rounds. As the effect of the gas fades, so does the skull's rnirth, and the light of the candles. At the end of 12 rounds the room is dark again and re-lighting the candles initiates the same effect over again!
Room D13: Bedroom
If anyone reaches to move (or remove) the crystal, a glowing red hand appears to stop them. Gradually a dwarven phantom takes shape, and clutching the crystal tightly to him, paces the length of the room. Upon reaching the wall, he turns and proceeds up the wall and across the ceiling, descending the far wall and returning to the floor. He repeats this performance, unless interrupted, four times. If interrupted, or at the end of the fourth circuit, the dwarf and the crystal explodes in a red blaze for 3d6 damage.
The Dwarf is Rugose Red Ruhmkorff – the engineer from the Tegel Mines.
Room D14: Sanctum
If the book is disturbed in any way, a spectral hound appears, growls and slavers ferociously, but does not attack. If struck, it splits into two such dogs of equal size. This feat is repeated until a maximum of 13 hounds appear--whereupon all promptly vanish. If a party-rnember reads the conjuration aloud, a spirit of unearthly beauty (and apparently the opposite sex) appears in the circle, crosses to the table, pours wine into the two goblets, and offers one to the reader paying no attention whatsoever to anyone else in the room. It then gestures to the inner sanctum behind the eastern doors, and takes the party-member by the hand. Both become intangible to other characters and float through the door. Once this spell has been set in motion, any interference by other group-members animates the magical statue standing between the two doors of the inner sanctum (east wall). The statue bears a glowing sphere in its hands that is the source of the "black-light" effect in the room. It will attack by throwing this sphere at the party. When it misses, the sphere returns to the statue. A direct hit paralyzes the victim. Anyone driven into the circle is also paralyzed. A DC25 Will save negates this for a round.
No other illumination will work within this room, though torches or candles will behave normally again once removed from the room. At the end of an hour, the missing party-member returns. They will have lost one point of Wisdom and one point of Intelligence, a permanent effect of the “tryst”. The spell holding any other characters vanishes, and all adventurers will suddenly realize they have been healed of any injuries they had when they had entered this chamber.
Phase Spiders (3)
Rune-engraved silver ring
South of the Crying Hall is a veritable warren of rooms whose arrangement seems somewhat confused. This is partially Sir Runic's fault, and well reflects his own confusion in the planning: Most of these rooms (though not all) were adopted as the "new" living quarters, as the manor was gradually surrendered to its host of haunts. Ultimately, Runy and his few remaining retainers beat a hasty retreat to the Hermitage, though not before they'd turned most of this wing into a maze.
Room E1: The Laundry
Across the Crying Hall from C9, this room explains the soapy-clean smell that filled the maid's chamber. Bundles of wet sheets and clothing will swoop at intruders, attempting to swathe victims in their folds and drag them into the cauldron. (Though wet, these rags will avoid fire. However, killing the fire under the cauldron will stop the entire cycle!)
Room E2: Stock Room
A giant tick is interrupted while feasting on a keg of red liquid (basilisk blood). The tick, sensing fresher food, will heave its bulk at the nearest character.
Room E3: Bedroom
Within are kept scrolls and parchments, detailing many planned projects; a silver-chased short-handled war hammer (+2), a battered coat of dwarf-mail, and a single lock of red-gold hair.
This is the cornpanion chamber of bedroom D13, with which it forms a suite. Originally fashioned as private quarters for Rugose Red Ruhmkorff, the dwarven engineer who supervised the excavations below Tegel Manor (and whose ghost haunts D13). In a nearly inaccessible portion of the manor this room can only be entered from F3 (a kitchen) or the Nameless Corridor which only connects to one other room (the bath in E4). Unlike the bed in D3, this one is large enough for humans.
Room E4: Boudoir
The casket contains a Ghoul. A secret passage hidden in the north wall conceals a narrow corridor leading directly back to the Cranking Hall. Therein are also the remains of the coffin's previous occupant!
Room E5: Bedroom
There is no doorway to this room. The two entries (E in the Nameless Corridor and S in the narrow hallway leading back to the Crying Hall) were sealed up many a long year ago, and in the main hallway, hidden behind a tapestry. A faint moaning and weeping heard beyond the wall are the only indication of anything beyond the wall to those who do not notice the subtle difference in the masonry.
If the body or the gem are disturbed in any way, the corpse rises to attack its defiler. The cat is the orange moonstone cat.
Room E6: Bedroom
Room E7: Bedroom
Before the door is opened, you can hear the sounds of thumping, cursing and a chair scraping across the floor.
ld4 rounds after the room has been entered, four heads come rolling out from underneath the bed (E wall) and wardrobe (W wall), charging at one another. They butt one another or the legs of any adventurer in their way, and will bite (1 -3 pts.) at anyone in their way. If kicked, there is a 10% chance the head will lose the gold coin under its tongue and become inert. The coin, however, has a Curse on it that will remain very active: whoever possesses the coin will be unable to sleep, losing 1 point of constitution daily unless released from the curse or getting rid of the coin, after which constitution recovers naturally. If constitution becomes 0, the victim dies, and promptly becomes a restless ghost.
Room E8: Utility Room
Perhaps the Rumps thought it would keep the ghastlies at bay. If so, they were wrong. Here, where the roofbeams gave way and left a collapsed chamber full of ruined supplies. Five ghasts have made their camp, sheltering amid the fallen beams and rubble, and bringing their tidbits on which to feast.
Room E9: The Laboratory
A faint humnming in the SW corner is the only indication of a teleport gate from this room to A21 (the secret study). It is a one-way portal.
The following “treasure” will be found:
- 500 gp
- Potion of Healing
- Oil of Invisibility
- Censor cursed to summon a hostile air elemental
- An alchemist's "harmonious" jug (which will convert water to wine, wine to lamp oil, or lamp oil to water--depending on what is poured into it--once per day).
Room E10: Bedroom
At the end of the Snapping Hall a door of black iron, incised with arcane glyphs, bars entry to the room beyond. The door has been warded by spells to prevent entry by any who do not know the "password"-- or know how to negate magic. Tampering with the door handle risks contact at a most inopportune time (10% chance): If the timing is wrong, the person touching the door receives a 3d6 darnage electrical shock and is thrown against the wall across the hall
The water therein is transformed into a potion of regeneration, which will restore anyone bathed in the cauldron (once in each week). Of more immediate concern to the party is the bolt of lightning that snaps forth between the cauldron and any other metal in the room, at random, every other round. Metal, including armor, which is brought within 10' of the cauldron, becomes 90% certain of receiving the strike (3d6 damage)! Destroying the magic that causes the lightning will also destroy the magic that gives the cauldron its miraculous enchantment. This is the Lost Druid Cauldron – the cauldron of regeneration
Room E11: Chapel
ld4 rounds after the adventurers enter, a faint mumbling sound swells into a full-voiced chanting, and a priest appears from the SW corner, approaches the party--and crumbles to dust at their feet! The small side chamber from which the priest seemingly emerged is an antechamber to the room beyond, containing ceremonial vestments of pale blue and gold. The other apartment, the priest's quarters, is furnished in utmost simplicity, and, like the chapel itself, radiates an aura of calm and security unlike the other rooms of the manor. The only "haunting" here is a faint sound of someone tunelessly humming, as though while working or deep in thought. It is the gentle but firm power of this chapel area that has held back the denizens of the Creaking Corridor (W).
Room E12: Bedroom
The western wall is clammy-cold and wet to the touch-and poisonousl If a character touches the surface, they must save DC Fort Save 20 or lose -1 Constitution per turn until either restored or reaching 0 Consitution. If a victim reaches 0 Constitution, the body crumbles to the same black dust as found in the robe! This poison will respond to normal/magical poison cures, or a curse removal spell. In the bottom of the opened chest, hidden beneath clothing and other items, is a vial of the antidote, with two doses left.)
Three smaller (10'x10') chambers lead eastward from the NE corner. The first, a wardrobe, contains rich garments and linens, all dusted with the same soot. On the floor, a single black glove lays half-filled with the dust. The next, a bathing chamber, contains a private tub, seemingly filled with India ink (more of the poison). The last door is hidden behind a screen, and opens on a small shrine to snake demon. Foully stained copper knives and an eyeless hood are arranged upon a table before a gruesome icon.
Room E13: Bedroom
The snail-like horrors spit their dye everywhere, up to a distance of three feet. If characters are splattered with this ichor, whatever it strikes (including armor) will be tinted with purple (the dye would last 3-7 days, but in this room it never gets the chance to completely go away). There is an unpleasant burning sensation on exposed flesh, and a strike in the eye will blind for ld4 rounds, but there is no damage done other than the peculiar stain.
A jeweled box worth 140 GP sits on the bureau. Like everything else in this room, it is entirely purpled.
Room E14 -The Bath
If inspected, the box proves to be the prison entombing Rank Rumpula.
Room E15: Bedroom
In five minutes, the party is joined by "doppelgangers". These fiendish mimics will randomly emerge from mirrors about the room, taking on the shape (and matching statistics) of each party-member in the room until all have been accounted for. Worse still, if a party-member has undergone a transformation by the magicks of some other chamber, the first doppleganger that imitates that individual will be joined by another wearing the previous form of the character! When one is slain, another will appear in ld4 rounds. The only way to prevent their return is to smash all the mirrors in the room (there are 24). The doppelgangers, of course, seek to slay their models and take their places.
8 flickering gems – 120 gold each
Originally built by Rinbak the Rich during the third expansion, these rooms retain more of their original flavor than the remodeled E section of the Manor.
Room F1: Bedroom
And is evidently seeking more victims: The characters are not only slowed down to half-speed movement in this room while mucking about in the webbing, but are in danger of being enshrouded in the silken threads themselves. If a character falls in the mess, then they must make a successful DC15 Reflex check to rise. If unsuccessful, the next round's rolls are DC18, and so forth. The webbing will only take 4 rounds to completely wrap its victim!
Susceptible to fire, the silk combusts into a suffocating smoke that will overcome anyone still in the room after 1d6 rounds. One corpse upon the bed wears a golden necklace and pendant worth 250 GP. The other futilely clutches a small silver dagger.
Room F2: Bedroom
It is actually a Gray Ooze. Despite the look of an inferno, PCs will note that the room is of ordinary temperature (slightly chilly, that is), except in a wardrobe, where a flame-hued cloak exudes a pleasing warmth (it actually affords protection from cold spells and natural cold, 95% effective).
Room F3: Kitchen
Whatever it was, it had excellent taste in jewelry, with rings and bangles worth perhaps 450 GP.
Room F4: Bedroom
Room F5: Bedroom
However, thrusting one's arm through the darkness requires a DC20 Fort save or loss of -1d4 STR. The room has been magicked to resist any but magical light, the better to protect its two occupants: two shadows. The effect is maintained by their treasure, a Pendant of the Black Star, its faceted stone containing power to darken a 30' area; whoever wields the stone can see inside the area so effected, but not outside it. Others cannot see into or through it except with magic, and magical light dispels the shadow.
Room F6: Bedroom
Once the party has entered the room the doors seal shut magically (both the door from F5 and the hallway). Any torches flair and extinguish. Players then find themselves in fetid surroundings illuminated only by the sickly phosphorescence of the mold. Scattered bones in the room begin drawing together to assemble themselves into a skeleton. At the end of a minute, the skeleton, now fully assembled, begins drawing the mold and fungus to itself, until, by the end of the two minutes, it is a fully-assembled Shambler! If the party has not figured a way out, or destroyed the creature before it reaches this state, they face a slimy, omnivorous heap of rotting matter.
The shaft leads to hot springs under the manor.
Room F7: Linen Storage
A faded red silk cloak unfolds itself and swoops batlike at a party member, seeking to drape itself across his shoulders. A DC20 Reflex save to avoid. Once it has done so, that character must save by rolling a DC25 Will save to avoid being obsessed with seeking out and slaying Sir Runic Rump and proclaiming himself the new lord of Tegel Manor. If the obsession takes hold, a remove curse will be needed to break the spell. Others attempting to stop the cloak will find themselves battling with more animated satin. In all, there are perhaps 1200 GP worth of exotic finery stored in this room (one would need a cart for it all!). Hidden in the south wall of the chamber is a secret passage in and out of this room onto the grounds.
Golden necklace – 250 gold
East of the Master Foyer (Al) granting entrance to Tegel Manor, the Screaming Hail leads into G section, that arm of the manor supervised by the sadistic beauty Lady Rubienna Rump-Rumpula (portrait 78), sister of Count Radu, and his equal for depravity. This section is also approached, by those foolish enough to do so, by way of the inner Court or the Whining Hall (E).
Room Gl: Bedroom
Room G2: The Room Of Fear
The pictures are so vile as to cause a powerful fearful reaction DC25 Will save and violent nausea DC25 Fort save if viewed directly. The chandelier crashes to the floor. It does 1d20 points to all within 6’ diameter area in the center of the room. DC25 Reflex to dodge.
Room G3: The Torture Chamber
A yawning (8' wide) pit in the middle of the floor abruptly sprouts a tentacle-like assortment of animated chains (capable of reaching into any adjacent 10' squares to grapple victims like a 4 HD monster. Victims will be dragged into the pit (to end up in Underground Level 2, Room 13).
An inner chamber littered with the desicated remains of various portions of victims conceals a secret passage leading to a small altar on which sits a sheaf of parchment. The sheaf of parchment is actually the fourth chapter of the Book of the Djinn, 20 blank pages. The pages radiate a slight aura of magic and cannot be written on by any ink or implement. Any marks made on them merely fade in a few seconds. The pages are also immune to fire.
Room G4: Bedroom
Should any attempt to investigate this cabinet, the inky gloom solidifies into the form of a demonic fiend.
Room G5: The Cells
The door to this room bears a triple-lock mechanism DC 30 to open.
The counterweight with which this barrier is balanced makes it hard to lift, and gives it sufficient force to break as many as four iron spikes (it drops down again three rounds after it has been opened).
She is actually the Banshee of the Rump Clan: Her gaze pierces through illusion, and her voice can kill simply by speaking the victim's true name. Originally trapped by Count Radu and Lady Rubienna, who she had come to claim, she will befriend the party if freed, and restore their dead--or grant one resurrection later--while seeking their help to locate her quarry.)
Room G6: Bedroom
Part of a suite of rooms located behind the cellblock (G5) and accessible only through the prison or by means of the secret passage (SE corner) that connects to the Moaning Hall. From the cells, entry is by means of a heavy wooden door of lacquered oak. Within it is reinforced with silvered iron.
DC15 Spot: The sides of the chest at the foot of the bed are pierced with several small, evenly-spaced holes, as is the false back within the wardrobe (though it is hidden behind fine gowns, cloaks and other items bearing the Rurnpula monogram). And not all the finely-wrought implements upon the vanity are for rn'lady's grooming. One of the two great canopied beds is enclosed not by curtains, but by folding doors (and the canopy can be lowered by means of a crank). In a crystal decanter on the table between the beds is a cherry liquer that is actually a potent elixir capable of restoring all lost STR and CON in a single dose (contains six more)--hovvever, ld4 rounds after imbibing, the drinker is racked with spasms of pain for 1d10 rounds (no permanent darnage).
Room G7: Den
DC15 Spot: The books upon those shelves all appear to be bound in human skin--and there is a space where one has been recently removed, disturbing the dust. Next to the desk, a second chair is outfitted with hasps and shackles. Next to the inkwell and quills on the desk is a small basin with bloodletting knives. A small serving table contains a flask of spicy, sweet liquid that prevents fatigue for ld20 hours (at the end of which the imbiber must roll a CD25 Fort save to avoid immediately failing asleep for ld4 hours).
At the end of the room is a portrait 77, which is a random teleport in the dungeon.
Imprisoned within is the intended victim for a sacrifice in G11, held in a sleeping spell by a ring of the same metal as the locks (and worth perhaps 500 gold).
Room G8: The Sitting Room
This room was used for the staff of G3 and selected "guests". The iron chest beneath his chair is unlocked and filled with skulls. If it is removed, they begin singing raucously, causing the decapitated corpse to come shambling in (with its scirniter, if that was not already taken.
Room G9: (Secret) Alcove
The only way into this disguised chamber is by means of a secret doorway hidden in the Moaning Hall. The weighted door will snap shut again hard enough to break up to three spikes, and leave no purchase to grip the door again from inside.
Room G10: Bedroom
The fallen tapestry conceals a gold-chased saddle (175 GP) and a curious loin-girdle fashioned of a great-cat's pelt. It has been magicked to give the wearer the speed and agility of a jaguar, and acute senses--but will turn the wearer into a were-cat at nightfall. A curse removal will stop that, but also dispell the other magic.
Room G11: Temple Chamber Behind a secret passage hidden in the N wall of the Moaning Hall lays the only entrance to this sinister assembly-hall.
Anyone looking directly at this gruesome effigy must make a DC30 Will save against Fear.
If it is night, the moon will shine down the shaft at its zenith - and on thr night of the full moon that means a sacrifice to be performed (using the victim secreted in the coffin in G7).
The volume that was missing from the shelf in G7 (the den) will be found here, resting upon the lectern facing the altar. If opened, the book-face shrieks (roll again to resist the fear spell here). Within, the torne contains the ceremonies to be performed for ritual mutilation and sacrifice, and the summoning of a pit fiend. (A spelicaster will realize that this opens a portal within the temple-a veritable "doorway to Hell" in the NE corner of the hall. Destroying the book can thwart this, but the torne is fortified with spells to resist fire. Further, on a successful DC25 Will save, the spellcaster will realize that the book is also the only way one can escape from this portal if one has entered--otherwise, the victim must seek other means out again.)
The vessel is Rubienna’s cauldron, which turns those bathed within to become mindless zombies. If it is nighttime, there is a chance the party have reached this chamber before the sacrifice begins, and 30% that they enter after the proceedings have begun. If they arrive before the ritual begins, they are 50% likely to find the sacrificial victim already here, the coffin guarded by four of Rubienna’s "Cauldron Born" -and if the party earlier rescued the villager who was to be the sacrifice, the zombies will not have noticed that the coffin has been tampered with. As the time for sacrifice approaches, 1d10 acolytes enter. 1d6 rounds later, Rubienna herself arrives armed with sacrificial dagger +3. If the ceremony takes, place as scheduled, the sacrifice is placed upon the altar, veiled. The portal will be conjured in ld4 rounds. When the veil is removed, the victim's contorted face can be seen on it briefly before it is flung into the fiery portal. The featureless victim is then cast into the cauldron. If the veil is recovered and replaced upon the one sacrificed, before "zombification", and the portal closed, the unfortunate is restored to normal. The portal can only be closed by taking control of the book, if a spellcaster, or throwing either the book or Rubienna into the waiting gateway.
Scabbard – 240 gold
The Inner Court
The statue is that of Radiant Rivona, who will come to life and smile at the party before disappearing. Upon doing so, the figures in the Inner Court revert to their normal state- fawns and satyrs playing in the forest. Note: if anyone has been charmed into questing after Radiant Rivona, she is now found. Buried at the foot of this statue is a small iron-bound casket containing 10 gems of 60 GP value, and a deep green colored key that unlocks all locks in G3 and G5 (the torture chamber and cells).
Radiant Rivona - statue
10 gems (60gp)
The Moaning Hall and the Whining Hall lead eastward out of the foulness of the G section into the H section of rooms, also reached from the south by the Choking Hall from D section or the Bony and Meowing Halls out of K section. This section of the Manor was originally built by Sir Rankling Rump. However, it was burned by Ransack Roscoe in 688 TA and rebuilt by Ritzy Rutorn Rump (portrait 95), perhaps the most noteworthy fop and fun-lover in the long line of Rumps. Ransack Roscoe the firebug started both the great manor fires in 686 and 688 burning areas C and H respectively. He was killed in the last fire.
Room H1: Bedroom
Every third round, players mus roll a DC20 Will save. If the save is failed, that character is stunned, unable to concentrate or perform any other action beyond blindly groping for an exit for ld4 rounds. Stunned characters will hear voices chanting in chorus of mysterious "buried under the bones". This refers to Sir Ritark the Rat-Hearted’s treasure in H15.
A two-way secret passage connects this cell to H17 (servants' quarters).
Room H2: Parlor
ld4 rounds after the characters have entered the parlor, it will take notice of them and politely inquire "Your invitations please?" Offended when the party cannot produce invitations, the wraith will attempt to eject them, forcibly from the room. If the wraith is overcome, the candles extinguish, the floating miscellany crash to the floor, and the dust quickly settles anew over everything--including the party!--in the gloom.
Copper brazier – 24 gold
Room H3: Bedroom
If approached, a gangly mass of bony limbs, sallow skin and matted black hair scuttles out, gibbering and spitting: an insane wight. Clutched greedily in its claws is a Potion of Healing.
Room H4: Storeroom
The entire room is a treasure trove of absolutely worthless junk (even the great axe is base metal). However, the hallway (E) beyond seems to offer possibilities, with its faint scent of jasmine and delicate sound of music…
Room H5: Bedroom
As the party turn to leave the chamber, a gruff, challenging voice shouts "Dastard-hearted, cowardly curs!"
A quick Investigation would reveal that there is a skeleton--with plenty more insults to heap at intruders--immobilized within the rust-frozen armor.
The wardrobe in the NE corner has been pushed in front of the only door into H15. Scrape marks can be seen on the floor on a Spot DC15.
Room H6: The Ballroom
The first character to hear this clearly must then roll a DC20 Reflex check to be quick enough to avoid the failing chandelier (6d6 damage)! When it crashes down and shatters, 20 gems (worth 50 gold each) will be revealed among the crystals. Hidden inside the fireplace is a two-way secret passage into a narrow corridor (which ends in a second such secret passage.) Doors at the rear of the ballroom lead down the Gnawing Hall (NW) or the Moaning Hall (SW).
Room H7: Office
Rows of ink-pots and a rack filled with quill pens launch themselves like missles at the party as they enter the room.
Room H8: Nursery
When the party enters, the phantom holds the small bundle toward the party and looks pleadingly from them to the casket and the door. If the characters correctly interpret this silent plea for the child's proper burial, they will see the blue phantom again: When a party-member (preferably the one who first perceives the need to grant the ghost's wish) is danger of certain death, with no escape, she will appear to prevent that harm from touching the character (one time only).
Room H9: Bedroom
She wishes "that nasty old woman" in the salon (H10) would go away and leave the manor in peace. If she cannot entice a hero to promise to make her go away, she will become decidedly unpleasant shrieking insults and wailing piteously. If the party beats a retreat, her mocking laughter follows them. If, on the other hand, the party undertakes to remove the offending individual, they are in for another surprise.
Room H10: The Salon
As the characters watch, leaves will seem to materialize out of the woodland scenes in ancient tapestries, and flutter to the floor. The elderly lady will ask alms of her visitors, specifically gold coin. If refused, she reveals her true nature as a night hag. She can still be bought off with gold, but the price goes up sharply.
Once in awhile, the beggar will go into the smoking room (H12), from which she has evidently been scrounging remnants of cigars.
This night nag is actually responsible for the hounds in H15 and Sir Ritark Rat-Hearted’s imprisonment.
Room H11: Stateroom
Intruders will be assaulted with the intent of making them join the other "faithful retainers" in their adulation.
Room H12: Smoking Room
Room H13: Music Room
Heavy doors seal this chamber, and mask any sound from within.
The doors, if left untended, will reseal themselves in ld4 rounds. The haunting strains of the music act to befuddle the mind unless a DC25 Will save is made. If the doors are not reopened or kept open, the air in the room will be unbreathable at the end of 12 rounds.
The harp is enchanted to bestow bardic skill upon its player, doubling it if the character is already similarly skilled. The organ pipes, while worth perhaps 10 GP each, each only know one note, and are relatively worthless without the entire organ. Besides, if one is vandalized for its gold, its scream with cause the entire organ to blast with such numbing cacophony that characters risk permanent deafness (40% chance), and the air in the room will give out twice as fast!
Room H14: The Tea Room
Room H15: Bedroom
Hidden in the bone pile is an ancient volcanic pumice statue of a horse with moonstone eyes. BLUE HORSE.
The locked door into this bedroom has been hidden behind a massive oak armoire in H5.
Room H16: Bath
And the water, already painfully hot, begins to boil when touched in any fashion.
Room H17: Servants Quarters
If the secret passageway that connects to H1 is discovered, a spirit can be seen and heard-- a liveried lackey who mumbles over and over "...get them all, make them pay..." before it vanishes in the angle of the passage. Investigation will reveal a book of spells stolen from one of the other rooms, with the arts of light and heat conjurations. (The volume has been secreted away inside the mattressing of the cot.)
Room H18: Secret Room
The sheaf of parchment is actually Chapter 5 of the Book of the Djinn, 20 blank pages. The pages radiate a slight aura of magic and cannot be written on by any ink or implement. Any marks made on them merely fade in a few seconds. The pages are also immune to fire.
Copper brazier – 24 gold
The Knocking Hall and a twisting corridor from the Gnawing Hall connect the H section of rooms to the I and J sections, chiefly the design of the far-travelling Sir Rankling Rump. Hither he brought much of the rare and exotic goods and customs he found in his wanderings, adding his own chapter to the bizarrity of Tegel's history. Sir Rankling Rump toured the Tang Empire.
Room I1: Bedroom
Room I2: The Hothouse
The iron door which guards this entrance is rusted shut.
One such strangler has taken root in the ashes of the fireplace (N wall) where its lip-like blossom has engulfed the head of an ancient victim, while the skeletal remains are twined with leafy runners about the limbs and through the ribcage.
Coins half-hidden in the soil give hint of the trove (80 gold) hidden beneath a thicket of wicked thorns which exude a hallucinogenic poison. If scratched, the affected will have mild delusions or phantom images flickering on the edge of one's vision for 2-12 rounds; then, drunken behavior and distracting mirages seen for 3-18 rounds; and then severely altered behavior and perceptions for 3-18 rounds. The plant is sentient: the coins exposed were forced to the surface by the roots to attract victims. Thorn scratches do little physical damage.
Room I3: Greenhouse
The four goblin-like sprites home is behind a trap-door covering a pit full of black pudding.
If the party has an herbalist, healer or member strong in nature-lore, they will find a beneficial plant here on a successful skill roll--chewing its leaves will provide 1d4 points of restored STR or CON, once daily. The leaves are only good while fresh, a maximum 6 hours after plucking.
Room I4: Sauna
As soon as the party enters this chamber, a pit of stones in the center begins to magically heat, and the water spilling over the rocks hisses into billowing clouds of steam. Unfortunately, this also serves to awaken the huge crab that is poised like a stone image at the west end of the pit! The steam makes the tiled floor slippery, which doesn't help. Party-members who exit this chamber through the alcove will discover the effect of the magic placed there. Immediately after stepping into the alcove, one is hit with a sudden icy blast of cold as if one had plunged into a snowbank (no physical damage, but a possibility of stun effect if a DC15 Fortitude roll is rnissed). It is considered a refreshing ritual, though not guaranteed to restore victims of giant crabs.
A secret passage in the SE corner leads into a narrow corridor, at the end of which is a sealed enclosure (5'x5') in which are heaped skeletons with broken necks or crushed skulls.
Room I5: Bedroom
Freed of the chains, they are revealed as Werewolves! A secret passage is hidden next to the ring in the wall, and opens into the harem (I6). The werewolves are wearing silver chains (30 gold) and an elven locket
Room I6: The Harem
At the end of 12 rounds, a powerful sleep spell begins to affect all party-members (DC25 Will save). If they do not leave the room, the spell overwhelms them (add +5 to the DC check each round). They awaken to the sound of tinkling bells and a scent of jasmine, to find themselves fettered with silver chains. They and all their gear are out in the passage between the harem and H4 (the storeroom).
Room I7: Bedroom
As the party enter, candles situated almost everywhere in the room ignite, throwing sudden briliance off of the gleaming holy symbols and polished saint's-effigy (set on a shelf in the room's odd NE corner, next the door), the only richness in the room's decor. One by one, the candies then extinguish until the room si s back into self-contained twilight.
Room I8: Temple
One loom in particular is of interest, exuding a fading sense of magic long-time departed. The unfinished piece tells a sad tale. Worked into its central design is an improperly devised rune (Knowledge – Arcane DC15 to determine it is a fire rune), while the stool before the loom is nothing but a pile of ashes and a pair of spectacles.
The sound of droning music draws one back toward the hall, at the end of which is a secret passageway into a decidedly unfamiliar sort of temple.
The eastern statue bears the inscription "Do you wish to live forever?" on its pedestal. If a character answers yes, they will assume a form like the statue, and an obligation to serve as a minion of the gods of earthly pleasures.
Carpet of Flying
Room I9: Dancing Room
Any clapping sound, however, will dramatically alter the aspect of the hall, as brazen oil lamps cast sudden illumination on an entertainment fit for a sultan: The dust whirls up from the floor and coalesces into solid forms. Thirty dancing girls and musicians materialize, and begin an intricate performance lasting 10 minutes. On the last note, the troupe vanishes and the lights extinguish, leaving all as though it had never been disturbed.
The musicians have been trapped….
Room I10: Major Domo's Room
Upon entering, the carpet then begins to rnove toward the party, its knotted fringe rippling like so many feelers. It is, in fact, harmless. If the fabric is cut, a virtual torrent of blood will well forth, and the room itself rapidly falls into decay around the blood-soaked intruders.
Room I11: Lounge
The red dragon, if disturbed, proves to be very much alive. The decorated casket proves to contain sparklingly metallic blue flies, greenish-hued beetles, jewel-toned dragonflies and opalescent moth-wings-a youngster's imitation treasure trove.
Although originally attributed to Sir Rankling, the J section was much modified by his descendants, and disturbingly so in some aspects. There is even a section of the ground floor in the East Wing that has been sealed off from all other rooms, and can only be opened by breaking into the wall.
Room J1: Den
The keg yields a delicious golden wine with heady aroma. This potion heals 1-3 hit points of damage per mug quaffed but with a dire side effect: After a 20 minute delay, each imbiber must roll a DC20 Fort save (adjusted -1 for each mug of wine drunk). A failed roll ages the character 10 years for every mug drunk.
Room J2: Chamber of Reptiles
A light thrust into the room will reveal a churning ocean of snakes in continual motion. Its pedestal rising like an island in the flood, a serpent-headed statue with emerald eyes is languidly posed, at once both graceful and repellent.
If any essay to enter the room, a Spirit-Snake rears its head from beneath the turbulent mass of serpents. It will attempt to Charm (as a spell) its victirn (DC25 Will save). If successful in slaying a victim, it traps the soul, thus preventing any hope of restoring the dead unless the Spirit-Snake is destroyed.
One of the two north doors leads up steps into an inner chamber where rest a number of bizarre trophies, including dragon's teeth and a small cunningly carved box containing what at first might be taken to be exotic coins, but proves to be on closer examination a fistful of dragon scales! Before a mural celebrating the exploits of the fearless dragonslayer is displayed a suit of armor fashioned of dragon hide supple as leather yet strong as plate. Serpent-headed statue with emerald eyes (240 gold), dragon teeth and scales, dragon hide armor (one cursed to bond to skin).
Room J3: Bedroom
The author of this deterioration is at first indistinguishable from the bed of debris in which it resides. A shambler raises its gooey, fibrous bulk, and heaves into the party, to add to its mass.
Room J4: The Hunter's Room
The rooms between here and the refectory (J7) are in shambles, anything that could be construed as "rneat"-the leather straps supporting a small cot, the upholstery of chairs, the covers of now-shredded books-having been seized upon for nourishment, without apparent success...
This apartment is accessible only by the two-way teleportation gate that links it to the zoo in the Brother's Tower, or by breaking into J5 through the sealed-off door.
Room J5: The Foyer
No secret passageway or hidden door as such is to be found in this room, though any search for such will betray a peculiarity (in S wall), behind the sideboard. One section of the stonework has an oddly hollow ring to it, and is the now-sealed passage into the original foyer of the east wing.
Broken through, this aperture opens upon a near-duplicate of the chamber left behind, with its decor of rich velvets and brocades, all in hues of green. The first disconcerting detail that may startle some poor explorer is the huge ape with glittering yellow eyes, looming in the darkness next to the doorway just opened. It turns out to be a slightly ratty stuffed specimen with jewel "eyes" worth 10 GP. Far more unpleasant a surprise awaits any who sit down on the furniture, which emits a muffled crunching sound as the upholstery partially sinks in. Investigation will reveal that hidden within are various bones; the divan encases an entire cadaver, shroud-wound, with a leather pouch full of 60 gold coins stuffed into its mouth!
The hallway (N) between the den (Jl) and bedroom (15) enters a 20'x30' room, in which the only other doorway apparent is the iron barrier that locks away the Chamber of Reptiles (J2). To the southeast, a narrow hallway leads off into the remainder of the ground- level of this wing. Access to the upper floors is only by the staircase connecting to the carriage house (K2).
Room J6: Bedroom
- Silk hunting costume, doeskin boots, longbow
- Silver arrowheads (40 gold)
- 2 pouches of coins (60 gold each)
Room J7: Refectory
Any sudden movement will startle them into flight, filling the air so thickly as to blind and disorient the unfortunate party caught here in a stinging blizzard of emerald-shot blackness, all the while raising a buzzing so intense as to drown other sounds. Each can only sting for 1 point of damage, and can be killed with a slap, but there are thousands here, and the more stirred up they become, the likelier to sting they are. Only 10’ separates the door to the hall (W) and another doorway into an enclosed storage room.
Spirit Snake Shambler Fly Swarm
Serpent-headed statue with emerald eyes (240 gp) Dragon teeth and scales Dragon hide armor Lead flask – (see minor story lines) Jewel eyes (10 gp each) 60 gp Silk hunting costume Doeskin boots Longbow Silver arrowhead (40 gp) 120 gp
East Wing – Second Floor
The stairs to the upper floors of the East Wing are only accessed from the alcove at the end of the hallway leading from the carriage house (K2). The stern-looking warrior statue in the NW corner of the alcove appears to face the foot of the stairs in the expectant attitude of a guardian braced for action. (The statue, however, is not magical.)
Room EW1: Bedroom
As the party proceeds through the small outer alcove into the room itself, two points of light swell into eyes bright with madness. An immensely obese woman appears, rushing the party while shrieking "Villain! Sorcerer! Tis thou hast slain my son!" The apparition passes through the party-members and into the wall, screaming pitiously.
This is Retakang Regelot, the mother of Rocci the Rogue.
The second doorway in the hallway leads into a linen storage area - the shelves of which collapse, dumping all their contents, as soon as a character has reached the rear of the compartment.
Room EW2: Dining Room
Upon investigation, it proves to come from a kettle being tended upon the hearth very gingerly by a mummy. If disturbed at its preparations, the mummy will sieze the gold candelabrum to use as a bludgeoning weapon. Left undisturbed for 10 minutes, he will finish his concoction, and begin greedily consuming the lot. Immediately thereafter, the sideboard, chairs and cabinets will begin to levitate and move crazily about the chamber to the sound of the mummy's dry, croaking laughter. The effect lasts for 30 minutes, after which the mummy-if still left able to do so--wanders off toward the upper stairs.
Room EW3: Prison
Down the center of the second story runs a hallway, the only evident doors are in the south wall. The hallway leads into the dining room, the black bedroom, and a small cellblock.
Animated manicles snap open and shut as they thrust and lunge at party-members like striking snakes. If a victim can be snared, the chains will drag him into the cell while other fetters continue to attack the remaining adventurers. The serpentine chains then drag the helm to their captive. Once placed upon the head, the bear-helm places a curse upon the wearer, turning him into a werebear.
Room EW4: Library
The north wall of the central passageway seems devoid of doors along its entire length, leading away to the stairs to the third floor. However, there is a secret door.
The creature, under enchantment, is more than a display. If books are approached, the enchanted tiger emits a throaty snarl. If any books are disturbed, it springs into immediate action, attacking the offender. The books being defended are an eclectic lot. On the desk is s journal. Studying the journal will show that it is from Rocci the Rogue, an artist, who is experimenting with “living art”, a concept that he found in an old book somewhere.
Room EW5: Studio
It the party interrupts, the skeletal painter looks up, drops a cover over the canvas and rushes the party, as if to chase them away from its work. So long as the painting remains concealed, the skeleton will pull itself back together from any damage done it--but the moment someone uncovers the portrait, the skeleton crumbles away to dust.
The clay statue radiates an aura of magic. The revealed painting is curious enough. It is a portrait of the unfinished statue. As the party discovers this, the statue animates, groping to find the palette and brushes dropped by the skeleton, then haltingly shuffling toward the party, holding forth the tools to them. This mute gesture is an appeal for someone to finish the portrait. If someone undertakes to do so, they will find that any lack of skill an their part is made up by the enchantment upon the materials being used, and the clay automaton will assume an appearance chosen by the player-artist. The finished figure will appear to be a truly-alive whatever-it-is, and "give its life" to its benefactor. The "statue" accompanies the party, and, in the event of the death of the benefactor, it will die in place of the character, who is fully restored to normal.
This is the cursed Rocci the Rogue. If he is painted, the curse is broken and the “blob” melts away. His fat mother will come and bless the party, healing 4d8 wounds, if any.
East Wing – Third Floor
Room EW6: Cook’s Quarters
At the head of the stairs, a short hallway grants access to this apartment, formerly the living quarters for the kitchen staff.
The rat hole connects this room to the maze of rats' tunnels under the manor. The rats scurry away at the first sign of intruders.
Room EW7: Kitchen
Turning upon the party, their animated gesticulations clearly indicate a desire that the party step forward to help settle the debate by sampling the mixture. Any soul brave enough to do so will find himself oddly affected by the "soup" though able to vouch for its excellent taste. The odd effect varies: increased height; change in stat (random); hair grows one foot per minute for 20 minutes. The chefs, now satisfied, disappear, and the fire dies, rendering the soup no longer effective.
Room EW8: Dormitory
When the party enters, the room will fill with shadows, each trying to grab a member to dance with.. The dancers will reappear if dispelled.
On the vanity is written a small verse, seemingly in blood, although it could be lipstick. (this is the matchstick puzzle)
Attempting to remove the diadem causes this shadow to seize the character's wrists in her chilling touch. If the victim fails to resist a DC25 Will save (charm spell), he will be whirled away in a dance about the room for 10 rounds, all the while being affected by the shadow-dancer's touch. At the end of that time, the phantom will drag her victim toward the largest mirror (N wall) and into it. If solved, the shadows will disapper, and the woman with the diadem will lead the party to EW11.
A door (NW) connects to a bathing chamber, also accessible from the solarium.
Room EW9: Solarium
Nearly lost from sight in the muck is a black sword (+2), fallen from the hand of a statue in the NE corner, inscribed with the legend "Slay Not in Anger". (The peculiar enchantment on this blade prevents it from delivering a killing blow if struck in passionate anger or bad temper.)
Room EW10: Loft
Two others will come in through the breech in the south wall to join him. In the bottom of the same vat is a sodden mass of wool underneath which a drowned victim had died mere inches from grasping a ring that is enchanted to command gargoyles. Its power is only 75% effective, unfortunately...
Ring of Gargoyle Control
Room EW11: Bedroom
This is Ritzy Rutorn. She will be here if the puzzle to EW8 has been solved. She points to a chest at the foot of the bed and disappears. The diadem is in the chest.
Buttons: 69, 70, 129, 144
If failed, the woman appears from the chest casts a geas commanding "Take my place." Spells or missle weapons directed at her are absorbed by phantasmal shields of sparkling gold which vanish like soap bubbles. Once her conjuration has been made (or attempted, at any rate), the sorceress transforms into a black arrow that flies up, vanishing through the ceiling. If the casting was completed, the hapless subject can only be relieved of the glamour by a spell which will negate/dispel magic; not a curse as such, it will not respond to being simply removed as a curse would. In any event, the lady left a lot of belongings behind...
- Silks, diamonds, sapphires – 4000 gp
- Spool of Endless Rope
- Greater Bracers of Archery
Gold Candleabrum – 500 gp
Enclosed on three sides by the Meowing Hall, and separating it from the carriage house (K2), this tranquil retreat from the chaos of Tegel Manor seems to radiate calm. Amid its luxuriant foliage wanders a short "meditation walk" past marble statuary of fine worksrnanship. The only sign of life here is a small black kitten, which, upon seeing the party, bounces towards the newcomers at a run. If frightened or mistreated, the kitten metamorphoses into a gigantic feline. If befriended, it attaches itself to one particular party-member, and follows the group (saving its surprising alter ego for that which menaces its new friends).
From the north, the Bony Hall and Meowing Hall lead wanderers into the K section of rooms, reached also from the south and west by the Rattling Hall. This wing was built as the last phase of Rankling Rump’s aggressive expansions.
Room K1: Temple
The door stands ajar, its massive carved-oak bulk held open by a paving stone painted an unusual shade of blue.
What the ghouls are eating is mercifully past identifying now, but that won't prevent them from enthusiastically protecting it from the newcomers! If the stone has been removed from the doorway, the oak portal closes, magically locked. The marble statue animates but stays in place, bellowing in helpless rage, while the faces on the altar likewise activate and wail piteously.
If the stone is replaced in the circle, from which it was removed, any ghouls inside the pattern will be trapped, while the statue will descend to attack the defilers of its temple. The altar-voices will begin a triumphant chant. The party-members are in no danger from the statue unless they choose to attack it.
If the party help the marble avenger clear out the ghouls, they will be able to freely leave the chamber, with a +2 spear from the hand of the statue) as a token of gratitude.
If they have cleared things out themselves before restoring the circle, they will be given the spear, transformed into a +2 weapon with a magnificent silver-chased steel head.
If they don't restore the circle, how they get out of the room is their problem...
There is an aura of magic about the statue, but it is faded.
Room K2: Carriage House
By day, adventurers will find the tracks leading to a black, velvet-lined carriage parked inside the carriage house, its curtained sides concealing an empty casket with a layer of dirt within. Snorts and whinnying may be heard every 10 minutes from a random stall, but no horse is to be seen, unless one spots a great black beast running free across the countryside. By night, these same heroes will find no carriage, but the stalls will be filled with luminous phantom steeds and a wildly-driven spectral coach-and-four, shining like the full moon itself, will barrel in through the gateway, its skeletal coachman tipping his hat in mocking salute as the entire rig charges through the enclosure and vanishes through the north wall.
Room K3: Plant Room
Each round, characters must make a DC15 Fort save vs. sleep.
The sound is soothing and somewhat numbing - until the source of the sound abruptly emerges from the rnist: an enormous wasp with the added effect of a paralyzing poison within ld4 rounds. Search, etc. modifiers are at -5 as the party is in a slightly benumbed state.
Room K4: Bedroom
The figure inquires whether they have seen "the Keeper". If they say no, the creature sighs and goes back to "sleep". If they say yes (and are lying), the skeleton mutters "Cursed like me shall liars be." Whoever answered falsely will take on the appearance of a yellowed skull until the curse is removed. If a character replies 'Who do you mean?" or "Who is the Keeper?" the skull-face will only reply "That is not for me to say..." and lies down again, ignoring further questions. But if the party says "Do you mean..." and names a being they have met elsewhere (such as the lady in the East Wing third-floor bedroom), there is a 20% chance of being correct. The creature replies, "Very well and what is your wish?" The character had best answer very carefully, for a wish is exactly what he is being given! Whatever the outcome of that wish, the "sleeper" then vanishes for good.
Room K5: Gardener's Room
Two items have an air of magic about them: one, a coil of rope (30' long), is actually a Rope of Climbing which will rise on command and stand stiffly until commanded to collapse into ordinary rope again (responding only to commands from its owner). The other item is a bag of dust. Anything upon which it is cast is permanently turned a beautiful spring green (hair, clothes, skin, rnetal--anything).
- Rope of Climbing
- Bag of Green Dust
Room K6: Bath
Room K7: Bedroom
Hidden in a compartment in the base of the table, where it might be inconspicuous, are Gloves of Dexterity +2
Room K8: Storeroom
Nesting within is a gigantic tick, along with a brood of the much smaller variety. Once rid of these vermin, the pelts would fetch a decent-enough price.
Room K9: Bedroom
Room K10: Bedroom
Dust kicked up from the floor seems especially inclined to cling, in an atmosphere that fairly crackles with static electricity. Sparks will leap (and sting smartly) when characters touch metal (door-latches, their swords, etc.) or one another. The smell is strongest from a pewter tankard upon the table, brimming with a nasty acid. The head of the walking stick will unscrew, revealing 20 amber stones worth 10 GP each hidden within. But do not grasp the stick and the tankard together, or the acid will violently burst forth from the vessel, doing 3d6 damage to any within five feet (DC20 Reflexs save).
20 amber stones (10 gold each)
Room K11: Bedroom
Under a mermaid-figurehead mounted on the east wall, a table bears the log of "The Seaborne Sabre", opened to a description of the Tang Empire and recounting the legend of a "mountain of amethyst" said to be located there.
Room K12: Smithy
As the party ventures into the room, the unseen smith hurls that hammer as though with a STR 18, and it will continue its animated attack, in sweeping passes back and forth through the room. At the end of 5 rounds, it returns to the hand of the armored form that draws itself up out of the rainbow fires of the forge: This construct is armed with the hammer. If defeated, proves to be an empty suit of armor--but armor of a marvelous lightness and strangely iridescent hue, showing no sign of the damage which stopped it!.
From the Croaking and Rattling Halls the southeastern arm of Tegel Manor stretches out toward the Wizard's Tower, the contribution of Ridwick of the Relic (portrait 85) to the expansion of the estate. Perhaps because his foul influence has never yet departed from the tower, this wing exudes a sense of evil that grows more daunting as one approaches that sinister spire. The area and the Wizard’s Tower are the newest additions to the Manor, although they are over 100 years old.
Room Ll: Stable
Before they enter the stables, you hear what seems like a thunderous clashing of arms and a horse's scream.
A secret passage at the back of one of the stalls (south wall) conceals a narrow corridor some 40' long, at the very end of which is a set of 4 bridles with a flame red thread wound between them. The bridles can be used to tame the Nightmares if a clever adventurer throws them over the beast.
Bridles of the Nightmares
Room L2: Barracks
Room L3: Bedroom
Upon noticing the intruders, one drops his burden, spilling a foul combination of frog legs, snakes, and featherless birds pickled in brine onto the cold stone floor. Upon defeating the zombies, any brave souls who wish to examine the other long-unopened containers will find a cornucopia of wizardly spell components, much of which has gone to its reward quite some time ago.
Room L4: Armory
A detailed count would reveal 10 various battleaxes, 23 spears, 13 assorted swords and 27 daggers, amongst other armament. If grasped with unprotected hands, the weapons do 1d6 of cold damage.
Room L5: Rumpus Room
Crashing and thudding noises sound randomly from different corners of the room every 1-3 rounds, often with no visible source for the sound.
A blizzard of sparks belches forth from the hearth every fourth round to a distance of 20'.
The furniture randomly launches into the air and goes flying every sixth round (roll ld4: 1 = foot- stool, d6 pts. damage; 2 = side-table, 2d6 pts. damage; 3 = chair, 3d4 damage; 4 = table, 3d6 damage).
Room L6: Lich's Laboratory
An iron-bound door incised with arcane runes and sigils bars entry to the ground-floor of the tower. This is the stronghold of Ridwick of the Relic, evil liche lord of the Rump family tree (portrait 85), and it is viciously guarded! The door itself contains two separate trap mechanisms, one of which causes the wrought iron bracings of the door to reveal their true nature, snapping shut like twin bear-traps on the unfortunate soul who tampers with the lock. The second trap triggers a poisoned bolt launched from within the latch itself. Even if these traps are thwarted, the danger is far from over.
No less than five pit-traps have been laid in the floor near the entry (consult map for locations). That nearest the door gives way beneath the weight of an intruder, causing the victim to pass through its gluey substance and become coated with a suffocating slime before failing to the bottom of the pit (12'--a possible 1d6 damage from the fall, plus suffocation in 1d8 rounds).
The passages to which that tome has been opened deal with immortality and regenerative elixirs. Labelled flasks include one proclaiming simply "Immortality" and another "Longevity". Both have serious drawbacks: the "Immortality" offered by the one is that of a liche, undying perhaps, but not truly alive either. "Longevity" is not so severe, adding as it does 10% to the normal lifespan of the being who drinks it, but at the cost of a total insensitivity to touch--one may not feel pain, but one cannot feel pleasure either! The immortality-elixir is not truly permanent either, although once one has become a liche, one remains so "mummified" even if the immortality has worn off...
The stairway leads into a tunnel between DL2N and a faraway cave along the shores below Tegel.
Ridwick does not like having his rejuvenation bath interrupted. The north door out of this cell enters another wardrobe chamber with ceremonial robes and mask (see Room GI). Against the north wall, a mirror of black glass radiates detectable magic. If anyone concentrates on the mirror, by engaging in a contest of wills with it (DC30 Will save) one can either receive the answer to one question, or conjure a vision of the current location of a named individual being.
- Bracers of Armor +4
- Cloak of Resistance +1
- Ring of Protection +1
- Potion of Gasous Form
- Scroll of Summon Monster 4 (8th level)
Room L7: School Room
The door lets into an inner chamber, small but richly appointed in black velvet and silk. It has a night-dark opulence in its few furnishings with silver traceries. The locked doorway into the small wardrobe between this room and the "bathing chamber" of L6 is hidden behind a heavy curtain.
Nightmares (4) Skeletons (6) Zombies (4) Raconteur Roi, Weaponsmaster Animated Furniture Lich – Ridrick of the Relic
Bridles of the Nightmares 60 gold +4 Bracers of Armor +1 Ring of Protection +1 Cloak of Resistance Potion of Gaseous Form Scroll of Summon Monster 4
The Wizards Tower
From the Chiming Hall, a lengthy passage leads to the foot of the outer staircase of the Wizard's Tower. Near its base is the doorway into the Liche's Laboratory (L6) The staircase itself, with torches bracketed along the wall, winds up and around to the door of the guardroom on the second floor, then continues upward to the Conservatory. Access above that level is by means of a second staircase leading as far as the fifth storey. To reach the last levels, one is forced to climb up the rungs mounted inside a shaft to the seventh floor. No one in living memory has ascended to that floor--and returned!
Second Floor: Guardroom
A formidable oaken door opens from the landing at the second story onto a second landing within, from which a staircase leads down into the laboratory below. The door is not locked, but is equipped with a device that causes a gong to sound when it is opened (unless detected, as a trap, and deactivated).
Their commander, a wight, calls the attack with an unearthly howling war cry. If the gong sounded, they will not be surprised, but will be rising to attack when the party-members enter the guardroom. Otherwise, the party has the advantage of surprise initially. Half the ghouls will forget to grab any weapon other than a bone for bludgeoning; the others will have swords, but still be 50% likely to forget their discipline in favor of their more customary methods of attack.
Third Floor: Conservatory
The outer staircase ends its winding climb at the richly-carved door of this level. If the door has not been either checked for a trap-mechanism or had that device deactivated, an odorless gas will be released into the chamber and take effect on the party in 1d6 rounds after they have entered (with a chance to notice the effect after the tenth round).
If the glass is broken, allowing the gas to escape, the being revealed will recover from its state of suspended animation in ld4 rounds. The prisoners include several villagers, several orcs and a harpy. The rest are empty except for the gas within.
If the party does not detect the gas trap that the door mechanism activated, and is overcome by the gas (DC20 Fort save), they will come to inside one of the empty cylinders (any additional party-mernbers in excess of that number will come to out on the landing). Those so trapped have 4 rounds to try to get out before they join the rest of the display. The gas is emitted by a pipe through the open mouth of the statue. The staircase that leads up to the next story is behind a stone door mounted to shut behind intruders, and strong enough to snap up to four spikes.
Fourth Floor: Lich's Quarters
At the head of the staircase to the fourth floor is another stone slab barring entry. It requires a total STR of 48 to open (meaning that the party must collectively put their backs into it to move the obstacle). If the door below has snapped shut, they had best hurry, for the air will give out in the stairwell within 8 rounds.
Anyone looking up will note that a Fear rune is inlaid in the ceiling and immediately have to resist the sight at DC25 Will save to avoid succumbing to its effects.
Anyone falling into the shaft instead finds himself within one of the glass "pillars" of that floor. The opening is easily enough avoided, ordinarily. However, there is a torne, the Labor Damhnar (Book of the Damned) upon the lectern. Any who attempt to read the book, unless skilled in high necromantic art, must resist its influence at DC30 Will save or succumb to frenzied panic for 1d10 rounds. This makes a body dangerous to himself and the rest of the party, and far more likely to send someone down the shaft.
The lectern is magically guarded against scrying, but a clever player will find a secret drawer (DC30 spot). This contains the phylactery of Ridwick of the Relic. This is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. Tiny, 40 HP, Hardness 20, Break DC 40.
There is another danger lurking here: to the east side of the chamber is a one-way teleportation gateway, which will transfer anyone who enters it to DL2E, beneath the manse. Framed as a large black mirror, one must deliberately plunge (or accidentally fall) into the mirror to be translated to that other location.
Fifth Floor: Store
An iron chest sits amongst the piles, mostly covered. When opened, it releases six shadows unfolding like black silk into the gloom. Locked in another chest are lanterns, and a silver dagger now black with tarnish. Beneath a heap of clothing is hidden a cask of lamp oil.
The way from this floor becomes more difficult. To ascend into the belfry, one must either reach the rungs mounted within the shaft overhead, or attempt to climb the bell-rope (it is too tattered to support more then 120 lbs.).
Court sword – 360 gold
Sixth Floor: Belfry
The bell is worth 2,000 gold. It is so precariously set upon its rotting supports that there is a 10% chance of pulling it down upon oneself when attempting to use the bell-rope. Its ringing, or any sudden movement on this story, will startle the 20 bats who call the belfry home. If one rings the bell from the fifth floor area, d12 of the nasty critters will come down the shaft. If attacked while climbing up the shaft, one may have a DC20 Reflex save to avoid tumbling back down (with a possible 2d6 points of damage from the fall).
In the west wall of the belfry is a secret doorway that will permit one out upon the rooftop of the fifth level. From here one may view the surrounding countryside, and may approach the topmost level of the tower from outside rather then through the shaft in its floor.
Seventh Floor: Wizard's Belfry
If the party have been stealthy in their approach to the highest level of the tower, they will hear noises from above. On the other hand, if they've caused a fair commotion themselves, what waits above is very, very quiet.
The outer approach to the is easier, and far safer, then attempting the shaft, as the reasonable approach to the shaft would seem to be climbing up to it over the supports of the silver bell which will not take the weight. There is no rope attached to the copper bell worth 100 gold in the upper belfry, having given away at some previous time.
This level is also home to two harpies. If caught unaware of the party's approach, they will be indulging in an apparently fresh kill, their eyes wild with the pleasure of it. (An adventurer quick enough to make observation at this point may well wonder how they obtained such a feast when they obviously are chained here.) If, on the other hand, the party had no chance of approaching unnoticed, they will find the harpies waiting for them. (There is a 20% chance that the creatures will have taken advantage of the portal and their 60' of chain to slip throgh to the library for a few rounds before returning, hoping to surprise their prey. As soon as the party enters the room, the harpies, if present, begin crooning their singing. Gazing directly at their beautiful but emotionless faces means the intended victim must resist the song at DC25 Will save. If the bird-women have attempted to surprise the adventurers by using the portal, an observant character may readily notice that the lengths of chain upon the floor disappear into the mirror. (The portal, incidentally, cannot be broken like an ordinary glass mirror, though a spell to dispel magic may work, as will destroying the frame which contains the "mirror".)
The mirror is a two-way gateway to the library M12 on the second floor of the southwest wing of the manor.
The second floor of the old Southwest Wing of Tegel Manor has for long years been approachable by only two means (other than attempting to climb in through a window, which hasn't worked out so well for previous interlopers). First, there is a two-way portal from the topmost belfry of the Wizard's Tower into M12. And then there is the hidden Spectral Staircase, at the end of a long 220 foot and exceedingly dark, narrow passage secreted behind a secret panel in the Clanking Hall. Small wonder few have ventured there. And little wonder either that fewer have returned!
Room M1: Waiting Room
A couch adjacent the entry in the north wall is home to a greasy grayish ooze overlaying an elaborate samits robe, a book of Elvish poetry (both ruined) and a golden brooch (worth 215 GP).
Room M2: Bedroom
Small wonder if the great mirror on the south wall violently shatters when characters enter the room (only to reassemble itself in 1-3 rounds as though nothing had happened). If any character looks directly at the mirror, their reflection will be twisted by an expression of envy and malice. Then the mirror explodes again, flinging glass outward to do 2d6 damage if not avoided successfully (DC15 Reflex save). Given the garishness of the decor, it is almost a relief to the eyes when two shadows emerge from behind the folds of the motheaten curtains. But take care how they are dealt with. This room is a virtual tinderbox simply waiting the flame.
Room M3: Study
As soon as the party enters, the eastern wall bookcase comes crashing down on top of anyone nearby for 1d10 points of damage. It also knocks the door shut and serves to block it. As the party attempt to lift the bookcase out of the way and open the door again, the books will begin flying about the room, battering the players with repeated blows (make a DC20 Reflex save for each round until the case is removed and the door cleared (ld4 rounds) to avoid being pummeled by ld6 books).
Room M4: Bedroom
If lit, the candles seem to give off an eerie "unlight" not unlike the effect of modern "blacklight". Upon the bed lies a shadow, enfolded in a plum-colored robe. If approached close enough, it will retreat across the bed. The pillow is a trap. If touched, it bursts like a puff-ball, releasing a cloud of fine dust, a sleep-powder which must be resisted (DC25 Fort save) or else it will take effect in ld4 rounds.
Room M5: Sitting Room
When the party enters the green-tinted skull emits an earsplitting shriek and flies as if flung across the room into the open cabinet there, which slams shut noisily, stirring up a considerable cloud of dust.
Room M6: Maid's Room
The door from the Whimpering Hall is locked. Beyond it one can hear the sound of scuffling, grunts and growls and the odd note of something very like childish laughter.
With a gutteral series of sharp cries, she stops the two wolves that are moving toward the door as it opened, and the lot watch to see what the intruders intend to do. If the young are threatened in some fashion, the mother attacks at 3x her normal ferocity.
Room M7: Bedroom
If he reaches to take it, she slithers up around his neck, and the furs slither up around her-so that he suddenly finds himself in the embrace of a werewolf.
Room M8: Store
Room M9: Bedroom
Small wonder then that as the adventurers enter the bedroom, they find a werewolf sitting atop a brass, bound chest at the foot of the bed, partially accoutred in armor from one of the suits on display in the outer chamber, whining and fumbling with a hawk-crested helm on his head. One of the hunting spears that graces the outer room is fancifully outfitted with a tip spiraled like a unicorn's horn though fashioned in steel with silvery accents.
In the chest, sits a longsword with silver tracery upon its blade and 600 gold. A careful examination of the detailing in the west wall reveals a secret doorway out into the Howling Hall. There is a small alcove behind a curtain in the north wall. When the drapery is pulled aside, a sudden cold blast of air extinguishes all light in the room, and a hideous cacophony of shrieks and howls follows. There is, however, nothing there!
Room M10: Seance Room No door blocks the entry to this room. Instead a shimmering curtain of sparkling crystalline beads hangs in the arch. Still. one finds it necessary to find the strength of will and courage to enter (DC20 Will save caused by a magical aura about the room).
Examination reveals the vials to be labeled as containing trapped spirits, shadows and other phantasmal creatures. Picking up any container requires a contest of will with the entity within (opposed Will check) to resist a sudden urge to open the stopper and release the evil contained thereby. The mask has the peculiar property of making its wearer “invisible” to any attempt to detect or identify magic. The deck is a Deck of Fickle Fortune. The crystal ball, if touched, shows a woman’s head in the sphere, her finely-chimied features surrounded by a cloud of raven black hair. The dusky, heavy-lidded eyes seem to look right through the person to whom she speaks. This oracle will grant one straightforward and truthful answer to a request for knowledge per week, answering all other questions of that nature only in riddles and vague and mysterious pronouncements. She can also summon one Rump of choice/day.
The rear of the curtained alcove conceals a two-way secret passage into a narrow compartment behind the fireplace. Here, in a shroud of spider-silk, is the body of the woman whom spirit appears in the crystal, appearing merely asleep rather than dead, yet both as pale and as cold as alabaster. Her bier obstructs a second, one-way, secret door out into the Whispering Hall.
Room M11: Bedroom
Any who would dare risk taking their rest in this room will dream of the Wild Hunt, waking exhausted with no recovery of lost fatigue for having slept, but finding their riding and hunting skill increased by the experience.
The inner boudoir is occupied by two werewolves, evidently drunk and making odd crooning noises, while silting like a pair of pirates immensely pleased with themselves on a spilled at cache of fine silks, costume jewelry and a few genuinely valuable trinkets Just as the party enter the room, one of the furry felons "burns" himself on some of the silver jewelry, and becomes quite agitated.
- Tiger-eye necklace worth 500 gold
- Spilled casket of silver chains worth 120 gold
Room M12: Library
Access to this room is gained only through the maid's chamber (M6) or by means of the two-way portal from the Wizard's Tower Belfry. Because of that portal, there is a chance (20%) that the harpies from the belfry will be here and attempt to use their siren abilities upon unwary adventurers. They have a maximum of 30' of chain they can range into the room.
The topmost of these writings appear to be an as-yet incomplete magical scroll. Attempting to move the skull or explore other items here causes the bony guardian to call out loudly, reporting the trespassers' actions. This immediately draws the unwelcome attention of a powerful (but quite insane) wizard. If not disturbed, the wizard will be found instead, ensconced in a comfortable high-backed chair, reading to four werewolf cubs), with which he is on the very best of good terms. The harpies also answer to him.
On one of the shelves in the library sits an ancient statue of a bee made of volcanic pumice with moonstone eyes. – RED BEE.
The secret passageway in the north wall conceals the spellcaster's private workroom and retreat, densely cluttered with ceremonial paraphernalia more like a closet then a laboratory, and most of it of no particular use by itself, The magical statue that overlooks the wizard's desk in the main room is a waxen man-sized figure. When animated by the sorcerer, it bestows its peculiar power: taking the likeness of the first person whom it touches. Any damage done to the effigy then appears immediately on its living model. This life-sized "voodoo" doll is susceptible to spells which dispel or negate magic or remove a curse. It can be destroyed by fire, but the chosen victim will share the damage!
Gray Ooze Shadows (2) Animated Books Shadow Werewolf Pups (4) Werewolf Adults (6) Dire Wolf Reparoc the Raider (lich wizard) Werewolf Pups (4)
Golden brooch (215 gold) Silver Sword of Speed 600 gold Tiger-eye necklace worth 500 gold Spilled casket of silver chains worth 120 gold Green Mask of Cloaking Deck of Tarot Cards Crystal Ball – 300 gold
Elsewhere About The Grounds
Runy and his retainers have grown almost blase about the one spirit that haunts even this sanctuary, a ghost of a dishevled old man who mutters imprecations, causes mugs to hurtle at intruders, and then sinks through the floor. He shows up almost like clockwork every night to the point that Sir Runic is getting quite good at catching--or dodgirg--the crockery.
The cistern near the Hermitage is still a source of pure water, though no one will go near it at night because of the sorrowful weeping and plaintive moaning that echoes from its depths from dusk til down. A crawlspace opens in it some 30' down, connecting eventually with the beach-tunnel from DL2. And at the bottom of the wall 20' further down is a golden wedding ring.
Wedding ring (20 gold)
Sir Runic the Rump, Paladin
- +3 Sword
- +3 plate
- +1 Ring of protection
- 255 GP
- 160 SP
- 24 CP
The trapdoor openings give access to the subterranean levels beneath the manse. The trapdoor on the left descends to DL2H. The right-hand passage leads down to DL3K. The dead who remain here, remain here. Everyone else is still moving about the estate somewhere else.
Crypts Left trap door leads to chamber on Level 2. Right trapdoor leads to chamber on Lovel3.
The open graves have seemingly exploded from within. The dirt around these graves, in some cases, appears to be quite old.
Abandoned Slave House
In the field west of Tegel Manor (hex 1706) lies an abandoned slave house. Taken from their village in a raid, three ghosts of former slaves dwell here. These slaves swore an oath to avenge their loved one who died in the raid. They are bound to this location and never travel more than 30 feet past its perimeter.
If approached at night, an eerie white glow will come from within. This is the glow of the Sword of Ghost Slaying +2. It is active because there are ghosts at home.
In a large field at the bottom of the hill west of Tegel Manor lies a simple one room building with a long-collapsed stone roof. The house is unremarkable except for the iron bars, now long rusted, in place of a front door. Inside, six small cots and bits of several tables are all that remain of very poor quality furniture. Poking from a pile of refuse, you can see the point of a magical weapon which is glowing brightly.
Underground Level One
The evil and decay that pervade Tegel Manor have sunk their roots deep into the earth beneath the manse, in a labyrinth of tunnels, dungeons, and other chambers. There are many ways by which these passages might be accessed, some deliberate, some accidental (and too often, one way!).
This warren of rat tunnels not only runs under the manor, but often up inside the walls of the old estate. Not all the passages connect to one another, either, so it is possible to find oneself lost or trapped in dead ends.
And this maze is home to gigantic rats. Most of these ratholes are 3' in diameter, and all have a 20% probability of blockage by a rock or cave-in. Removing such rocks will usually require at least a DC15 Strength check, and digging through debris will require 2-8 turns to win clear.
Once down in these holes, the characters discover that all of this level is made up of the rat tunnels, 3' wide/high. There is no room for medium-sized characters to turn around. Only small, hand-held weapons can be used effectively in the cramped space. The rats' lairs are foul places to visit, with piles of filth, linen shreds, table scraps or other less wholesome provisions, pretty rocks--and perhaps a modest treasure trove, to boot. At any given time, a good portion of the rats are out and about, scavenging for food or for more shiny baubles.
The Level One map shows where specific ratholes entering the various rooms of the manor are located for example, D2, indicating a rathole in that bedroom. The various major chambers within the maze include:
Eight rats are found in this outpost.
Eight rats are eating and snoozing in this room.
Note this room is the receiving end of a Teleport from Room A2 (Great Hall)
As one of the chief warrens, there are usually 20 rats here.
Six rats are found here.
This is the stronger faction's headquarters, with 30 rats present plus a rat king.
Underneath the pile of rocks which form his "throne" is hidden a precious treasure indeed: a magic sword and scabbard worth 4000 gold. The scabbard is the real magic! So long as it is worn, any other weapon will do half-damage to the wearer. However, if wounds are not properly tended to at the first opportunity, the wounds will appear the moment the belt and scabbard are removed.
Eight rats are found here.
Twelve rodents are here, along with a considerable quantity of filth and debris. A careful search will find a discarded Potion of Healing.
There is a 60% probability that this chamber will be found empty save for filthy blankets and other "furnishings" dragged down here. It is the home of a wererat named Haredrir. If he is in here, he's not easily surprised (adjust any attempt down to compensate for his acute senses). He is a master of surprise. His favorite subterfuge is to pose as a lost, bewildered human, and attempt to lead the party away from his small treasure trove (cached in an invisible strongbox).
Six rats are here. They are very frightened of the Mongooses in Room 10.
This is the lair of four giant mongooses introduced some time ago, in an attempt to exterminate the giant rats.
A small hole in the floor (pencil-sized) drips a noxious green liquid.
Three “special” rats will be here. They have weird powers as a side effect of being located beneath the Liche's laboratory (L6). They glow a sickly green, and any victims they bite do this as well.
Underground Level Two
Stone staircases from the Footsteps Hall and the hidden corridor between the Great Hall (A2) and Throne Room (D1) lead down to subterranian passageways of well-fashioned stone and scant illumination. Torch brackets spaced some 50 feet apart are mostly empty. Partway down the Footsteps Hall stairway, a rat-tunnel from Level One intrudes.
And it is safe - for all that there is a continual scraping, grinding sound coming through the walls from an uknown source.
This room is conveniently located just under the torture chamber above (in G3). Thus, the ogre has little more than to wait for what is dropped to him through the open pit. Though this cavern and the ones beyond give evidence of many a grisly feast, deliveries have been few lately, and this boy is hungry. Through the maze of lightless caves, one can find a sloping passage down to the third level from here.
Here in squalid surroundings lives Renorok Rump, a ghost of a simpleton. He seems distressed as the orcs down the hall have stolen his bright bauble (a continous light stone which glows in colors that constantly change). He is afraid of the dark, you see. His gem is in Room 24.
The head is the oraclular skull of Raps Redaxe, which appears to sleep most of the time, and, if roused, still remains so drowsy that it only manages one riddle before failing asleep again for several weeks.
A Knowledge (Philosophy) check will be able to understand enough of the writing to realize that it is all graffiti, philosophical or metaphysical, and filled with dry wit, but graffiti nonetheless. Raps favorite is the question of the Alchemist who presented his king with a vial of liquid that would eat through any substance known to man, and was immediately put to death for it. The proper answer to this puzzling situation was that the man had to be a liar, or else the liquid would have eaten through the vial.
Any character touching the oracle must roll a DC20 Fortitude check to resist being stunned for ld6 rounds. A second attempt will result in a save at DC25 for 9d6 of damage.
Beyond the pedestal a stairway descends from the NW side of the chamber to the third level.
This chamber remains empty most of the time since it is the incoming teloportation gateway for the Liche (from the fourth floor quarters in the Wizard's Tower).
The door is sealed by a magical spell (animation) which will activate three gargoyles in Room 16 unless a successful Disable Traps (DC20) roll is made. These are the juggling cubes of Reckless Rory in Room UG27. The hidden door is trapped, so that a missed attempt will “glue” the thief to the doors – while the gargoyles pick him apart.
A secret door in the southeast corner can be opened by pulling out a bottle of Rumpole Red from the rack. There it a 10% chance of finding a poison vintage if anyone goes sampling.
Teleport from A2: Great Hall.
In this last resting place are two wights which will attack if any of the lids are raised from the crypts. If the pirate attack allows, the body of a human sailor can be found here.
The body is that of one of the pirates who were tasked with assaulting Tegel Manor. This room can also be reached by the stairs descending from the mausoleum above on the grounds of the estate. The pirates have “raided” the mausoleum to find treasures.
Careful examination will show that six have been carved: Rabid the 9th, Raging the 5th, Rampant the 8th, Reckless the 14th, Redhot the 10th, and Ruthless the 13th If the party encounters Raoul here, he will tell them, “I am bound by my Order.” If they say, “Raoul the 19th”, then they will gain control over Raoul.
This remote crypt is the final resting place of Raoul the Reformer. A fine sword is half pulled from its scabbard. Runes on the sword read “Drink deeply if you draw my fang!”. DC19 Will Save.
When the statue of the serpent is touched all characters in the room are teleported to Room 36.
Behind the lair of the orcs, this room waits at the end of a narrow, cramped passage. Sitting as though entombed here is a huge cocoon-like lump.
Within is kept the accumulated loot of the orcs various sorties, heaped carelessly about the chamber. The cocoon is a giant spider acts as the guardian here, That narrow alley keeps her out of the main hall.
This large chamber serves as headquarters for the orcs sent here to loot the manor for treasure. There may be a giant here with them. Right now, they are terrified to go any further since they have had several members of their party wiped out by undead.
The paper appears to be lists of watches and a list of treasure found: magical chainmail, spear, 1200 gold, 400 silver and several “pretty” gems.
The pen and inkwell are those of Riddles Rellwood – part of his curse in UG47.
This outpost guards the entry from the caves out by the beach beyond Tegel. It is routinely guarded by three orcs.
Down the path towards the beach, the party will discover a small niche in the wall holding a sheaf of parchment - Chapter 6 of the Book of the Djinn, 20 blank pages. The pages radiate a slight aura of magic and cannot be written on by any ink or implement. Any marks made on them merely fade in a few seconds. The pages are also immune to fire.
Underground Level Three
The well-fashioned stone staircase from the Chamber of the Oracle (Room 15) leads downward into a progressively roughhewn series of twisting passageways to the third level, also reached also via the sloping descent from the caverns beyond, which enters the third level through coarsely finished funnels.
The spell that has interwoven these phantom shapes can only be penetrated by magically-induced light which then reveals the three sealed doors in the western wall.
- The first (SW) reveals an antechamber leading to the passage connecting Rooms 28-31.
- The second (middle) door yields only to great strength before opening upon a well-paved corridor leading away into the darkness.
- The third (NW) opens upon room 27.
In 1d4 rounds after the trunk is opened, a partial skeleton in the ragged remains of jester's motley pops up from among the bones like a macbre jack-in-the-box, to sieze the the throat of the nearest character and attempt to strangle him.
This is the body of Reckless Rory Rump. He seeks his magical juggling cubes from sowewhere inside the manor.
A large pile of rock mostly blocks this passage. There is enough room for a small human to squeeze over the rubble at its top.
Three ghouls have fashioned a "comfortable" retreat in this circular cell, though it lacks any provender for their current hunger. When the party encounter this lot, one is futilely picking at the skeletal remains of a great bow in the center of the room, while the other two are already heading toward the door to go hunting. How lucky can one get?
The little spiders did not do all this vast amount of weaving. The mother spider lives in Room 30. The babies will come to the aid of their mother and vice versa.
That oily "pool" is actually a ochre jelly which attacks by flowing over its prey, paralyzing and suffocating the victim before absorbing the blood (which takes ld6 rounds).
The catch is that this has become an ideal nest for a Rust Monster. Four apparently metal eggs, out of which hatchlings will eventually come are scattered nearby.
At the bottom of the coffin is a small figure of a moonstone bat. The statue radiates magic and is part of the reliquary. It is the red bat. Four Skeleton; 1/2 HD, 1-1-3-3 HTK, AC 7, 1-6/sword; guard dirt filled coffin. Its master will track the party if the bat is taken.
This garden is not without its serpent, though, and a big one it is, too. The giant snake is entwined about one of the "trees", beneath which it guards eight eggs. Care must be exercised here to avoid causing the more delicate formations to come crashing down
The pit in the W recess of this sty will unceremoniously dump the unwary into Room 39, while a misstep in the mudpool could result in a nasty slide into the hot water belching up from Room 36.
The passage from the north of this room slopes roughly down into the fourth level of the underground.
The whole pit is nourished by hot springs below, the boiling pressure of which forces the water up into this chamber. All that maintains the fairly constant level of the deadly tide is the passages which carry away superheated water to both the mud-baths of room 35 and eastward to some unknown point. If one can reach the tunnel leading to room Room 35, it offers treacherous footing but a way out. The only other approach is the narrow passage back to the corridor between the stairs. The footing everywhere is slick and slippery, while the heat will quickly do double normal fatigue damage to anyone dressed in armor. After a few rounds a Fortitude DC15 (and increasing) roll should be made to avoid being overcome by the heat.
Underground Level Four
Aside from the unpleasant surprise of failing into the pit trap in Room 35, the way to approach this bottommost level of the chambers beneath manse is down the sloping passage on the north side of the third level. Or descend the staircase in the western passage, near that which led from the second to third levels. Here the stonework of most walls is little better than hewn rock (the workmen may have been in rather a hurry to finish and get out...).
The bodies in the niches are the source of the four wraiths who angrily descend upon any who begin to rummange through their elegant belongings.
Two basilisks attack any who enter. There is a passage “lovers walk” leads to the Cliff House. A chest contains 360 gold.
The tomb appears to empty. It contains, however, the body of Rosienna Romancer. There is the heart puzzle here.
Three contain mummified remains. The other two sarcophagi contain just dust.
There is a hidden passage in the SE corner concealing the way into Room 42.
The first who touches the man will have a banshee appear next to them. She will acknowledge her victim and vanish, to reappear whenever the character is in a potentially deadly situation. If they die, she will claim their soul.
This is the body of Rigat Rump the giant who died in 701 TA.
The inner chamber appears shimmer like wet water on the walls and floor. Entering the room will teleport the characters to Room 43.
As the party enters the room, the shrouds and windings begin to slither and move, seeking to enfold the characters and drag them into the open crypts. The most ornate of the crypts contains a bejeweled death maskiworth 300 gold which likewise launches itself at the nearest potential victim.
Behind a secret panel is that teleporting space that connects with Room UG42.
A tiny enclosure similarly hidden in the S wall conceals a delicate jar of black glass containing a single large opalescent gem cowed in the shape of a heart (and worth perhaps 4400 GP). Cursed it is with a "creeping madness" and dark magicks besides, whoever first sees it must make a Will DC25 roll to resist its influence or end up desiring to possess it above all else. All others must make a Will DC20 roll or they will be driven by sudden avarice to wish to take the stone at whatever cost.
Breaking it will cause the room to go silent and the curse to be broken.
The clapper in each "bell" is a gold-piece, except for one which hides a 600 GP opal gem. One finds a fat little spider too - but these are harmless, for a change and should make nervous heroes just that much jumpier.
The entry to Room UG43 is skillfully hidden, awaiting the clever, to find it.
DC15 to pick. The trunk filled 560 daggers. A secret compartment contains a gold mace worth 90 gold.
Every few seconds, twenty of them randomly launch themselves hurtling back and forth across the room to stick into another wall. None ever appears to strike a circle near the center. Atop a trunk in the midst of that circle rests a golden sickle (worth 90 GP), while within the chest are ornate robes decorated with entwined dragons of red and black, underneath which rests a cold-ron mace. All this must await discovery after one deals with what evidently kept the all creatures out of this room.
Suddenly, apparitions start to fly down the hallway into the room. They act as gusts of wind which blow the party into the room. The appartions dissipate when entering the room just to reappear down the hallway a few moments later.
A ghost is here who will attack if the zombies are threatened. He is the ghost of Riddles Rellwood, a famous Rump playwright, who was poisoned by the family. He seeks his magical pen and ink from Room UG24 to be at peace.
An invisible barrier keeps the party from entering this room.
This chamber is just slightly north of the moat-trap Room UG36 above it, and the hot springs must be beyond but a thin layer of rock. If the well ruptures, it will fill the space with boiling water from the hot springs; this takes ld4 rounds, and ld6 after that the barriers vanishes and this chamber becomes uninhabitable thereafter.