Tables
Magic Items Table
Some magic item, likely perishable (i.e. a mushroom) but possibly
permenant that confers some magical advantage.
- Animal Empathy
- Charisma
- Danger Sense
- Intuition
- Luck
- Magic Resistance
- Musical Ability
- Voice
Odities Table
- Some books on ancient Egyptian mythology, the pantheon, things about
Set, etc.
- Some curious board games of diverse origin.
- Body parts in jars.
- The mumified, two-headed cat from the previous adventure with Quinn.
- A gorgeous woodland painting in the art gallery, which they see as
they walk past.
- A stuffed, saber-toothed tiger, which they can just barely see as
they walk by the door to the taxedermy room.
- Strange looking mummy caskets, and what appears to be an alter as
they walk by the conservatory.
- Some torture devices (??) down in the cellar, which they can see
through the open hatch.
Traps Table
If the PCs fail to go into one of the very tempting rooms, they will need
to be "coaxed" into fantasy-land. Use this table for traps on the main
showfloor or traps in any other part of the house.
- Revolving bookcase by a wall.
- A trick chair by the wall that tips you backwards into a hinged wall
panel.
- Collapsing staircase that takes you down to the cellar, through a
trap door at the bottom, or whatever.
- Fire-pole / ladder that goes from the balcony to the floor. Getting
up to the balcony can be done by ladder and there's no problem. Getting
back down opens a trap door at the bottom.
- Revolving / sinking fireplace. Alternatively, could be one that has
an obviously fake fire and a semi-obvious door behind the fake fire.
- A closet / wardrobe that goes very, very deep.
- A dumb waiter that descends to tremendous depths.
- A grandfather clock with a very large door and an obvious false back.
Something to keep in mind is that these traps need not be compulsory. The
PCs could notice that they're secret passageway entrances and voluntarily
enter them. Revolving bookcases might have an obvious statue that you tilt to
open, and might just open halfway, taunting the adventurers to enter.
Most of the traps in the above table will take the PCs to the ruins, but
they will at first think that they're just down in a cellar. One way to get
them to the woods is to have them fall into an underground river of flowing
water that goes under a tunnel. When they come through the tunnel, they're in
the woods. Alternatively, if the PCs walk into a wooden structure (such as a
wardrobe or the grandfather clock) you could have them walk for a long time
through a twisty wooden corridor that becomes rougher and more natural looking
the farther they go. Eventually, it turns into a log and they emerge from the
opening.