1 Redbrick
2 Goblin Mine
3 Gothic Tomb
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
------
Magic Mansion
These are various magic mansions. Maybe haunted, faerie-tainted, home for mad inbred wizards or cursed. These can be expanded into sprawling palaces with wagons of loot, but this is suitable for a mini mansion, townhouse or a rural manor house with estate & tenants. Others appear overnight or come from dreamlands surrounded by mist. Some are extradimensional wizard homes unfolding from overspace and may be sentient. The decadent inhabitants are often mad or quixotic or becoming faerie-like. It could be a trap by a chaotic being, a mad god or a test. Sometimes, resolving a curse or killing the owner starts to collapse the building or causes it to start fading away. A tower would also work with a room per floor. Many weird, magical effects here might change a character rather than kill. Cursed characters will possibly join the residents. The true ruler of the house will be in the feature room. Will usually have a main servitor type like charmed peasants, spectral phantasms, clockwork folk, goblins they treat as an underclass
d12 Magic Mansion Decor
2 Goblin Mine
3 Gothic Tomb
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
------
Magic Mansion
These are various magic mansions. Maybe haunted, faerie-tainted, home for mad inbred wizards or cursed. These can be expanded into sprawling palaces with wagons of loot, but this is suitable for a mini mansion, townhouse or a rural manor house with estate & tenants. Others appear overnight or come from dreamlands surrounded by mist. Some are extradimensional wizard homes unfolding from overspace and may be sentient. The decadent inhabitants are often mad or quixotic or becoming faerie-like. It could be a trap by a chaotic being, a mad god or a test. Sometimes, resolving a curse or killing the owner starts to collapse the building or causes it to start fading away. A tower would also work with a room per floor. Many weird, magical effects here might change a character rather than kill. Cursed characters will possibly join the residents. The true ruler of the house will be in the feature room. Will usually have a main servitor type like charmed peasants, spectral phantasms, clockwork folk, goblins they treat as an underclass
d12 Magic Mansion Decor
1 Framed paintings of d4 1=eccentric aristocrats 2=landscapes 3=pets 4=castle
2 Chrystal chandeliers with magic heatless candles
3 Statues d6 1=mythical 2=aristocrat 3=monster 4=servant 5=guard 6=heraldic beast
4 Pedestal with object d4 1=painted vase 2=nude figurine 3=beast idol 4=floral arangement
5 Stuffed creature, or mounted head, or rug of some beast
6 Majestic marble fireplace with figurative designs
7 Ornate clock d4 1=metal carriage clock 2=grandfather clock 3
8 Ancient sarcophagi ("with the curses still in it") or a mummified servant in a glass case
9 Magic fountain, use per person per day d4 1=heal d4hp 2=holy water 3=bless 1hr 4=wine
10 ornate chairs or two, and possibly a small table
11 Pillars or columns
12 Huge decorated ceramic urns
d12 Magic Mansion Hazards
1 Living statue
2 Poltergeist or guardian spirit
3 Haunted artwork with a spirit or several living inside
4 Treasure trapped with magic
5 Treasure is a cursed trap
6 Animated armour and/or weapons
7 Trapped treasure on display
8 Time distortion field and weird flashbacks of rooms past
9 Magic sealed door
10 Illusions covering danger or to cause fear
11 Wall of force covering a danger or a doorway
12 Supernatural being imprisoned d4 1=imp 2=dryad 3=demon 4=elemental
d12 Magic Mansion Monsters
1 Lost outsiders 1=lost commoners 2=explorers 3=thieves 4=hirelings
2 Knights on a quest
3 Noble with enterprise exploring
4 Magical intelligent toys on an adventure
5 Invisible thief (possibly young wizard or elf)
6 Artificial servants cleaning who might call guards (golem, automaton, or alchemical)
7 Illusory phantoms of guards or servants, possibly from fiction or a magic projection
8 Doppelgangers pretending to fit in as nobility
8 Doppelgangers pretending to fit in as nobility
9 Mad rich wizard dandy
10 Several mad wizards with a d4 magical servants and pets
11 Immortal or petty god visiting or trapped
12 Planar beings in human form and perhaps lesser servants
d12 Static Monsters
1 Mimic, trapper or cloaker
2 Animated furniture
3 Gargoyles
4 Sheet phantoms and ghouls
5 Several wizard familiars in private chat
d12 Entry Content (roll d4 extra doors)
1 Ornate, dramatic hall with a feature staircase, it has many spirits inside from all the dramatic events that took place on these stairs
2 Entry hall with rows of suits of armour & heraldic sheilds. Often with a servant and or guards
3 Greenhouse entry with vegetation and animals. Often, a resident is here relaxing
4 Art gallery foyer with paintings and tapestries, a servant or a guest might be here, admiring art for a clue about the house
5 Gatehouse with guardpost and gatekeeper who defend the doors from scruffy door knockers and challenges visitors for credentials like nobility
6 Demihuman dandy or a small group
7 Wraith or spectre, often in an art object
8 Heraldic beasts talking or playing chess
9 Sphynx relaxing
10 Golem or automatons
11 Undead in human form
12 Dragon in human form
d12 Entry Content (roll d4 extra doors)
1 Ornate, dramatic hall with a feature staircase, it has many spirits inside from all the dramatic events that took place on these stairs
2 Entry hall with rows of suits of armour & heraldic sheilds. Often with a servant and or guards
3 Greenhouse entry with vegetation and animals. Often, a resident is here relaxing
4 Art gallery foyer with paintings and tapestries, a servant or a guest might be here, admiring art for a clue about the house
5 Gatehouse with guardpost and gatekeeper who defend the doors from scruffy door knockers and challenges visitors for credentials like nobility
6 Hall with ornate pillars, carpet and some steps for ceremonies, guards do impressive drills here often
7 Drawbridge over a chasm, spikes or water with a gate and guards. Gatekeepers and guards are suspicious of outsiders and thieves
8 Fortified gatehouse with murder holes over the entry and a secure hall, crew ready to pour boiling lead or boiling oil on visitors
9 Collapsed and boarded up gatehouse with vermin and intact side door
10 Hall with iron cage elevators, possibly an inhabitant operates them or they are broken and possibly dangerous. Spiders and cave fishers love the shafts
11 Archway into walled courtyard with pool or fountain, some trees and upper guard walkway. Servants may be working on crafts, knights might joust, and hunters might be preparing expeditions
12 Misty threshold hides great doors with three talking doorknockers who require riddles to open
d12 Subrooms
1 Servants bedroom
2 Oubliete, one person, a cell or a locked pit for a prisoner
3 Storage for servants' supplies or clothes
4 Small torture chamber or cell
5 Closet 1in6 with a secret passage
6 Room for vice d4 1=drug den 2=gambling table 3=bar 4=sex room
7 Water closet with mirror and toiletries
8 Nook for exotic pet
9 Nook for musicians
10 Walk-in wardrobe
11 Bathroom
12 Kitchen for snacks
d12 Major Rooms
1 Theatres or stage for music or theatre, instruments, costumes and sets stored too, performers might be getting ready for a show and audience coming
2 Library with huge shelves of books with ladders and walkways. A librarian watches the books but is not really human
d12 Subrooms
1 Servants bedroom
2 Oubliete, one person, a cell or a locked pit for a prisoner
3 Storage for servants' supplies or clothes
4 Small torture chamber or cell
5 Closet 1in6 with a secret passage
6 Room for vice d4 1=drug den 2=gambling table 3=bar 4=sex room
7 Water closet with mirror and toiletries
8 Nook for exotic pet
9 Nook for musicians
10 Walk-in wardrobe
11 Bathroom
12 Kitchen for snacks
d12 Major Rooms
1 Theatres or stage for music or theatre, instruments, costumes and sets stored too, performers might be getting ready for a show and audience coming
2 Library with huge shelves of books with ladders and walkways. A librarian watches the books but is not really human
3 Parlour with chairs, art and tables for noble leisure, some inhabitants are relaxing here
4 Hall of bedroom doors, one may be a nursery
5 Drawing room for entertaining guests, a magical servant provides tea and sandwiches
6 Museum with displays of an eccentric collection, well secured in cases and possibly locked and trapped. Animated armour and weapons might lurk here
7 Menagerie with cages of exotic beasts, possibly in magical stasis. A servant keeper cares for them if required and chats to sentient ones like demihumans or shapeshifters
8 Vault and counting house for money, with bars and cells for goods. Lots of guards, locks and traps
9 Chapel with shrine, altar and priest chambers. Priest and servants may be here, possibly a family member or undead
10 Armoury with displays of archaic and exotic weapons. Often, with caged and locked racks with guards
11 Stables with stalls, stores and stablehand rooms. Maybe residents enjoying ponies or grooms caring for magnificent animals, possibly magical beasts
12 Service area with kitchen, pantry, washroom, servants' quarters. Sevants work, live and grumble about them upstairs
d12 Feature Rooms
1 Throne room with a processional carpet and a raised chair for the ruler with guards and entourage. Ruler may be here, dealing with guests or house matters.
2 Bathing Hall in ancient style with a large pool and smaller heated or chilled ones. May include a sauna. Some rulers spend so much time here that they run household affairs from here. May include family or lovers, servants or guests. May include an aquatic pet or water elemental
2 Bathing Hall in ancient style with a large pool and smaller heated or chilled ones. May include a sauna. Some rulers spend so much time here that they run household affairs from here. May include family or lovers, servants or guests. May include an aquatic pet or water elemental
3 Ballroom for dances and functions with a stage for a band, with servants and guests when in use. The lord does their business from here constantly and dancers are busy performing all say. Impressive food and wine is laid on by servants
4 State bedroom, a semi-ceremonial master bedroom with room for servants. The ruler may be in bed with family and servants, and addressing matters of the house or guests
5 Salon, a relaxing area for the family to relax with lounges, decorations and some residents here looking extra relaxed, perhaps without wigs and makeup. They often have an entertainer or magician or a bard putting on a show
6 Torture chamber with prison cells. The lord can personally torment enemies with degenerate servants and minions. Many victims are imprisoned here, some who will reward or serve rescuers
7 Great Banquet Hall with a huge table and cabinets for tableware, with a huge fireplace. Many guests may be feasting with the ruler or perhaps a huge parade of food is offered to them while they reject everything. Guards deal with riffraff while important people eat till they are sick, and repeat. Hounds or other pets are often here with entertainers
8 Conference Room, where guests negotiate with maps of the realm. Will be vary serious and outsiders must be spies or plotters come to kill the nobles here
9 Games Room from an ornate chamber with a vast collection of games from different planes and lost civilisations. Larger rooms include a pit where servants can play life-size versions of games like chess. More bloodthirsty rulers have fighting pits or some have a sports field or jousting grounds. Games and cruelty on display might easily provoke combat like a ruler shooting fallen pieces in a game
10 Garden courtyard, seemingly huge with croquet, maze, fish ponds, greenhouse of exotic herbs and food. Faerie or tame animals might live here. Some may have a rich fantasy of a farm or a grotto with a live hermit for nobles to frolic in
11 Laboratory with alchemy apparatus, storage cabinets, taxidermy, telescope, astrolabe, abacus and other implements. Half-grown monsters and servants grown in jars and other experiments are found here. It's a trove of magic loot and experimental potions
12 Occult ritual chamber with symbols on the floors to trap planar beings and with magic symbols and magic paraphernalia. Lord will be here working on a ceremony, possibly with magical servants
12 Occult ritual chamber with symbols on the floors to trap planar beings and with magic symbols and magic paraphernalia. Lord will be here working on a ceremony, possibly with magical servants

No comments:
Post a Comment
I love and welcome feedback but not spambots
Good feedback and suggestions inspire me to write more