Saturday, 4 July 2026

6-Room Dungeon magic mansion revision 4





































Original Series
1 Redbrick + Update 1
2 Goblin Mine + Update 2
3 Gothic Tomb + Update 3
4 Magic Mansion
5 Glacial Chasm
6 Jungle Shrine
7 Underland Cavern
8 Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate

mapping your 6 room dungeon 

Environment 
Dungeon Defence
Conditions
d12 Sounds & Smells
d12 Rumours
d12 Missions
d12 Factions
d12 Allies 
d12 Enemies
d12 Special Treasure
d12 Special Feature 

Environment
Built environment of great wealth, a palace for a rich dynasty. May be immaculate with fine decor, or run-down from a degenerate dynasty of the rich. Might even lean into a gothic tomb. Some are cursed or highly magical. Many have unusual follies, secret doors and puzzle locked secrets. 

Dungeon Defence Conditions
5 DEFCON Blue - Peace 1in12 encounters
-quiet, possibly with distant music, servants or unseen spirits working
4 DEFCON
Green - Increased intelligence 2in12 encounters
-guards at main doors, alarms ready
3
DEFCON Yellow - War Ready 3in12 encounters
-gates and doors barred and locked, guarded chokepoints and patrols
2 DEFCON Red - Ready to deploy 4in12 encounters
-bell or claxon chiming, VIP guarded and locked away, guards patrol grounds 
1 DEFCON White - Total war imminent 6in12 encounters
-supernatural and magic defences, guards and magic traps

d12 Sounds & Smells
1 Servant's bell rings
2 Floral or tree scents
3 Distant music (horn, harp, violin, harpsichord)
4 Smell of delicious food
5 Opera singing
6 Echoes of gossip or muttering
7 Creaking noise in wall
8 Marching footsteps of guards or servants
9 Scent of perfumed candles or soap
10 Distant sobbing or moan
11 Cold chill passes
12 Musty stale air or dust

d12 Rumours
1 There is something unnatural about that house; many never leave 
2 The mansion dwellers are an odd sort with the taint of faerie folk on them 
3 Wizards made those walls, it's an unnatural place best shunned
4 Sometimes you just can't find it as if it were swallowed by the mists
5 They used to have strange balls up there with all kinds of strangers
6 One of the masters up there was involved in a dreadful business, lots of murders
7 Such a romantic place, I wish I could see inside just once
8 There is a fortune in that place just lying about with only soft, weaklings to defend it
9 Strange carriages are seen going there regularly
10 Sometimes a butler comes from the manor to buy some children to be maids and footmen
11 They say some areas are long abandoned and haunted 
12 We see strange lights from up thar house, tis a fearsome place 

d12 Missions
1 A glistening manicure has been seen glimmering in the distance. Who owns it?
2 Deliver these documents or artworks to this mansion on this map 
3 There was a ruin of a manor house in this area, they say
4 You have dreamed several nights of a strange mansion, and now you sense it is near
5 You receive an invitation to a mansion for a reward of some kind for your great deeds
6 Someone you know last reported investigating the strange house
7 A mysterious family or wizard built a house, and people have not seen them in years
8 The shunned house is said to have a relic inside, greatly needed in these times
9 You discover your inheritance! A lawyer gives you a map to locate your kin and share
10 A love interest was invited to the house and has not been seen since
11 A patron offers a title to a mansion and estate instead of gold, a bargain
12 The crown hires you to investigate this undocumented so called nobles

d12 Factions
1 Rich, decadent old family with many accomplished spell wielders and magic servants
2 Sylvan beings imprisoned in a magic art or greenhouse or guests
3 Monsters and magic livestock from a menagerie, surviving ones cooperating
4 Magical artificial life servants and guards, like living statues or spectral constructs
5 Spectral minions, spirits of once living or illusory phantasms made permanant
6 Guests summoned here, possibly trapped and allied, but one is a secret murderer
7 Religious order visit to cleanse the house of spirits and curses
8 Cruel cursed nobles, their servants, guards and pets
9 Shapeshifters appearing as nobility might be doppelgangers, spirit folk or planar
10 Undead elders of the clan seeking life to convert, eat or steal living bodies
11 Planar beings and cultists trapped
12 Vampire lord and thrall minions seek to take control

d12 Allies
1 A familiar spirit can spy ahead
2 An imp or hellcat offers diabolic tips
3 Adventurer party trapped
4 Benevolent spirit in form of an animal or tiny folk
5 Servants, living or magic
6 Faerie or sylvan folk who want out
7 Benevolent shape shifter
8 Sentient statue or construct
9 Sentient household objects or artworks
10 Ghost hides in an artwork and might offer entry
11 Cherabim or Fascinus spirit
12 Lost child has seen some stuff

d12 Enemies
1 Living statues, golems or other magic constructs defend the house
2 Gargoyles living or golems defend the house
3 Spectral minions of guards and servants, some more free-willed and stronger
4 Human guards with halberds and crossbows in good armour
5 Mimics and doppelgangers 
6 Cults seeking lost magic lore 
7 Magic household items or toys exploring house
8 Faerie folk noble party with non elf guards and pets
9 Undead but possibly non-corporeal kinds or disguised or long-dead residents forgotten
10 Wizard noble with servant or pets
11 Knights on a quest
12 Planar shapeshifters in human form seeking escape

d12 Special Treasure
1 Duelling pistol or sword with gems in the handle
2 Fabulous gold and silver carriage clocks
3 Fine porcelain vases from a far-off land
5 Bird in a gilded cage
6 Tea set of fine porcelain
7 Boxes of exotic narcotics and pipes
8 Wine bottles that refill each dawn, find a d6 at a time
9 Gold locket with portrait, one of a pair, allows long-distance messages to be sent
10 Items of magic clothing +1 CHA or other effects
11 Unicorn horn cup neutralises poison inside
12 Love potion vial with d4 doses, victims fail save or woozy and gullible for an hour

d12 Special Feature 
1 Crypt under the house spawns spirits, poltergeists, shadows, and other non-material undead
2 Time in the house follows faerie logic and may trap inhabitants
3 The house has a spirit which controls magical effects, traps and alarms
4 The house is maintained by the will of a wizard, and killing them causes the house to shake
5 unnatural corridor loops from warped time and space, floorplan folds on itself weirdly 
6 Automatons so old they have become self-aware and questioning existence
7 Full of sentient objects around the house, including food service and artwork items
8 Dressing as a rich dandy makes automated house threats and guards think you belong
9 Insanity effect relic, inflicts the inhabitants with madness, new intruders have hours to resist
10 Benevolant shrine, a solace from violance and threats but dont dare rob it
11 Artworks such as paintings or tapestries, or murals, can be entered, and spirits within can be interacted with. They are time-looping scenes of the past. Might be a food source
12 When you enter a room after clearing it before, it has been restored minus any treasure you took. Beings inside wont remember you

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