Friday, November 24, 2017


33FFF STORAGE ROOM. Assorted pieces of unused furniture clutter this room. Among the useless bits is a gold goblet decorated with blue-green faience to simulate eyes. It is worth 350 gold crescents but any liquid placed within it turns to blood.

Thursday, November 23, 2017


33EEE LAUNDRY ROOM. This room is equipped with tubs, a water faucet, and a clothesline holding white draped sheets. But they aren't actually sheets they are restless dead shaped like sheets with round black eyes and smiling mouths like cartoon ghost.

3 Restless Dead "Sheet Ghosts" (AC 8; MV 15"; HD 3; hp 14 each; #AT 1; D 1-4; SD Smother; SD Limited spell immunity; XP 132 each)

If sheet ghost hits it will wrap itself over the head of its target. Each round after that it will do an automatic 1d4 points of damage and the character will begin to smother as if drowning.

Wednesday, November 22, 2017


33DDD FESTIVAL OF GHOULS. Seventeen ghouls surround a gold idol and wallow in the central portion of the room, which is depressed fifteen feet lower than the rim of floor that is at the level of the door. A net suspended from the ceiling holds vast numbers of corpses, creating a overpowering odor of rotting flesh and providing the ghouls with a slow feast as one or two fall through the net every few minutes.

17 Ghouls (AC 6; MV 9"; HD 2; hp 9 each; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 83 each)

The golden idol stands five feet tall, but is supported on a pedestal so it dominates the room. It resembles a human embryo with pointed teeth. Its eyes are rubies and it is worth 14000 gold crescents and weighs 10000 gp weight.

Tuesday, November 21, 2017


33CCC CHAMBER OF LOST SOULS. This room is uncomfortably cold. There is a thin ledge (about three feet wide) surrounding the central pit. Spectral forms scream and moan as they fly about the room and deeper in the pit. A pillar extends out of the pit, supporting a throne holding a four-armed skeleton wearing a golden crown.

Four-Armed Skeleton (AC 7; MV 9”; HD 3; hp 18; #AT 2; D 1-10/1-10; SD Sharp weapons score half damage only, limited spell immunity; XP 104)

The skeleton cannot attack from its position. If it is attacked and defeated, it will fall off its throne and the crown (2000 gold crescents) will be lost.

The pit is bottomless. Any person who falls in is unrecoverable short of a wish. The spectral forms are impotent. They will try to attack adventurers attempting the crown, but they will pass through characters' bodies without harm.

Monday, November 20, 2017


33BBB MAN OF STIRGE. This room holds a handsome young man wearing clothes about thirty years out-of-date. The rest of the room is furnished as a lounge, with couches, chairs, small tables, and a bar.

The young man will appear pleasantly surprised by the appearance of the characters. He will open his mouth as if to greet them, but then his mouth will open wider and wider and as stirge begin to emerge from this orifice his body will crumple like a sack to the floor.

13 Stirge (AC 8; MV 3”/18”; HD 1+1; hp 6 each; #AT 1 bite; D 1-3; SA Drain blood, attack as 4 hit dice monster; XP 48 each)

1d4 stirge will emerge each round, until all thirteen are present. The body without the stirge is just a husk of skin and has no powers, although it does wear a silver bracelet (45 gold crescents).

The bottles in the bar are empty, except one which contains a potion of extra-healing. A small box on the bar countertop holds 13 fine cigars, valued at 10 gold crescents each.

Sunday, November 19, 2017


33AAA SECRET PASSAGE. This passage travels to the mausoleum located in the cemetery just to the north of Hollow House.

Saturday, November 18, 2017


33ZZ SECRET ROOM. This room holds a small desk, an oil lamp, and a bed.

On the desk is a treatise on demonology and diabolism positing Hell as a great walled city surrounded by wilderness inhabited by demons. The last page is a scroll of protection from demons. The book is worth 13000 gold crescents with the scroll intact, 500 with it removed. If sold to an evil cleric of substantial financial means, it is worth 14000 or 1500, respectively.

Friday, November 17, 2017


33YY MAIDS' QUARTERS. Three nooses hang from the rafters of this bedroom, furnished to accommodate a dozen maids. There are dozens of desks, wardrobes, and dressers.

The nooses are inhabited by restless dead. Each sways in its own pattern, and if the room is searched, the adventurers will notice that when viewed from the corner of the eye, the nooses each appear to contain a female figure. These women would be pretty except their faces are bluish purple and their tongues are engorged and protruding. On direct inspection, the nooses will appear to be empty. If any of the dressers, etc. are opened, the nooses will attack.

3 Nooses, Restless Dead (AC 10; MV 0"; HD 4; hp 18 each; #AT 1; D 1-8; SD Strangle; SD Limited spell immunity; XP 197 each)

The nooses attack by trying to throw themselves about the neck. If they succeed in a to hit roll, they will strangle the next round and each subsequent round, doing 2-16 points of damage automatically. The nooses are supernatural and can stretch to any place in the room, and even another ten feet out of the room.

Hidden in the bottom of one of the wardrobes is a miniature golden casket the size of a shoebox (1700 gold crescents). It contains dozens of tiny wooden coffins each of which holds the body of a cockroach or mouse, tucked in under a blanket as if put to bed. There is a hidden bottom on the casket holding a magic-user spell scroll with passwall, project image, and stone to flesh.

Thursday, November 16, 2017


33XX FOOTMANS' QUARTERS. As the room is entered, fours skeletons break off from their neverending vocation of polishing boots. The skeletons will reach for any adventurers wearing boots. If allowed the boots, the skeletons will polish them (ruining them unfortunately). If attacked the skeletons will fight back.

4 Skeletons (AC 7; MV 12"; HD 1; hp 8 each; #AT 1; D 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 22 each)

In the rib cage of one of the skeletons is a golden spoon engraved with the initial 'H' (50 gold crescents).

Wednesday, November 15, 2017


33WW CELLAR DOORS. The doors at the top of the staircase lead to the side of the house. The are made of iron and barred on the outside and from the inside a heavy chain and padlock are present.

One of the golden keys will open the door, but the bar must be broken for egress.

Tuesday, November 14, 2017


33VV SERVANTS' DINING ROOM. Six diners sit at a table. They are all footmen and maids and each has their eyes and tongue cut out and placed on the dinner plate in front of them. Their jaws are pulled down as with massive force so they appear grotesquely enlarged. The corpses hands are each palm up and touching the underside of the table.

The table is the method to open the secret door. The legs of the table are sunken into grooves on the floor and if the table is raised (this will normally take more than one person, acting on opposite sides of the table) the secret door will swing open.

Monday, November 13, 2017


33UU BROOM CLOSET. This small room holds several brooms and mops. One of the brooms is a broom of flying.

Sunday, November 12, 2017


33TT THE GOLDEATER. An undead creature stumbles about this place. IHis arms and legs are skinny and his neck and face show skin stretched tight over his skull and vertebrae, but his belly is so swollen that it mimics pregnancy. This is the goldeater and he was obsessed with gold in life. He can smell gold and will attack the person carrying the most gold with the intention of killing them and taking their gold, which it will then swallow. If noone is carrying any gold he will ignore intruders.

The Goldeater, Restless Dead (AC 5; MV 12”; HD 4+3; hp 22; #AT 2 claws and 1 bite; D 1-4/1-4/1-6; SA Paralysis; SD Silver or magic weapons to hit, limited spell immunity; XP 390)

It paralyses as a ghast. Inside the goldeater's abdominal cavity are 3653 gold coins. They are decorated with an 'H' on one side and a skull on the opposite.

Saturday, November 11, 2017


33SS ROOM OF FOUR DOORS. The stairs go down thirty feet. The skeleton of an adventurer lies supine on the floor. It is dressed in rusted plate armor. Within a cheap scabbard is a long sword decorated with a gold hilt and tiny semi-precious stones worth 440 gold crescents.

Friday, November 10, 2017


33RR THE RED DOOR. Though the party may enter this room as a group, after entry each character will find themselves alone in the room.

A dim flickering light is present within the room, causing shadows to move on the walls. The shadows are indistinct when viewed directly, but from the corner of the eye they take on deformed manlike shapes. The opposite door is the color of fresh blood.

The character will be aware that the thing they fear most is behind that door. Certain death, damnation, eternal torture, or worse exists just beyond that door.

Each player should be pulled aside and told this information and allowed to choose whether to enter the red door or not. Non-player characters must pass a morale save in order to do so.

Those characters who do enter the door find themselves in Room 33SS. Those who do not will remain in the hallway at the door to Room 33RR. Once a character attempted this trial they may not enter Room 33RR again, instead they will find themselves losing about a minute of time and ending up in the hallway again.

Characters who pass this trial and enter Room 33SS may come back this way again, but they will bypass Room 33RR and end up in the hallway. At that point, they too may never again try to enter Room 33RR.

Thursday, November 9, 2017


33QQ THE BOTTOM OF THE STAIRS. A nightmare figure waits in this room. It appears to be a middle aged man dressed as a clown from the neck down. He would be handsome, but his mouth is too large, his smile too disturbing, and his teeth rotten and yellow-brown. The maul he carries is comically over-large and its business end is covered with dried blood. High pitched screams come from the sack he is holding. He opens it and offers a lollipop to the party. It has the head of a screaming child.

The Creepy Clown. Restless Dead (AC 5; MV 12"; HD 6+6; hp 33; #AT 1; D 1d12; SA Weakness; SD Limited spell immunity; XP 789)

The clown's breath smells of rotting flesh and any person in melee with him must save vs spells or be overcome by weakness (50% normal strength) for the duration of the fight. The maul is actually plated with gold and decorated with semi-precious stones on its handle. It is worth 400 gold crescents. The clown has 12 lollipops total. If the clown is destroyed they will turn into terrified real human boys and girls aged 2 to 5 years.

The stairs lead up to 33S.

Wednesday, November 8, 2017


33PP CORPSE RIDER. A pale obese figure rides in an endless circle upon the backs of a dozen zombies. In the center of the circle is a throne holding a golden figure. If the circle is breached, or if the the corpse rider or its zombies are attacked, they will move to attack the party. Otherwise they will ignore intruders.

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

The Corpse Rider, Restless Dead (AC 6; MV 1"; HD 8; hp 36; #AT 0; D Nil; SA Spit corrosive from nostrils for 1d12; SD Limited spell immunity, corrosive blood; XP 1185)

The corpse rider is so impossibly corpulent that it is impossible to distinguish original gender. The arms and legs have rolls of clammy, flabby tissue and even the face has so much excess flesh that no eyes or mouth is visible, Instead the long, prehensile nose moves about like an antenna, able to pinpoint the position of any person in the room. It is able to spit an acidic substance from this obscene organ anywhere in the room. The blood of the corpse rider is also acidic, and any weapons striking it must make a saving throw vs acid (see page 80 of the Dungeon Master's Guide). Any character killed by the corpse rider will rise as a zombie.

The zombies will move to protect the corpse rider as they carry it, so there is a 3 in 6 chance that any strike that is aimed at and hits the corpse rider will actually hit a random zombie. Because the zombies are busy carrying the corpse rider, only one out of every two will be able to attack at any time. They can move at there normal rate (6") as long as 8 are still functional. For every two destroyed after that, the rate decreases by 1".

The floor where the group walks is stained red and black from the blood and effluvia of the rotting zombies.

On the throne is a humanoid figure made from golden wire (600 gold crescents worth) and bearing a large ruby at the center of the forehead (5000 gold crescents). The figure acts as a cage for about 40 naked human-like figures, each about an inch tall. These tiny living beings show deformities such hunchbacks, extra eyes, and malformed limbs. Each being in a state of extreme lethargy, but if the ruby is removed they will begin bloodily cannibalizing each other until only a few are left, so bloated that they cannot move.

Tuesday, November 7, 2017


33OO. THIRSTY STATUE. The room is dominated by the statue of a humanoid being with amorphous features. Its mouth is the size of a human head and wide open. A heavy stone goblet is in its right hand.

If holy water is poured into the goblet, the statue will take a drink from it and transform into a white shimmering figure that will heal the characters, remove any curses, cure blindness, cure disease, and so on until the characters are free of any afflictions. It will then bless the characters so that they will be at +1 on to hit rolls and saving throws for the remainder of the time they spend in Hollow House. The person who poured the holy water will immediately level up (if multiclass all classes will level up). It will then dissolve into thousands of golden motes of light and ascend through the ceiling.

If unholy water is poured into the goblet, the statue will take a drink. It will then crack apart and a dark shadowy form will speak to the character who poured the water in the voice of a child, "Give me the name of your enemy and I will bring ruin to them."

The owner of the next specific name that the character utters will be targeted by this creature, a shadow demon. Saying 'Bill', for example, will not trigger the attack, unless the character means a specific Bill. The demon will use its special abilities and attack modes to locate and to kill the person named.

Shadow Demon (AC 9, 5, or 1; MV 12”; HD 7+3; hp 38; #AT 2 claws and 1 bite; D 1-6/1-6/1-8; SA Initial leap, magic use, increased to hit in darkness; SD Immune to cold, fire, lightning, resistance to damage in darkness; XP 1205)

Other liquids poured into the goblet will have no effect.

Monday, November 6, 2017


33NN HOLY FONT. The fountain in this room is made of black marble. It holds holy water, but there is a crack in it so much has leaked out – 56 vials worth remain.

Sunday, November 5, 2017


33MM UNHOLY FONT. The fountain in the center of the room is full of dirty stagnant unholy water – 600 vials worth. In the center of the fountain is a white marble statue of a cherub which bleeds from its angelic eyes.

If the fountain are 74 gold coins, decorated with an 'H' on one side and a skull on the opposite.

Saturday, November 4, 2017


33LL THE IMPRISONED. The pit from Room 33KK deposits the characters in the southern portion of the room. The whole place is cold, though not cold enough to do physical harm. It smells of rotting flesh.

In the northern portion of the chamber is a throne made of twisted blackened metal. Sitting upon it a skeleton with a platinum spike driven through its right eye and out the back of its skull. Platinum shackles adorn its hand and feet, keeping it fast to the throne.

Piles of gold coins (10523 in total) surround the throne. The gold coins are unusual. Each has an 'H' on one side and a skull on the opposite.

If the spike from the skull is removed, the skeleton will break its shackles stand up and take out its centuries of frustration.

The Imprisoned, Restless Dead (AC 3; MV 12”; HD 10; hp 50; #AT 2; D See below; SD Limited spell immunity; XP 2200)

The imprisoned is immune to spells that affect undead. As the battle continues it will get more powerful gaining first blood vessels, then muscles, and finally dark red skin over its body. Its damage will increase. While its hit dice does not increase, its chances to hit will improve.

Effective Hit Dice for to hit rolls
Bone only
Blood vessels
Organs appear
5 and after
Skin covers body

The platinum spike is worth 1000 gold crescents. The shackles and chains are worth 300 gold crescents in total.

Friday, November 3, 2017


33KK BONE WARDEN. The stairs lead down about thirty feet. The room has a vaulted forty foot ceiling with a green glow coming from the apex. There is a thirty foot diameter circle in the floor. The stones outside the circle are gray, while inside they are green and piled with human skeletal remains. A pit is in the very center of the circle.

If the circle is entered, the bones will gather together into a towering amalgam humanoid figure.

Bone Warden, Restless Dead (AC 4; MV 12”; HD 8+4; hp 40; #AT 2; D 2-16/2-16; SA Fireball, cone of cold; SD Limited spell immunity; XP 2180)

The Bone Warden is immune to spells that do not affect other undead. It has four arms, and one can shoot fire (as a wand of fire fireball) while the other can shoot cold (as a wand of frost cone of cold). With the other two arms it can strike in melee.

If the Bone Warden is defeated, it will leave behind a wand of fire and a wand of frost. Each will look like a human ulna and have 70 charges minus 2 for each attack made by that type during the battle. The green glow is coming from a huge sapphire (8500 gold crescents value) which radiates green light like a continual light spell.

The air coming from the pit is bitter cold and smells of putrescent rotting flesh. It leads down forty feet to Room 33LL.

Thursday, November 2, 2017


33JJ FAMILY CRYPTS. The stone walls of this long hall hold niches where the bodies of Hollow family members are interred. Each niche is marked by the family members given name, which invariably begins with an 'H'.

The ceiling begins at ten feet, and then slopes gradually until it is only four feet at the extreme end. As the hall is traversed, the niches begin to get smaller and are placed closer to the floor. An examination of the bones will show a steady decrease in the height of the skeletons, with the oldest only having a stature of two feet or so. There are also curious deformities in the most ancient skulls – small horns, serrated pointy teeth, and overlarge jaws being some of the most striking.

The door at the far end is made of stone and difficult to move, a bend bars/ lift gates roll being required to open it. It is decorated with black symbols that seem to quiver slightly and induce a feeling of nausea when observed too closely.

Wednesday, November 1, 2017


33II TREASURE CACHE. This room is long, narrow, and cramped, about five feet wide and with a five foot ceiling. The room is choked with thick rusty iron wire and a silver casket (500 gold crescents value) decorated with a skull is at the end. It holds 6032 gold coins and a diminutive skeleton that looks like it would stand about two feet high. The bones are warped and twisted, however, giving it a demonic appearance. Wrapped around the skull is a silver crown (300 gold crescents). It is tightly adhered to the bone, as if there ws no room for flesh and skin in life, and the skull must be smashed to remove the crown.

The gold coins are unusual. Each has an 'H' on one side and a skull on the opposite.

Inside the skull of the small skeleton there is a black felt bag holding 30 silver pieces of a strange design and a cursed black pearl of wisdom (reversed to cause loss of one point of wisdom).

Tuesday, October 31, 2017


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

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

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

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

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

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

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

Monday, October 30, 2017


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

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

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

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

Sunday, October 29, 2017


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

Saturday, October 28, 2017


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

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

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

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

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

The stairs ascend fifteen feet to Room 33Z.

Friday, October 27, 2017


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

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

Major Field: Humankind

Special Categories: Biology, Psychology

Minor Fields: Physical Universe, Supernatural & Unusual

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

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

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

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

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

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

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

Thursday, October 26, 2017


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

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

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

They are no undead in the magical sense, instead being reanimated by electricity. Thus, attempts to turn, destroy, or control them will not work.

Wednesday, October 25, 2017


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

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

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

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

Tuesday, October 24, 2017


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

Monday, October 23, 2017


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

Sunday, October 22, 2017


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

Saturday, October 21, 2017


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

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

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

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

Friday, October 20, 2017


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

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

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

Thursday, October 19, 2017


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

Wednesday, October 18, 2017


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

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

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

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

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

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

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

Tuesday, October 17, 2017


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

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




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


GP VALUE: 3,000


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

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

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

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

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

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

Monday, October 16, 2017


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

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

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

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

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

Sunday, October 15, 2017


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

Saturday, October 14, 2017


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

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

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

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

Friday, October 13, 2017


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

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

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

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

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

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

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

Thursday, October 12, 2017


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

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

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