The Manshion of Mad Professor Ludlow

by James M. Ward
 
 


 
 
Introduction to players Notes for the Referee First Floor Second Floor Third Floor
Dragon 42 - - - Dragon

Introduction to players
You are all young campers on a week-long camping trip through
the woods and wilderness. In the middle of a nighttime hike, you
become separated from the rest of your group. None of you is
worried, however; you have all taken excellent compass directions
and are sure you can eventually find your way back to the campsite.
So, with this great chance to do a little exploring on your own, you set
out into the woods as a group.
Each of you carries the following items: a large backpack with
sleeping bag attached underneath, a canteen of water, a jackknife, a
large, rough-cut walking stick, heavy hiking boots, a compass, cooking gear,
food for three meals, two changes of clothes, and a flashlight.
In addition, young campers have a tendency to bring along things
which their leaders didn’t say they would need, so each of you may
make a list of ten things which you are carrying in your pockets or
backpack that are not required. Objects which are unreasonable for
young campers to have will not be counted, since they would have
been confiscated by the leaders long ago.
Each camper is permitted to declare himself or herself the holder
of a certain achievement badge, which had been earned before the
trip for above-average skill and knowledge of something. Since this
camping organization is so sophisticated, just about anything (again,
within reason) can be made a special skill. Campers with a certain
special skill could have equipment supplied to them specially, such
as a first-aid kit for someone with that skill or a set of walkie-talkies for
a camper with a badge in communications.
The group files through a path in the woods and suddenly comes
upon a small valley. There is a mansion nestled among the trees
about a hundred feet away.
A member of the group claims to have heard of the place. He
says it is the mansion of the mad Professor Ludlow, and you all creep
closer to take a good look. Some of you want to go in, but others
rightly point out that such an act would be breaking and entering, and
it would be wrong to do. Suddenly, from somewhere within the old
house, you hear a cry of “Help! Help!” Being the good young people
that you are, you all rush for the big front doors, push them open, and
run inside to help the person in trouble.

Notes for the referee

Be sure to check each player’s list of ten extra items before they
begin, and be careful that no one is allowed anything which an
upstanding young camper would not take along. The characters are
young teenagers who would not have access to such things as drugs
or weapons.
While this adventure takes place in an AD&D setting, players
should not be allowed to take along things which an AD&D player
would normally use. For instance, graph paper would not be allowed
for mapping, unless a camper had selected a mapping achievement
badge. The achievement badges are just a fun thing, to allow the
players to take a few more items that might help them, and they
should not be abused. It is possible to have a gunnery achievement
badge, but no camper will automatically possess a gun (though the
badge may well be useful if the rifles are found in the trophy room).
The first-aid badge allows a camper to carry a first-aid kit with ten
“doses” of treatment. One dose will heal half of the damage done to
an individual as the result of a single encounter, or will totally negate
the effects of poison bites on one individual. Athletic achievement
badges would allow campers to sustain less damage from falls and
enable these campers to jump further and be a bit stronger than the
other characters. Benefits for other badges can be determined as the
referee sees fit.
The group should be expected to travel together and to re-form in
a large group as soon as possible when any of them become separated from the main body. Under “ON CLOSER INSPECTION” in a
room description may be several facts, all of which would not necessarily be read to the players. “ON CLOSER INSPECTION” will not
be read until all characters planning to enter the room have done so,
and only after the players say that they are indeed looking around
closely to gain information. If there is no mapper in the group, do not

give any specific measurements. Specific locations and configurations of exits from a room will be visible “on closer inspection.” The
referee should refer to the floor plans to provide any measurements
which the players request and have the right to know. You may prefer
to not use compass directions to help keep players disoriented,
instead referring only to directions of left, right, ahead and back
whenever possible.
Characters should be allowed to do virtually anything they desire
within the mansion, which will sometimes cause them to act in a less
than upstanding fashion. Players should be permitted to do this, but
once in a while should be reminded that they are supposed to be
upholding high moral and ethical standards. You may ask, “Would a
good camper do a thing like that?” to keep players somewhat in line,
or you might remind them that their mission is to try to find out who
screamed for help. (Actually, the sound was a recording made by the
professor which is activated whenever humans approach the entrance.)
Many forms of “death” (in a game sense) which might happen to
characters are not fatal. Any time a camper is not utterly destroyed or
eaten by a creature, that character simply lapses into unconsciousness when he/she reaches zero hit points, and then must be carried
by one or two other characters whenever the group is moving. If the
number of unconscious characters exceeds the number of carriers,
the first characters who were rendered senseless will awaken and
stumble along, able to do little more than follow the path taken by the
more alert members of the group. If the entire group is taken to zero
hit points, they are immediately brought out of the mansion on a slide
which appears at their location and gently deposits them on the
grass outside.
Each camper begins with fifty hit points, an armor class of ten,
and hits as a first-level Fighter.

First Floor

A: The beams of the flashlights reveal a hall with a mirror at its
end and two openings, one to the left and one to the right.
ON CLOSER INSPECTION: The hall has inch-thick red carpeting and walnut-paneled walls. The mirror at the end runs from the
floor to the twenty-foot-high ceiling and covers the forty feet of wall
section on that south face of the hall.
NOTES TO THE REFEREE: The mirror can be lifted up with one
hand, revealing a door with a handle that easily opens to the touch.
All of the walls on the first floor will appear to be normal material of
one type or another, but are actually made of an unbreakable metal
that cannot be marred by any device in the mansion or by anything
the scouts may have. All of the ceilings on the first floor are twenty
feet tall. The only wall sockets for power appear when there are
electronic devices mentioned in the text. The light source comes
from within the ceilings; therefore, there will be no lamps in the entire
area, and light is shed from a celling only when mentioned in the text.

B: The beams of the flashlights show a room paneled in redstained barn boards with a floor of the same substance. There is a
couch in the northeast corner of the room and an opening out of the
room on the east wall.
ON CLOSER INSPECTION: There IS a musty smell to the room,
and leaves are littered on the floor. The couch is an old, dusty,
overstuffed relic with several cushions and rips on all parts of it. The
room measures sixty feet east and west and forty feet north and
south, if paced out.
NOTES TO THE REFEREE: If the couch is disturbed in any
way, 3 giant rats come out and attack the party nearest the couch
(HP 4,3,2; #AT: 1; D: 1-3; AC: 7; SA: Bite has 5% chance of causing
disease (save versus poison).

C: The beams of the flashlights show a hall with pink walls and a
floor made of red marble
 

ON CLOSER INSPECTION: The walls have clean squares all
over them where pictures were obviously once hung, but are no
longer. The floor has dried leaves littering it. If paced out, the hall is
eighty feet long east and west and twenty feet long north and south.

D: The beams of the flashlights show a room with gray painted
walls and a cement floor. It is filled with wooden crates and there are
leaves all over the room in large piles.
ON CLOSER INSPECTION: There are 200 empty wooden
crates of differing sizes, and the biggest concentration of leaves is in
the southwest corner of the room. The room measures sixty feet east
and west and forty feet north and south and has a side alcove to the
south starting on the east wall that is forty feet long east and west and
twenty feet long north and south; it is here that the concentration of
leaves is located. Behind a big crate along the east wall, thirty feet
from the north corner, one finds a door with a normal handle.
NOTES TO THE REFEREE: If that large pile of leaves is at all
disturbed, a group of 3 rattlesnakes attacks (HP: 10,8,5; #AT: 1; D:
1-3; AC: 5; SA: Save versus death caused by poison).

E: The beams of the flashlights show a room with gray painted
walls and a cement floor. It is filled with boxes and barrels.
ON CLOSER INSPECTION: There are thirteen barrels of grain
alcohol each with the number “50” painted on it. There are thirteen
boxes filled with pairs of white gloves. A metal chest contains a silver
set made to serve eighteen people, four pairs of silver candlesticks,
three huge silver carving knives (like short swords), and eighteen
solid silver goblets (total worth of the silver items is 20,000 silver
pieces). There are thirteen chests filled with books about plants;
thirteen boxes filled with assorted sizes of clay pots; and ten large
crates with mattresses in them. When paced out, the room is forty
feet wide east and west and sixty feet wide north and south. A door
on the east wall is originally hidden by the mattress crates.
NOTES TO THE REFEREE: When the players enter the room,
they will be immediately attacked by an incredibly old man dressed in
rags and carrying a butcher knife (HP: 7; #AT: 1; D: 1-6; AC: 10; SA:
None). This old man will leap out from behind some of the boxes and
surprise the entire group. He will never follow a retreating group out
of the room, but will act dangerously at all other times and will never
listen to any type of reason.

F: The beams of the flashlights show a room paneled in oak with
an oaken floor that is filled with shelves upon shelves of rocks. From
the door, a set of stairs is visible going up from the south section of
the room.
ON CLOSER INSPECTION: These shelves are obviously a
geological exhibit of some type, since every sample of rock has a
scientific name on it. Each of the samples weighs about a pound. If
paced out, the room is sixty feet west and east with a partial wall
running north, starting twenty feet from the east wall and extending
forty feet. The room is eighty feet long north and south. On the west
wall in the north corner is a passageway out of the room. Also on that
wall, sixty feet from the north corner, is a doorway. Further down from
this door is a twenty by twenty feet corridor section that ends at the
bottom of the stairs up; on the east wall section by the stairs is
another way out of the room.
NOTES TO THE REFEREE: All of the valuable minerals in the
rock collection like gold, silver, platinum, and copper, are on shelves
on the south wall in the small corridor created by the dividing northsouth wall. They will all be on the highest shelves and above the
normal eye level of any scout. There are no crystal samples in the
entire room.

G: The beams of the flashlights show the passageway has
strange objects hanging on its gray painted walls. The floor is of black
marble. There are openings out of the hall from the east and west
ends.
ON CLOSER INSPECTION: The hall is lined with hanging
medieval weapons: 3 heavy maces, 2 halberds, 3 crossbows with
one bolt each, 3 short swords, 5 huge two-handed swords, 5 daggers, 4 boar spears, and 3 flails. All of these are easily detachable
and have traces of preserving oil on them. The hall is twenty feet
wide, north and south and 100 feet long east and west.
NOTES TO THE REFEREE: The weapons are all in perfect
condition and do the following damage: Maces-2-7 pts.; Halberds-
1-10 pts.; Crossbows-1-4 pts.; Short Swords-1-6 pts.; two-handed
Swords-1-10 pts.; Daggers-1-4 pts.; Boar Spears-2-7 pts.; and
Flails-2-7 pts.

H: The beams of the flashlights show a room filled with furs
covering the walls, ceiling, and floor. There is a large spiral staircase
in one corner that seems to be made out of metal.
ON CLOSER INSPECTION: The furs are purple in color and
very rough to the touch. They do not appear to be dyed, and each fur
is very large and cannot be cut or moved from any section of the
room. The spiral staircase is in the northwest corner of the room. It is
made of metal and painted with purple enamel paint. If paced out, the
room is eighty feet east and west and sixty feet wide to the north and
south.
NOTES TO THE REFEREE: If any tapping is done to the wall
section marked with the secret door symbol, it will show a hollow
sound. If the wall is closely examined by hand, that whole section of
fur will appear to be loose. It will easily move to the side with the push
of a hand, revealing a normal door.

I: The beams of the flashlights show a room filled with statues of
differing types. The walls, floor and ceiling are of green paneled
wood.
ON CLOSER INSPECTION: There are fifteen statues in this
area: three Viking types with ring mail for armor, horned helmets, and
drawn swords in their hands; two female amazon types, each with a
bow and arrow ready to fire; four men in plate mail with plumed
helmets and swords at their sides; and five Wisconsin State Highway
Patrolmen with pistols and equipment on their belts and nightsticks in
their hands. The room is paced out to be sixty feet to the east and
west and forty feet to the north and south.
NOTES TO THE REFEREE: All of these beings have been
petrified and would be very grateful if freed from this state. They are
fully aware, but unable to communicate in any way.

J: The beams of the flashlights show a bathroom with all the
things one would expect to find in such a place. There is a sink with a
mirror above it, a stool, and a bathtub. The floor, walls, ceiling, and all
fixtures are of black marble.
ON CLOSER INSPECTION: The water works fine in this area,
except when it is about to overflow any sink or tub or stool for any
reason. It will cut itself off first. There are hinges on the door frame but
no other sign that there ever was a door there. If paced out the main
room is forty feet by forty feet, plus a hall section that has the tub at its
end. This hall section starts on the south wall and is twenty feet wide
(east and west) and forty feet long.
NOTES TO THE REFEREE: The mirror over the sink has a
recessed cabinet. In it are two small plastic bottles of pills: One has
ten green pills that will speed any being up to twice normal for three
melee rounds; the second bottle has twenty pink pills that will restore
ten lost hit points per pill.

K: The beams of the flashlights show a large room with animal
heads hanging on the walls and large animals mounted fully on
stands. There are many of these all over the room. There are exits on
the east and west walls.
ON CLOSER INSPECTION: This is a trophy room of some type
with stuffed felines of all different descriptions along the brown
painted walls. On the north wall is a cabinet with three long rifles that
are very heavy and two shorter rifles that have two barrels apiece.
There is a drawer under these rifles, containing two boxes of what
must be shells. Besides the triggers, there are two levers on each
gun; one is large and on the stock and one is small and near the
trigger. If paced out, the room is forty feet east and west and sixty feet
north and south.
NOTES TO THE REFEREE: The rifles were made by the professor. The long ones do 2-20 points of damage to anything hit by

them and the shooter should be treated as a 9th-level character for
hitting purposes. The smaller rifles are shotguns; both barrels will
always discharge when the gun is used, but only one barrel needs to
be loaded to fire the gun. It does 1-10 points of damage to everything
in a five foot spread in front of the gun, whether one or two barrels is
loaded. The large lever breaks open either weapon for loading and
the smaller lever is a safety device, which must be disengaged
before a weapon will fire. There are ten shells in each brown box, one
box for the shotguns and one for the larger guns. If none of the
players are holders of a gunnery merit badge, do not let the players
assume that they know of firearms. Novices will suffer 1-4 points of
bruising damage per shot.
 

L: The beams of the flashlights show a room covered in small
furs of some type and a spiral staircase leading up through the
ceiling.
ON CLOSER INSPECTION: The fur seems to be rat fur. It has
lice and smells of rotten meat. It covers the walls, floor and ceiling
and when cut it shows bare cement floor and metal walls underneath. If the room is paced out, it is sixty feet square. The staircase is
made of metal and painted with black enamel paint and is located in
the northwest corner of the room.

M: The beams of the flashlights show a room with walls, floor,
and ceiling of white marble. There is a bed in one corner of the room,
several dressers, and a floor-to-ceiling mirror on one wall.
ON CLOSER INSPECTION: The bed is a huge four-poster with
dust covering the green satin bedspread, sheets, and pillows. There
are four dressers, each with four drawers. Each one of these is filled
with white operating gowns and masks. There are two bedstands,
each with a small drawer. In these are a roll of dimes (five dollars’
worth); two dry cell batteries; and a solid gold letter opener (worth five
gold pieces). The mirror is on the north wall in the west corner and
has an ornate brass molding around it in the shape of a praying
mantis about to strike. If the room is paced off, it is found to be sixty
feet square.
NOTES TO THE REFEREE: Under the pillow, on the bed, is a
red plastic disc with a pin on its back. When the disc is worn, every
room the wearer enters in this mansion will light up. When any
character puts his/her entire body on the bed, the canopy falls down
in an attempt to suffocate that character. It does five points of
damage per melee round until it is cut away or the character dies—
upon death, the canopy springs back up again. The canopy is easily
cut.

N: The beams of the flashlights show a room with twelve figures
dressed in metal standing about. On the opposite side of the room is
another exit.
ON CLOSER INSPECTION: The room appears to be entirely
paneled in red oak. The twelve figures are suits of armor that line
both walls in rows of six to a side. Each one has a sword in an
upraised hand. If the room is paced out, it is forty feet east and west
by sixty feet north and south.
NOTES TO THE REFEREE: If the two northernmost figures are
touched in any way, they will animate and attack the group (HP:
19,19; #AT 1; 1; D: 1-12; AC: 3; SA: None). These things will hit on a
25% chance every melee turn and they will not follow anyone out of
the room, but wiII go back to their places when the room is empty, to
await the arrival of another character. Note: There are two rooms
labeled “N”, identical in all ways but the location of the exits.

O: The beams of the flashlights show a room with a large table
and chairs in its middle. There are cupboards, metal sinks, a gas
stove, and some type of huge refrigerator.
ON CLOSER INSPECTION: The room is painted yellow on the
floor, ceiling, and walls. The gas stove and metal sinks all work as
they should. There are seven cupboards filled with canned goods of
all types from soup to canned meat. The table and chairs are made of
metal and quite heavy. There is a cupboard filled with pots and pans,
and a cupboard filled with dinnerware of fired clay. There is a frozen
food locker with a large padlock on the metal door The locker feels
cold to the touch and produces a humming vibration.
NOTES TO THE REFEREE: When and if the freezer is broken
into, a white pudding will rush out and attack (HP: 38; #AT: 1; D:
3-24; AC: 6; SA: Dissolves wood and metal). It will not pursue
intruders out of the room, and if left alone in the room for two melee
rounds, it will return to the locker and shut the door. There are two of
these rooms and they can’t be paced out because of the things which
obstruct the area.

P: The beams of the flashlights show a room filled with plants
from wall to wall and traveling up to the ceiling. One also notices a
strange purple glow from the bottoms of all the plants. An exit is
visible on the other side of the room.
ON CLOSER INSPECTION: All of the plants are in tanks that
are filled with a glowing purple liquid. The plants seem to sway
towards any people entering the area. Some of them bear fruit and
berries. The room cannot be paced out because of the plants, but the
path from exit to exit is eighty feet.
NOTES TO THE REFEREE: The secret door is blocked by
dense, thorny brambles which will have to be cut away. If the foliage
is cut in any way, seven stirges come flying down to attack (HP: 5 (x
7); #AT: 1; D: 1-3; AC: 8; SA: Drains blood).

Q: The beams of the flashlights show a room with stone walls,
floor, and ceiling. The body of a skeleton lies in the middle of the
room and its head is in a far corner. There is another exit.
ON CLOSER INSPECTION: The skeleton is old and yellow, the
size of a small child. There is a golden ring on one of its bony fingers.
If the room is paced out, it is forty feet east and west by seventy feet
north and south.
NOTES. TO THE REFEREE: If the head is brought within two
feet of the rest of the body, it will fly out of the hands of the holder and
rejoin the body. The skeleton will animate and attack the group
(HP: 10; #AT: 1; D: 1-6; AC: 7; SA: None). The skeleton will chase
characters outside the room. The ring contains three Wishes, but it
cannot be removed from the skeleton or used until the skeleton has
been animated and killed.

R: The beams of the flashlights show a room that is filled top to
bottom with small bits of foam rubber. These bits are easily moved,
but will take time.
NOTES TO THE REFEREE: If the players take the time, they
will find all interior surfaces made of dark oak. The spiral staircase
which may be uncovered is of metal.

S: The beams of the flashlights show what is obviously a huge
computer filling the room on both sides and there is only a small
pathway between the machines. There is a table and chair on the
east side of the room and what seems to be a typewriter on the table.
Above the typewriter is a television screen.
ON CLOSER INSPECTION: The pathway between the two machines is ten feet wide and forty feet long north and south. The
machines light up and start to hum whenever a character enters the
room.
NOTES TO THE REFEREE: The computer will answer any
question the players type on the machine by printing out an answer
on the TV screen above. It knows all about the house and will tell of it.
Any question that is beyond the limits of what a character might know
enough to ask will be answered with a line of question marks
????????? Any question that is technical in nature will be answered
in Latin, which no one should be allowed to speak for the game
purposes.

T: The beams of the flashlights reveal a bathroom with stool,
sink and mirror, and a bathtub.
ON CLOSER INSPECTION: If paced off, the room is forty feet
square. Everything is made out of pink fiberglass and the tub is filled
with some type of bubbling liquid.
NOTES TO THE REFEREE: The tub is filled with hydrochloric
acid and dissolves anything put in it except for glass. There is a
cabinet behind the mirror, but it is empty.

U: The beams of the flashlights reveal a room filled with books.
on shelves. There is a desk and chair in the room and another exit in
the middle of another wall.
ON CLOSER INSPECTION: If the room is paced off, it is forty
feet east and west by sixty feet north and south. There are exits in the
middle of the north and east walls. The room has a green, inch-thick
carpet and the ceiling is white marble. It smells like mildew in this
area and when the books are looked at they fall apart in the hands
and huge silverfish (harmless) leap out from the pages. The desk
has three drawers, filled with scientific papers on the wave motion of
elements in their plasma states plus about 200 number-two pencils.
NOTES TO THE REFEREE: There is a secret drawer in the
middle of the desk that contains a .45 automatic pistol with six bullets
in it (each shot doing 1 to 8 points of damage and the shooter will hit
as a fifth-level character), plus a sack of 200 silver dollars.

V: The beams of the flashlights reveal a room occupied by a
huge, jade-green, stone snake that stands almost to the ceiling. The
room is otherwise bare and seems to be made of cement. There is
another exit on the opposite wall.
ON CLOSER INSPECTION: When the first character enters the
room, the statue will come alive and strike that person. A crossbow
bolt will embed itself in the arm of that character.
NOTES TO THE REFEREE: A bolt does 1-12 points of damage.
After the first shot (an automatic hit) there is a 75% chance of the
statue hitting any moving target in the room (chosen at random). The
statue has fifty crossbow bolts and fires two per round. It will not fire
at any character wearing white, except for the first character it sights.
The creature will continue to fire until it has sustained twenty-five
points of damage (AC: 2).

W: The beams of the flashlights reveal a room empty of furniture
and a spotlight shining down in the center of the chamber. It illuminates a five-foot staff of what appears to be oak. There is another exit
on an opposite wall.
ON CLOSER INSPECTION: The light will shift and the staff will
fly to meet any characters who enter the room. The staff will begin
hitting those who have entered.
NOTES TO THE REFEREE: The staff hits 35% of the time on
random players. It does 1-10 points of damage and will continue to
strike as long as the spotlight in the ceiling in the middle of the room is
intact.

X: The beams of the flashlights reveal a room with floor, walls,
and ceiling covered in fragments of green glass. All of it appears to
be very sharp. There is another exit on the opposite wall.
ON CLOSER INSPECTION: The glass is so sharp that it cuts
deeply into the soles of all normal boots.
NOTES TO THE REFEREE: The glass is glued to the room
surfaces, so it cannot be removed. There is a 25% chance per 10 feet
of crossing that boots will be cut through to the feet, causing 10 points
of damage. There are two rooms labeled “X.” Each has two normal
exits and a larger opening. In the larger room, the opening leads to
the Silver Hall. In the smaller room, there is a set of ascending stairs
through the opening.

Y: The beams of the flashlights reveal ten large wire cages in the
room with another exit on an opposite wall.
ON CLOSER INSPECTION: There are bones noticed in each of
the cages. 5 giant ants suddenly come out of a hole in back of the
cages and advance.
NOTES TO THE REFEREE: The ants will follow any group until
they or the group are dead (HP: 9 each; #AT: 1; D: 1-6; AC: 3; SA:
Poison sting (save versus poison at +3). The hole is much too small
for characters to follow. Note: There are two rooms labeled “Y”, of
different sizes and configurations. There are cages and ants in both.

Z: The beams of the flashlights reveal a chamber with floor,
walls and ceiling covered with brown fungus. In the middle of the
room is a raised pile of the stuff. There is no other apparent exit from
this room.
ON CLOSER INSPECTION: When anything touches the fun
gus, clouds of the spores billow up and hinder vision in the room. As
rough estimates, the room appears to be forty feet square with the
fungus at least five inches thick on every surface.
NOTES TO THE REFEREE: The fungus is harmless, but smells
terrible. The pile hides a set of +4 plate mail that glows in the dark
with a strange green luminescence.

GOLD HALL: The beams of the flashlights reveal a short hall
with metal walls, floor, and ceiling. The metal has a gold color to it.
ON CLOSER INSPECTION: The hall is sixty feet long east and
west and twenty feet long north and south and made of three-footsquare, thin plates of this metal all riveted on.
NOTES TO THE REFEREE: The plates are all of gold and worth
9 gold pieces each.

MIRROR HALL: The beams of the flashlights reveal a hall lined
with mirrors.
ON CLOSER INSPECTION: The hall is 140 feet long east and
west and twenty feet wide north and south. With every round spent in
the hall, a “natural” illumination in the area becomes brighter.
NOTES TO THE REFEREE: The professor cut this mirror glass
specially to gather and direct 100% of all light brought into the room.
Every twenty-first melee round, all of the energy stored in the preceding 20 rounds is directed at the darkest thing in the hall (perhaps
someone without a flashlight), hitting it for 100 points of disintegration damage. The room returns to normal illumination, and the process then starts all over again. In the case of a large number of
eligible characters, the tallest gets hit first.

SILVER HALL: The beams of the flashlights reveal a hall with
metal walls, floor, and ceiling. The metal has a silver color to it.
ON CLOSER INSPECTION: The hall is eighty feet long east
and west and twenty feet wide. The plates are three feet square, thin,
and all riveted in place.
NOTES TO THE REFEREE: The plates are all solid silver and
are worth three gold pieces each.
CLOSETS: The beams of the flashlights reveal rooms filled with
clothing hanging from the walls. There are also shoes of some type
under some of the clothes.
ON CLOSER INSPECTION: There are men’s coats of all different types hanging in these rooms. There are raincoats, heavy wool
winter coats, spring windbreakers, and light jackets. The shoes are
boots of high quality. All of them are made for a tall man.

AA: The beams of the flashlights reveal a room that contains a
swimming pool that is filled with a dark liquid of some-type. There are
no other apparent exits.
ON CLOSER INSPECTION: The room is paced out to be eighty
feet east and west by fifty feet north and south. There is a sickeningly
sweet odor to the liquid. Characters can go around the pool on a
ten-foot border of concrete.
NOTES TO THE REFEREE: The liquid is grape juice and is
fresh and drinkable. The pool is thirty feet deep.

BB: The beams of the flashlights reveal an empty room whose
walls are made of some type of metal. There are no other apparent
exits.
ON CLOSER INSPECTION: The room is paced out to be forty
feet square. The metal is copper in color and dulled, as if from
oxidation.

CC: The beams of the flashlights reveal an empty room whose
walls appear to be paneled oak, with floor and ceiling of grey marble.
ON CLOSER INSPECTION: The room is L-shaped, with a wide
hallway exit and a normal open exit diagonally opposite each other.
NOTES TO THE REFEREE: There are two rooms labeled “CC”
which differ slightly in configuration but are otherwise identical. The
wide openings in the western and eastern rooms lead to the Silver
Hall and the Gold Hall respectively.

DD: The beams of the flashlights reveal a room that has a spiral
staircase at one end. The walls, floor, and ceiling appear to be made
out of black barn boards.
ON CLOSER INSPECTION: The staircase goes up and is made
out of metal. If the room is paced off it is eighty feet east and west and
forty feet north and south.

EE: The beams of the flashlights reveal a room with several
objects apparently covered by sheets. The walls, floor, and ceiling
seem to be made of padded leather.
ON CLOSER INSPECTION: Each sheet covers an overstuffed
black leather chair. There are a total of ten. If the room is paced off it
is forty feet by forty feet.
NOTES TO THE REFEREE: Each one of the chairs has a
hidden dagger positioned in the seat of the chair so that anyone
trying to sit in a chair will be stabbed for 1-4 points of damage.

FF: The beams of the flashlights reveal a room with a spiral
staircase in it. The walls, floor, and ceiling appear to be made out of
green glass.
ON CLOSER INSPECTION: The staircase of metal is painted
with blue enamel paint. If the room is paced off, it is sixty feet east and
west by forty feet north and south.

GG: The beams of the flashlights reveal a room covered in a
metallic-looking substance with a large iron box in one section of the
area. There is another exit on an opposite wall.
ON CLOSER INSPECTION: The room’s surfaces are very slippery and going through the room causes much falling and sliding.
When a character falls, he/she will notice that a gray substance
comes off the floor and onto their hands and clothes. The box has a
large handle and it cannot be moved.
NOTES TO THE REFEREE: The slippery substance is graphite.
If the lock is broken on the metal compartment, a howling wind comes
out and knocks everyone in the room to the floor with stunning force
(doing 1-4 points of damage). The compartment will then be empty.

XX: THE LOWER TREASURE ROOM: The beams of the
flashlights reveal a room with large tables along the walls and a pool
of water in its middle. The walls, floor, and ceiling are of paneled
black wood.
ON CLOSER INSPECTION: If paced out, the room is sixty feet
north and south by sixty feet east and west. There are large tables
along the north, east, and south walls. Each 10-foot-wide table on
the north wall has a small wooden coffer on it. Each 10-foot-wide
table on the east wall holds a pile of coins. The only table on the south
wall with anything on it is the one in the middle. It has the following: a
wooden platter of huge size, a small, single-bladed knife, and three
small, blue quartz bottles with some type of liquid in them. Shining
light into the pool will reveal a deep, clear pool with a chest at its
bottom.
NOTES TO THE REFEREE: Each coffer has a poison-needle
trap in the lock, and ten rubies inside (100 gold pieces each). There
are a total of 4,000 gold-piece coins on the tables along the east wall.
The platter is a +5 shield, the knife is a luck blade with two wishes on
it, and the bottles are potions of storm giant strength. When the chest
under the water is moved or opened in any way, the act causes the
room to fill with poison gas from all sides. The pool is eleven feet
deep.
 

ZZ: The beams of the flashlights show a room paneled in some
type of blue wood with the same substance on the floor and ceiling. It
seems to be empty of all materials. There is another exit on an
opposite wall.
ON CLOSER INSPECTION: If paced out, the room is sixty feet
square. A strange odor of bananas fills the room and is very strong.
NOTES TO THE REFEREE: The odor is a gas which slows all
who enter the room for thirty minutes of game time, so that they think
they are at normal speed, but actually do everything at half speed.
 

Second Floor

NOTES FOR THE REFEREE: Every one of these rooms is
covered in sheet metal, on the floor, walls, and ceiling. There are no
joints or edges to this metal. There are electrical outlets for every
machine in any given room, but they are all single-receptacle devices and the machines that plug into them all have just one long
silver prong. All of these rooms are so designed that no noise can be
heard around any of the corners of any room, no matter how loud the
sound.
 

I: The beams of the flashlights show a room with yellow carpeting. Huge spiderwebs are hanging down from everywhere on the
ceiling and upper walls.
ON CLOSER INSPECTION: The carpet has dark red stains all
over it, and there is movement among the webs on the ceiling. If the
room is paced out, it is thirty feet square. There are ascending stairs
along the west wall.
NOTES FOR THE REFEREE: There are 3 giant spiders
near the ceiling (HP: 7,5,5; #AT: 1; D: 2-8; AC: 4; SA: Save versus
poison). They will come down and attack only when two or more
characters enter the room.

II: The beams of the flashlights show a room with benches all
over the area. These benches are loaded with glass beakers, jars,
and test tubes. There is another exit on a side wall.
ON CLOSER INSPECTION: There are nine benches. Each one
holds a large group of beakers with powder in each of them, some
empty test tubes with cork stoppers on them, and some stoppered
jars with liquid in them. There are a group of three cans on each table
with a green jelly-like substance in each. One of each of these cans
of jelly on every table has burn marks on it and there is a smell of
sulfur about the cans. If paced out, the room is forty feet east and
west by fifty feet north and south.
NOTES FOR THE REFEREE: All of the liquids are acids that will
do 2-12 points of damage to exposed skin. All of the powders are
chloride salts and will cause dense smoke when mixed with the jar
liquids. The green jelly is highly flammable and burns intensely when
set afire. Through the other exit is a spiral staircase going down.

III: The beams of the flashlights show a room bare of all things
except for a creature chained to the floor in its middle. There is an exit
to this room on the opposite wall.
ON CLOSER INSPECTION: If the room is paced out, it is forty
feet east and west by fifty feet north and south. The creature is
obviously evil in nature, with horns, long pointed ears, fangs, a tail
with many pointed projections, and a leathery skin with more sharp
projections coming off the skin. It is chained by a set of silvery
handcuffs to a silver pin in the floor and contained within a 20 foot
circle by the chain. The creature is seven feet tall and hunched over
in what looks like an uncomfortable position. It immediately notices
the group and begins talking in a foreign language. The tone of voice
is a pleading one. Under its feet are a small square box and another
longer metal box.
NOTES FOR THE REFEREE: This creature is a barbed devil
(HP: 40; #AT: 3; D: 2/8/2-8/3-12; AC: 0; SA: generate fear, pyrotechnics, produce flame, hold person, or summon another barbed
devil) and can use none of its arcane power (special attacks) unless it
is attacked while it is still chained to the floor. Under its feet is a small
box containing a ring of one wish and a long metal box filled with
thirteen applications of dust of disappearance. The creature will
begin talking English when the players talk it among themselves, and
it will promise them anything to be released. All of these promises will
be lies; it will attack when released (normal attacks only) and try to kill
the whole group. It will chase any fleeing group until it has killed one
of the party and then it will eat the character. From then on, until it is
killed, there will be a 20% chance to encounter this creature in every
second room that is entered by a character or group.

IV: The beams of the flashlights reveal a bare room with another
exit on the opposite wall.
ON CLOSER INSPECTION: When all the group has entered the

area, a dazzling light comes on and strange sounds start coming out
from the walls. If the room is paced out, it is sixty feet east and west by
forty feet north and south.
NOTES FOR THE REFEREE: The lights are capable of giving
severe sunburns if characters stay in the room longer than a minute.
The sounds are strong vibrations that will make each party member
deaf for three times the number of minutes they stay in the area.

V: The beams of the flashlights reveal a room bare of everything
but a large Persian rug at its center. There is another exit on a side
wall.
ON CLOSER INSPECTION: If the room is paced out, it is sixty
feet east and west by forty feet north and south.
NOTES FOR THE REFEREE: There is a slit in the middle of the
rug that causes all those who do not stay within 20 feet of the sides of
the room to fall into a fifteen-foot-deep pit. The pit walls are made of
metal, and characters will take 1-6 points of damage for the fall. The
rug stays tight to the floor in all other areas.

VI: The beams of the flashlights reveal a bare room and two
other exits on side walls.
ON CLOSER INSPECTION: When a character wearing a loaded backpack enters the room, he/she is pulled to the ceiling and
stuck tight.
NOTES FOR THE REFEREE: The room has a super magnet in
the ceiling which pulls all ferrous metal in that direction. In the middle
of the floor is a small glass plate where one can see a shiny bulb
underneath. If this plate is broken and the bulb underneath is taken
out or shattered, the magnetic force is turned off. The glass is very
hard and will take a great deal of force to break. Players will take 1-6
points of damage from falling off the ceiling unless they have an
athletic merit badge. They can shrug off their backpacks and fall to
the floor, but they will then have their clothes ripped by the metal
parts which are ripped out of them by the still-active magnet.

VII: The beams of the flashlights show a room with a number of
metal chunks littering the floor. There are three doors, each one on a
different wall.
ON CLOSER INSPECTION: When one enters the room, metal
chunks fall from the ceiling, and characters can see that the ceiling is
massed with millions of these chunks stuck to it.
NOTES FOR THE REFEREE: After a character or party enters
the room, every melee round 3-18 of these chunks will fall. They
weigh fifteen ounces each and do 1-6 points of damage when hitting
a player. There is only a 15% chance that any given one will hit, since
they fall throughout the general area of the player. The doors are all
fake and while the handles will turn, they can’t open. They appear to
be made from oak, but are metal like everything else.

VIII: The beams of the flashlights reveal a bare room. There is
another exit on an opposite wall.
ON CLOSER INSPECTION: If the room is paced out, it is sixty
feet east and west by forty feet north-and south. Stairs going down
are found on the south side of a 20-foot-square landing on the south
wall in the west corner. One can notice a strong odor of some type of
flower in the room.
NOTES FOR THE REFEREE: There is a secret door on the
west wall of the landing that will open automatically when light is
shone on it for one minute. The odor is a gas which makes all who
breathe it have half their Strength for the next sixty minutes. This
causes characters to do half damage on all physical blows, and they
will not be able to carry their backpacks or heavy rifles unless they
drag them.

IX: The beams of the flashlights reveal a room with several
benches that are crammed full of equipment of some type. There are
several large barrels on the floor and another exit on the opposite
wall.
ON CLOSER INSPECTION: This is obviously an electronics lab
of some sort. There are five benches, and they all hold electronic

equipment: computer chips, transistors by the thousands, vacuum
tubes, television readout screens, circuit boards, cathode-ray tubes,
soldering guns, solder. The barrels are spools of copper wire differing in size from hair-thin to inch-thick. These are all under the table
on the north wall. If the room is paced out, it is sixty feet north and
south by forty feet east and west. There is an ascending stairway in
the east comer of the south wall.
NOTES FOR THE REFEREE: There is a spool of hair-thin gold
wire hidden in the middle of the spools of copper wire. It is heavier
than the other spools (none of them can be carried). There is a giant
ant in the core of this spool (HP: 19; #AT: 1; D: 1-6; AC: 3; SA: Poison
sting). It will attack anyone who moves its spool.

X: The beams of the flashlights reveal a room covered in furs of
various types. There is also an exit out of the area on a side wall.
ON CLOSER INSPECTION: The furs are all very thick and there
are some recognizable ones including: zebra, lion, leopard, and
polar bear.
NOTES FOR THE REFEREE: There are eight of these rooms,
each containing a spiral staircase. The dimensions of these rooms
vary from place to place. Each fur is worth at least fifty gold pieces
and easily detachable from its mounting. When more than one
character walks onto the furs, the characters are attacked by four
giant centipedes (HP: 2,2,1,2; #AT: 1; D: Nil; AC: 9; SA: Save versus
poison). These creatures are hidden under furs until movement
rouses them.

Xl: The beams of the flashlights reveal a room with a set of
bunkbeds in one corner, two dressers, a card table with three chairs,
and a desk and chair in another corner. There is another exit on the
opposite wall.
ON CLOSER INSPECTION: If the room is paced out, it is forty
feet square. The dressers each have three drawers, and each is full
of men’s clothes (pants, shirts, socks, and the like). The desk has
been ransacked and there are papers everywhere. They all contain
biological terms which relate to the cloning of cells.
NOTES FOR THE REFEREE: There is a secret drawer on the
right-hand side of the desk with the following inside: A photo of a thin
man touching the left side of a giant robot, a black glass quart bottle
with a stopper, filled with poison gas under pressure that fills any
seventy-foot-square (this room and parts of the adjacent rooms)
when released; and a plastic sack with forty cut rubies inside (100
gold piece base value for each).

XII: The beams of the flashlights reveal a room with odd animal
images at its far end. There is a bench in front of them, and no
apparent exits out of this room on any other walls.
ON CLOSER INSPECTION: The lights show what is obviously a
shooting gallery. On the bench in front of the machine is a set of nine
rifles that everyone can tell are air rifles. There are boxes of pellets
beside each rifle. There are targets of all different types, from clay
ducks and pipes to bullseyes and swinging bell-arms. The rifles are
the pump type and easy for everyone to use.
NOTES FOR THE REFEREE: When any of the rifles are
touched or someone goes over the bench and comes close to the
targets, the characters are attacked by a lion (HP: 15; #AT: 3; D:
1-4/1-4/1-10; AC: 5/6; SA: Rear claws for 2-7/2-7) that has its den
behind the targets. The lion will pursue characters out of the room.
The air rifles do 1 or 2 points of damage and those shooting are as
11th-level fighters for purposes of determining a hit. They have an
effective range of fifty feet. The room is sixty feet east and west by
fifty feet north and south. If the lion is killed, a secret door in the
northeast corner will open automatically.

XIII: The room has its own lighting and shows an area filled with
cushions of satin and silk. There are no other apparent exits from the
room and players can see a winged woman asleep on one of the
cushions in a far corner.
ON CLOSER INSPECTION: If the room is paced out, it is forty
feet east and west by sixty feet north and south. The female has a
belted dagger and no other article of clothing.
NOTES FOR THE REFEREE: The being is an Erinyes devil
(HP: 48; #AT: 1; D: 1-4 with venom dagger; AC: 2; SA: Save versus
poison dagger) and will sleep unless she is purposely wakened or a
loud noise is made in the room. When wakened gently, she will seem
kind and ask one of the players to release her from her bondage. All
characters will notice a silver chain on her ankle (hidden by a pillow
until then). The chain can be easily cut and she will promise anything
to get it off. When released, she will try to kill the whole group and will
follow them everywhere in this attempt.

XIV: The room is aglow with a strong purple light. It is a bare
room, and there is another exit on the opposite wall.
ON CLOSER INSPECTION: The room is very hot. If paced off it
is sixty feet square.
NOTES FOR THE REFEREE: The light will instantly heal all
damage done to any character who enters the room, but the characters will not immediately know this. If characters stay in the room for
longer than ten minutes, they will turn bright red as if they were
severely sunburned, but this will wear off in twenty-four hours.

XV: The beams of the flashlights reveal a room with a large cage
in the southeast corner with some type of large creature shambling
around in it. There is another exit on the opposite wall of the room.
ON CLOSER INSPECTION: If the room is paced out, it is forty
feet east and west by sixty feet north and south—counting the
10-foot-square cage in the corner. The creature seems to be a giant
man, who will not answer questions but will motion for the players to
get closer.
NOTES FOR THE REFEREE: This giant is a hill giant (HP: 42;
#AT: 1; D: 2-16, AC: 4, SA: Hurl rocks for 2-16). It will try to get
players to come close so that it can grab them and pull them into the
cage, where it eats them. There are bones littering the cage, but they
will only be seen if the players ask about the appearance of the cage
area. There are five skulls, and many other bones broken open with
the marrow extracted. The giant is able to hurl the skulls. There is a
pile of rags in one corner of the cage that also contains the following:
a wallet with no identification and five $100 bills; a laser pistol doing
5-30 points of damage with every shot (every shot hits and there are
nine shots in the pistol); and a large knife (treat as dagger, 1-4 pts. of
damage) that has bloodstains all over it. The cage lock could be
easily opened by any intelligent person, since it is just a series of
levers that the giant is too stupid to figure out.
 
 

XVI: The beams of the flashlights reveal a room with closed
cabinets on every wall. There are no apparent exits and no other
objects in the room.
ON CLOSER INSPECTION: If the room is paced off, it is sixty
feet square, counting the depth of the cabinets. There is an open exit
on the south wall, and a door on the north wall. Each cabinet is locked
and will require all the strength of several characters to break open.
All the cabinets house containers of various types.
NOTES FOR THE REFEREE: This was the professor’s chemical storage area. All naturally occurring elements can be found here
in their refined states. They are in variously sized and shaped containers which have their chemical symbols on the sides. The contents of the gas containers are under great pressure, and the canisters are cold to the touch. The radioactive containers are also
marked with a red skull-and-crossbones symbol and weigh 100
pounds each; they are stored on the bottom of one cabinet. Characters who can properly quote a chemical symbol may have the use of
the material in that container.

XVII: The beams of the flashlights show what is obviously a
shower room with ten stalls and no other apparent exits.
ON CLOSER INSPECTION: If paced out, the room is sixty feet
east and west by fifty feet north and south. Water comes forth
normally from the shower heads when one is turned on, and all of it
drains into a central drain in the middle of the room. If that drain is
blocked by anything, the water will not flow.
 

XVIII: The beams of the flashlights reveal broken furniture in
several parts of the room. There are two other exits.
ON CLOSER INSPECTION: The furniture consists of tables and
chairs and boxes and they have all been ripped apart. When all of the
party has entered the room, all are attacked by an invisible force.
NOTES FOR THE REFEREE: The force is an invisible stalker
(HP: 37; #AT: 1; D: 4-16; AC: 1; SA: Surprise on a 1-5). It will attack
the least damaged player in the group; if there is more than one
player with no damage, it will attack the tallest one. These attacks will
continue until all the characters are dead, or until all of the survivors
leave the room.
 

XIX: The beams of the flashlights reveal a room with a spotlight
shining down at its center. Floating in the beam of this spotlight is a
pistol made out of glass which appears to be suspended in mid-air.
There are two other exits on side walls.
ON CLOSER INSPECTION: The first character who enters this
room is “shot” with the pistol.
NOTES FOR THE REFEREE: The weapon will always hit, and it
knocks its victim out for thirty minutes. When things are thrown at the
pistol from outside of the room, they will all miss. When players try to
rush the beam of light and grab the gun, the pistol rises over their
heads, then tilts downward and keeps firing. The pistol fires twice
every round. Breaking the spotlight, which is twenty feet above floor
level, will do the trick (the object has fifteen hit points, AC: 3). When
the light goes out, the pistol falls to the floor with a 30% chance of
breaking. There will be five shots left in the gun, if it ever comes into
the possession of the players. Each shot makes its victim unconscious for 30 minutes.

XX: The beams of the flashlights reveal a room lined with
shelves that are filled with some type of pipe. There are several other
machines in the room. There is an exit on the opposite wall.
ON CLOSER INSPECTION: All of the pipe is copper and it
comes in several different sizes. The machines are obviously de

signed to work the pipe and bend it into shapes. There are hundreds
of pipe couplings in wooden crates at the bottom of every set of
shelves. If paced out, the room is forty feet east and west by sixty feet
north and south.
NOTES TO THE REFEREE: If players want to make clubs and
other unusual things from the pipes there is enough threaded pipe
here, in any reasonable length, to do the job.

XXI: The beams of the flashlights reveal what looks like a torture
chamber. There are a great number of devices all around and
another exit on the opposite wall.

ON CLOSER INSPECTION: The following things can be found
around the room: a brazier with cold coals, chains on the walls, an
iron maiden, a rack, stocks, and a huge wheel, suspended on a wall,
that will turn freely. Located on two benches are the following: hooks
of differing sizes, an iron boot, branding irons with differing sizes of
the letter “L” on them, fetters, knives of differing sizes, pincers,
pliers, small round lead balls, a funnel, three sets of thumbscrews
made of gold, five torches, two whips, and a disposable butane
lighter. The room is impossible to pace out because of the contents
all over the floor.

NOTES TO THE REFEREE: Keep in mind that these players
are all good campers and such things as these should be revolting to
them. They should be admonished if they want to steal anything,
especially the gold thumbscrews.

XXII: Flashlights are not needed here, since the room is brightly
lit. Rows of chairs face a projection screen on the south wall. There is
a projector against the north wall. There is another exit on a side wall.
ON CLOSER INSPECTION: There is a light switch on the wall
above the outlet that the projector uses, and it can turn the room
lights off. There are forty metal folding chairs in the room. Under the
stand that the projector is on, one can see a film canister that reads,
“Putting Together and Caring for a Laser Rifle by Professor Ludlow.”
If paced out, the room is sixty feet square.
NOTES FOR THE REFEREE: Only if players say they are looking up will they notice the three holes in the ceiling. The projector only
works when the light switch is off. Five minutes after the film has
begun, three ropers come out of the ceiling and attack any characters in the room (HP: 59,50,42; #AT: 1; D: 5-20; AC: 0; SA: 6
poisonous strands). It takes one hour to view the film in its entirety. It
will stop automatically when the ropers appear, but can be restarted
later.

XXIII: The beams of the flashlights reveal a room that has eight
benches along the walls, each containing various materials. There is
another exit on the opposite wall.
ON CLOSER INSPECTION: The benches contain the following:
Bench One: two types of large circuit boards with transistors already
attached; Bench Two: two different types of vacuum tubes attached
to plastic terminals; Bench Three: two different types of 20-sided red
crystals that are connected to glass tubes with convex ends; Bench
Four: rifle stocks and trigger mechanisms; Bench Five: power cells of
some type and circuit boards with other types of transistors on them;
Bench Six: nineteen spools of silver wire with two soldering guns;
Bench Seven: long crystal tubes with concave ends and eight-sided
plastic pieces with recesses on three sides; Bench Eight: two large
electronic devices of some type.
NOTES TO THE REFEREE: The film from room XXII tells how
to put a laser rifle together from these parts. Anyone who has viewed
the entire film without interruption is able to construct one weapon in
an hour. If the floor under Bench Eight is looked at, a character will
find a completed model with ten charges that do 10-60 points of
damage, with the beam always hitting its target. When the room is
paced out, it is forty feet east and west by sixty feet north and south.

XXIV: The beams of the flashlights reveal a room filled with
paintings on the walls and several canvases on stands in the middle
of the floor. There is another exit on the opposite wall.
ON CLOSER INSPECTION: The paintings are all landscapes
depicting lands like none on Earth. There are bright green skies with
double suns and pink-toned night skies with two moons, and unearthly monsters traveling through the scenes. The two canvases in
the exact middle of the room show different views of a thin man in a
white smock talking to small green things that have come out of some
sort of saucer-like spaceship. If the room is paced out, it is forty feet
square.

XXV: The beams of the flashlight reveal a room filled with Persian rugs of large size on the floor, walls, and ceiling. There are exits
on the east and west walls and a flight of stairs going down from the
southwest corner of the room.
ON CLOSER INSPECTION: If paced out, the room is sixty feet
square (counting the landing atop the stairs). The two carpets hanging on the north wall have a green design; the two on the east wall
have a blue design; the two on the south wall have a red design; and
the two on the west wall also have a green design. The floor and
ceiling carpets have white patterns.
NOTES TO THE REFEREE: If any of the carpets on the walls
are disturbed, four giant ticks will fly out and attack (HP: 20 each;
#AT: 1; D: 1-4; AC: 3; SA: Blood drain). One of the red carpets has
computer chips woven into the fabric, which will not be noticeable
unless it is carefully studied. If this carpet is taken off the wall it will
float three feet above the floor and will act as a flying carpet, moving
to the verbal commands of the first person to sit on it. It will support
the weight of four of the scouts.

XXVI: The beams of the flashlights reveal what must be a bedroom of some type. There is a bed covered in curtains. There is a
floor-to-ceiling mirror on the north wall and a closet on the south wall.
There are stairs going up from the northwest corner of the room, and
another exit across the room.
ON CLOSER INSPECTION: The canopied bed is covered with
dust. It has green silk curtains, bedspread and sheets. The closet is
filled with white smocks and women’s dresses of several different
types. There is a chest in front of the bed containing the following:
twenty-two canes of differing styles (all with ivory heads); there are
five shoeboxes containing differing types of high-heeled shoes; and
a sequined purse with comb, brush, mirror, and lipstick inside
NOTES TO THE REFEREE: On the floor on the closet in one
corner is another shoebox with two thousand dollars inside. One of
the canes is a sword cane, for which squeezing the ivory top releases
the blade. Each shoe has a gem worth 100 gold pieces hidden inside
the heel. If someone lies on the bed, the canopy comes down with
crushing force, doing 4-40 points of damage to all underneath. It will
then rise again and will be activated again by another body lying on
the bed.

XXVII: The room is lit by a glow from the ceiling which reveals
the following: thick gold carpeting, walls covered with gold velour, a
stuffed blue fabric chair, two short tables, and a gold hassock. On the
west wall is a painting of a thin woman holding a baby, and there is a
large potted plant in the southeast corner. There is another exit on
the wall to the side.
ON CLOSER INSPECTION: If the room is paced out, it is forty
feet square. The plant has sticky thorns on it and the chair has green,
jelly-like masses on it.

NOTES FOR THE REFEREE: Behind the picture of young Ludlow and his mother is a wall safe with the following items in it: five
diamond rings each worth 5,000 gold pieces, three rolls of silver
dollars (50 per roll), the deed to the mansion, and a ruby rod which
will cause any creature that normally remains in a certain room to
chase the holder of the rod until one or the other is dead or the rod is
discarded. The combination to the safe is written on the back of the
picture, since the professor was sometimes absentminded.


XXVIII: The lights of the flashlight reveal a room that is covered
with frost on the walls, ceiling, and floor. There is another exit on the
opposite wall.
ON CLOSER INSPECTION: The cold is unbearable in this
room; unprotected characters find it necessary to leave its influence
quickly.
NOTES FOR THE REFEREE: The room is five degrees below
zero F. There is a 25% chance for each of slipping if characters walk
through and 75% if they run through. This slipping causes 1-4 points
of damage per character.
 

XXIX: The beams of the flashlights reveal a room filled with fog
of some type.
ON CLOSER INSPECTION: The room smells of a bitter gas,
and the floor and walls are covered with condensation. No character
can see more than two feet in front of his/her face.
NOTES FOR THE REFEREE: There is a giant square vat of
water in the center of this room, and dry ice is being fed into the water
from below floor level. If characters go further than ten feet from a
wall, they will fall in and take ten points of damage per round until
they are pulled out, since they will be too numb to get out themselves.
XXX: The beams of the flashlights show an empty room with no
other apparent exits.
ON CLOSER INSPECTION: The room is empty, and if paced
out is sixty feet square.

XXXI: The beams of the flashlights reveal a room whose only
piece of furniture is a bench with a metal chest on it. There are exits
on two walls and a door on another wall.
ON CLOSER INSPECTION: If the room is paced out, it is forty
feet east and west by sixty feet north and south. The chest on the
bench is locked, and the bench is made of metal.
NOTES FOR THE REFEREE: If the chest is broken open, three
glowing cylinders are found inside. Each cylinder has a screw top. If
any one of the tops is removed, a pellet of U-235 falls out and kills all
of the characters in the room with radiation contamination, unless
they are protected from radiation.

XXXII: The beams of the flashlights show a room with three
unusual glass benches. There are two other exits in the room.
ON CLOSER INSPECTION: If the room is paced out, it is sixty
feet east and west by forty feet north and south. Each bench holds a
pair of silver fiberglass gloves, a suit made out of the same material,
designed to cover the entire body, with a hood of some type of clear
plastic, a large glass box on each bench with a movable lid, and a set
of three-foot tongs. In two of the boxes are the skeletons of what look
like squirrels.
NOTES FOR THE REFEREE: All of the materials mentioned
(except the skeletons) are radiation-proof and were designed to be
used in conjunction with the pellets in XXXI.

XXXIII: The beams of the flashlights reveal seven military cots
and seven duffel bags in a comer of the room.
ON CLOSER INSPECTION: The duffel bags are stuffed with
military equipment, including a helmet, bayonet, canteen, three
green uniforms with no patches, and two pairs of boots. If the room is
paced out, it is forty feet east and west by eighty feet north and south.
Just as the players notice the western entrance, something comes
out of it.
NOTES FOR THE REFEREE: A very young brass dragon
comes out of the upper treasure room and attacks all players in this
area (HP: 8; #AT: 3; D: 1-4/1-4/3-12* age difference; AC: 2;
SA: Breath weapon of fear gas or sleep gas).

XXXIV: The beams of the flashlights show an empty room with
one open exit, a door on another wall, and a set of stairs going up.
ON CLOSER INSPECTION: If the room is paced out, it is eighty
feet east and west and sixty feet north and south.
XXXV: The beams of the flashlights show a room with a large
black box in its middle. There are no other apparent exits in the room.
ON CLOSER INSPECTION: The box looks just like a coffin. On
the far side of it is a set of three black candles mounted on ivory
candlesticks. No amount of physical effort can open the metal coffin
lid. If paced out, the room is sixty feet east and west by forty feet north
and south.
NOTES FOR THE REFEREE: When all of the candles are lit, the
coffin lid flips up, and a wight comes out and attacks the players (HP:
23; #AT: 1; D: 1-4; AC: 5; SA: Energy drain that takes ten hit points
from any struck player). The creature will also come out and attack if
all of the candles are taken from their holders.
 

XXXVI: The beams of the flashlights reveal a room with a sand
floor. The room has no apparent exits, and there is a dusty smell in
the air.
ON CLOSER INSPECTION: Stepping into the room stirs up
quite a lot of dust, and when a character enters the room, a huge,
ghostly apparition appears.
NOTES FOR THE REFEREE: The professor used this room for
holograph experiments and the machine now shows ghosts through
the dust. These projections shoot a light beam that does 1-4 points of
heat damage to a random character in the room each turn. There is
no way for the characters to turn off the action of the ghost. The
projector works only while there are characters in the room.


 

XXXVII: The beams of the flashlights reveal a room with shelves
on all the walls. There are two tables in the room with some small
objects on them. There is another exit on a side wall.
ON CLOSER INSPECTION: The shelves are filled with miniature human figures of many types. They are all painted and made of
metal. The figures are arranged so that one can see them progress in
time from cavemen to science-fiction figures. There are several
sections of the wall devoted to monster types. The tables have a
large array of bottles of paint on them and several monster figures in
the process of being painted. If the room is paced out, it is eighty feet
east and west by fifty feet north and south.

XXXVIII: The beams of the flashlights show a room with a large
machine of some type in its middle. There are two other exits.
ON CLOSER INSPECTION: The machine is quite long and
there is some type of large receptacle on its front and a microphone

type device beside this receptacle. There is another similar receptacle, but smaller, next to the floor on the far side of the machine. If the
room is paced out, it is forty feet east and west by eighty feet north
and south.
NOTES FOR THE REFEREE: This is a matter-conversion machine. When materials are placed in the larger hopper and the
operator says into the microphone what object is desired, the material put in is converted to the object desired, which comes out the
other side. Twice an object’s weight in raw materials must be used;
for instance, if a flashlight is wanted, it takes twice that flashlight’s
weight in other types of materials for the machine to function. It will
“eat” amounts of raw material insufficient to construct the desired
object, or material which exceeds the needed amount. If volatile
substances are put into the machine (such as gunpowder or gasoline), the machine will explode, killing everyone in the room.

XXXIX: The beams of the flashlights reveal an empty room with
no apparent exits.
ON CLOSER INSPECTION: When the first character enters the
room, a dazzling light blinds him/her and all other characters who
have looked into the room.
NOTES FOR THE REFEREE: Only the presence of heat (such
as body heat) will activate this light. It will turn on every time someone
enters the room, and turn off if all characters leave the room. If
someone remains inside, the light will turn off after one round, then
on again one round later, and so on.

UPPER TREASURE ROOM: The beams of the flashlights reveal a large room with a pile of stuff in the southwest corner. There is
the smell of dung in the room and players can also see a pile of bones
along the northern wall.
ON CLOSER INSPECTION: The bones are all human except
for one bear skull. There are several sacks in the pile in the corner. If
the room is paced out, it is forty feet east and west by sixty feet north
and south.
NOTES FOR THE REFEREE: One sack contains three potions
of extra healing in milk bottles; another sack contains an ebony wand
case with a wand of magic missiles that none of the campers will be
able to use; another sack contains boots of levitation, and another
sack contains a +3 mace. Under the sacks is a coffer holding 30
pieces of jewelry, worth 250 gold pieces each.

CLOSET: The second floor closet is lined with empty coat pegs.
Above these are shelves for hats. There are all sorts of hats there:
top hats, stocking caps, ski masks, leather hats, felt caps, wool caps,
and cloth hats. On the floor are several different sizes and types of
rubber boots. There are enough of these to fit all the characters if
they all wish to wear boots and hats.

WASHROOMS: All second-floor washrooms are the same.
They have a sink with a mirror and an empty cabinet behind the
mirror, a stool, and a bathtub. All of them work perfectly well and will
not overflow. All washrooms are made of the metal that all of the
other rooms are walled with.

Third Floor

NOTES FOR THE REFEREE: Every one of these rooms is
covered in green tiles that are four inches square. These tiles are
unbreakable and cover the walls, floor, and ceiling. All noise in these
rooms is magnified so that sound volume is doubled. The noise
made by a rifle shot will do 1-4 points of damage to all creatures in the
same room. Sound also carries up to three rooms away so that no
one is ever surprised by anything.

1: The beams of the flashlights reveal a glowing pillar in the
center of the room. There is another exit on the opposite wall.
ON CLOSER INSPECTION: If the room is paced out, it is thirty
feet square. The pillar is a 10-foot-diameter beam of light emanating
from the ceiling, with an indistinguishable shape inside about 3 feet
off the floor.
NOTES FOR THE REFEREE: If the beam is broken in any
manner above the creature that is inside, the light goes off and a hell
hound is released. Tossing things into the light will cause them to go
through and then fall to the floor, but the beam is not broken. The hell
hound will follow and attack retreating players until it is dead (HP: 40;
#AT: 1; D: 1-10; AC: 4; SA: Breathe fire).

2: The beams of the flashlights reveal a room with one exit plus a
spiral staircase. There is a leather sack suspended in the air in the
middle of the room.
ON CLOSER INSPECTION: The sack is ten feet above the floor
and appears to be filled with little round things. It is drawn tight and
is about three feet long by two feet wide.
NOTES FOR THE REFEREE: These rooms are all the same,
though they vary in dimensions. The sack is magnetically positioned
and if someone applies more than two pounds of pressure on the
thing, it will fall to the floor. It is filled with several thousand ball
bearings that weigh five ounces each.

3: The beams of the flashlights reveal a science lab of some type
with benches that have many different types of microscopes on
them. There is another exit on the opposite wall.
ON CLOSER INSPECTION: There are a total of twenty-two
benches and each one has a different type of microscope. There is a
huge one in the northeast corner of the room that is too big to fit on a
bench. The tables are also filled with slides, glues, and the materials
to make other slides. If paced out, the room is ninety feet east and
west by thirty feet north and south.

4: The room glows from its own purple light. There is another exit
on the opposite wall. There is a pile of bones in a southern corner.
ON CLOSER INSPECTION: The bones are dried, yellow human ones and fall apart upon touch. It feels very hot in this room. If
paced out, it is sixty feet east and west by seventy feet north and
south.
NOTES FOR THE REFEREE: For every 60 seconds the players
stay in the room, over and above the time it would have taken to pace
it out, they will take one point of sunburn damage from the action of
the ultraviolet light.

5: The beams of the flashlights reveal a room filled with benches
and metal parts of all different types. There is some type of robot in
the northeast corner of the room, and another exit on a side wall.
ON CLOSER INSPECTION: The parts all appear to be used to
make robots; there are several things that must be robot heads,
robotic tentacles, robotic legs, robotic chests, and robotic hands.
There are wires and transistors everywhere. If the room is paced out,
it is sixty feet east and west by seventy feet north and south.
NOTES FOR THE REFEREE: If the players ask about tools
present for putting robots together, you ask them what they think
should be there—and whatever they name will be there. The robot in
the corner is activated by touching its left shoulder with anything
metal (HP: 100; #AT: 1; D: 5-50; AC: 1; SA: None). When started, it
will advance on the players and attack. If the players flee, it wiII start
roaming the building and there will be a 10% chance of meeting it in
every third room.
 

6: The beams of the flashlights reveal a room coated in what
appears to be red plastic. There is another exit on the opposite wall.
ON CLOSER INSPECTION: The red stuff is hard enough to
walk on.
NOTES FOR THE REFEREE: As a character takes his/her
tenth step into the room, feet or foot coverings will stick to the floor,
and no amount of pulling will rip shoes or other footwear loose from
the floor. This action works with all things from socks to bare feet.
Moisture is the only thing that frees the stuck materials; bare feet wiII
sweat enough in sixty seconds to free themselves. After sticking
once and being freed, another ten steps will cause a character to
stick again.

7: The beams of the flashlights reveal a room done in red materials all over. There is red velvet covering the walls, five red curtains
along the walls, and an inch-thick carpet, burgundy in color. There
are thirteen stuffed red satin chairs about the room. In the southeast
corner is a red jade throne and on it is a skeleton made of reddishwhite bone.
ON CLOSER INSPECTION: When the last player has entered
the area or when one player comes within twenty feet of the skeleton,
it says, “I am Professor Ludlow. Why have you come to disturb my
rest?”
NOTES FOR THE REFEREE: The skeleton will attack the characters if any of them have any objects from the mansion visibly on
their persons (HP: 50; #AT: 2; D: 15 points per strike; AC: 4;
SA: None). It flails with its arms to attack; when it sustains 25 points in
damage, one of the arms will fall off. It will not chase characters out of
the room, but it will follow them if attacked from outside of the room.
The throne is true jade and of value if pieces are chopped off. The
skeleton will talk to the players for as long as they want about the
mansion, if they have no objects that cause it to attack, but it is a liar
and knows nothing of the area (though it claims to).

8: The beams of the flashlights reveal a room that has metal
balls all over the floor. There is another exit on a side wall.
ON CLOSER INSPECTION: There are five different sizes of
balls and there seems to be about fifty of each type lying around the
room. They include one-inch, four-inch, eight-inch, twelve-inch, and
eighteen-inch diameter balls. They all appear to be made of metal. If
the room is paced out it is sixty feet east and west by forty feet north
and south.
NOTES FOR THE REFEREE: If any three balls of different sizes
are put together and left that way (as in putting several in a sack) for
more than thirty seconds they will start to make a beating noise like
the beating of a heart. If four of different sizes are put together and
stay that way for more than sixty seconds, they will disappear in a
flash of light and cause one point of damage to any member of the
group. If one of every size are put together and left for 120 seconds
they disappear in a flash, taking two points from every character.

These five balls will reappear when any of the same characters are
next threatened and instantly pound to death the thing that threatens
them.

9: The beams of the flashlights reveal what looks like a two-man
helicopter. There is another exit in an opposite wall.
ON CLOSER INSPECTION: The helicopter has only two small
seats and the keys are in the ignition. If the room is paced out, it is
eighty feet east and west by seventy feet north and south.
NOTES FOR THE REFEREE: When one character sits in the
machine and there are no other characters in the room, the ceiling
slides away to reveal the sky. It closes when others enter the room.

10: The beams of the flashlights reveal a room with two cabinets
on the south wall and two cabinets on the west wall. There is another
exit on a side wall.
ON CLOSER INSPECTION: Of the two cabinets on the west
wall, the right one has a piece of wadded-up paper on it and a bronze
latch and the left one is covered in what looks like gemstones of
differing types. Of the ones on the south wall, the right one has a
picture of a bowl of popcorn and the left one has a picture of a wine
bottle. The latter three all have steel latches. If paced out, the room is
eighty feet east and west by forty feet north and south.
NOTES FOR THE REFEREE: The first cabinet mentioned
opens to reveal a black space that will not reflect the beams of the
flashlights. When things are tossed inside, they disappear. When
fingers or the like are put inside, the whole character disappears. The
gem cabinet, if opened, releases poison gas that does 25 points of
damage to each character in the room who fails a poison saving
throw. The popcorn cabinet creates any type of food on demand in
plastic bowls. The wine-bottle cabinet produces any type of drink
asked for in plastic cups. The production must take place behind
closed cabinet doors.

11: The beams of the flashlights reveal a room filled from top to
bottom with pink feathers of differing sizes.
ON CLOSER INSPECTION: The feathers are easily dug out,
but there are a great many of them.

12: The beams of the flashlights reveal a room filled from top to
bottom with human teeth.
ON CLOSER INSPECTION: These teeth come from all the different parts of the mouth. There are many with gold fillings. They can
be dug out, but there are a great many and it will take a long time.

13: The beams of the flashlights reveal a room containing some
type of electronic equipment on benches. There is a large, single
machine to one side. There appear to be no other exits in this room.
ON CLOSER INSPECTION: This area appears to be filled with
radio equipment. The big machine, located in an alcove, has 10
switches and a speaker attached. When a character flips a switch, a
radio station broadcast is heard. The side benches are filled with
transistors, receivers, speakers, and tools to help put these parts
together. The room is too filled with stuff to accurately pace out.
NOTES FOR THE REFEREE: When more than one switch is
flipped on, the machine will produce a new radio broadcast, but when
all the switches are flipped on, characters hear a loud squeal. All the
glass items in the room are broken and turned to dust, while characters in the room take 25 points of damage apiece. The secret door is
a loose wall that will be noticed if players say that they are feeling or
pushing the walls.

14: The beams of the flashlights reveal a room that is filled with
beach balls of differing sizes. To get in, it is necessary to pull out a lot
of balls.

15: The beams of the flashlights reveal a room with plush blue
carpeting and pictures hanging on the walls. There is nothing else in
the room and no other apparent exits.
ON CLOSER INSPECTION: There are twenty pictures and ten of
them are signed by “da Vinci” and ten of them are signed by “Picasso”. If the room is paced out, it is sixty feet east and west by forty feet
north and south.
NOTES FOR THE REFEREE: The paintings are originals and
are priceless.

16: The beams of the flashlights reveal what seems to be a hall
packed full of cobwebs.

17: The beams of the flashlights reveal a creature in the middle
of this room spread-eagled on the floor. There is nothing else in the
room and there is another exit on the opposite wall.
ON CLOSER INSPECTION: The creature is winged, has fangs
and horns and looks immensely strong. It is fastened to the floor by
glass bands around its extremities. When a character or party enters
the room, it will talk to them in a calm, pleasant voice and ask to be
released. If paced out, the room is sixty feet east and west by forty
feet north and south.
NOTES FOR THE REFEREE: This creature is a pit fiend (HP:
70; #AT: 2; D: 1-8 (+3)/1-8 (+3) with claws; AC: -3; SA: None, in
this mansion). It will say anything and do anything to get released,
and will then try to kill all of the players.

18: The beams of the flashlights show a room paneled in white
marble slabs. In the middle of the room is a stone platform with a
pyramid of glass balls on it. There is another exit on the opposite wall.
ON CLOSER INSPECTION: When players approach the pyramid, the balls start changing colors, and the pyramid will respond
verbally to questions. It will tell the players anything they want to
know and can comprehend. If players ask questions with answers
too complicated for them to understand, the machine will start out by
trying to teach them the mathematics of the answer they want.
NOTES FOR THE REFEREE: There is no power in the mansion
powerful enough to hurt the pyramid device. Once it has started
telling characters a complete answer, it will not stop until it is done, no
matter what characters do or say. Therefore, if the characters ask the
machine how to use something, it will first tell them how to construct
the materials needed for the thing and then proceed slowly through
the assembly process and otherwise take so much time that the

characters should soon see that sitting around there is getting them
nowhere.

19: The beams of the flashlights reveal a room filled with cardboard boxes that are all closed. There is another exit on a side wall.
ON CLOSER INSPECTION: All of the boxes which are looked at
are filled with new toys of one type or another. All of the toys require
batteries. The room is too cluttered to pace out.
NOTES FOR THE REFEREE: There is every toy imaginable in
those boxes, and there are thousands of individual toys.

20: The beams of the flashlights reveal an empty room that has
some type of small body at its center. There is another exit on the
opposite wall.
ON CLOSER INSPECTION: The small body is that of a dead
Persian cat. If the room is paced out, it is forty feet east and west by
fifty feet north and south.
NOTES FOR THE REFEREE: The cat is only there to make the
players worry.

21: The beams of the flashlights reveal what appears to be a
large telescope pointed at the ceiling. There is another exit on the
opposite wall.
ON CLOSER INSPECTION: If the room is paced out, it is seventy feet east and west by fifty feet north and south.
NOTES FOR THE REFEREE: When one looks in the telescope,
the ceiling slides back and players can see a small, red planet in the
lens. The ceiling will remain back as long as someone looks and will
slowly close when no one is at the telescope.

22: This room has its own red light, which reveals holes all over
the walls. There are no other apparent exits from the room.
ON CLOSER INSPECTION: If the room is paced out, it is forty
feet square. The holes are all three inches in diameter and about
nine inches deep. There is a glass ball in each of them, about the
same size as a golf ball.
NOTES FOR THE REFEREE: These balls are the eggs of yellow mold. When broken, they do 1-8 points of damage apiece to all
beings in the room. These spores are not quite ready for growth and
will die after a few minutes’ exposure to the outside air.

23: This room glows greenly and is covered in some strange
type of mushroom growth from floor to ceiling. There is what appears
to be another exit out of the room.
ON CLOSER INSPECTION: Characters stepping into the room
will find themselves enveloped in spores from the mushroom growth.
NOTES FOR THE REFEREE: Nothing else happens to the
characters, but the spores will cling to clothes and will not be easily
brushed away.

24: The beams of the flashlights reveal a room that has its floor
covered with hat boxes of differing colors.
ON CLOSER INSPECTION: There are only two exits out of the
room, both of them on the east wall. There are five basic colors used
in the hat boxes and these are further divided into about twenty
shades of each color, with a single shade used for every box. These
colors are: red, blue, green, brown, and yellow.
NOTES’ FOR THE REFEREE: The red boxes contain 1,000-
gold-piece diamonds. The green ones each contain an ochre jelly
which will jump out and do 3-12 points of damage per touch after a
box is opened. The rest of the boxes have hats in them. Under the
ninth hat looked at is a ring of three wishes.

25: The beams of the flashlights reveal a room that is bare
except for a horse standing in its center. There is another exit on the
opposite wall.
ON CLOSER INSPECTION: If the room is paced out, it is eighty
feet east and west by ninety feet north and south. The horse is gaunt
with a huge head, glowing red eyes, and a sulphurous odor. The coat
is dead black; the mane and tail and wild and rugged-looking. There

is a strange metal saddle on its back. It does not move or appear to
be alive.
NOTES FOR THE REFEREE: This is a nightmare (HP: 60;
#AT: 3; D: 2-8/4-10/4-1 0; AC: -4; SA: None). If a character mounts
this beast with magic in his/her possession, the beast animates and
takes that player to the lower planes of hell forever!

26: The beams of the flashlights reveal a room that has hundreds of potted plants on shelves along the walls. Players also see a
winged white horse that looks like the pegasus of Greek legend.
ON CLOSER INSPECTION: The creature appears tame, but
rears up when characters try to mount it or get behind it. There is
another exit on a side wall.
NOTES FOR THE REFEREE: This is a pegasus (HP: 35;
#AT: 3; D: 1-8/1-8/1-3; AC: 6; SA: None). It will let female characters
ride it, but will stop others from getting on. When mounted, it will fly to
the ceiling and appear to go through the roof (actually, the ceiling is
an illusion). It will obey the commands of a female if she demands
that one or more male characters get carried out of any mixed group.

27: The beams of the flashlights show a room with a mist floating
above the floor at about knee level. When the lights enter the room,
music comes out of the walls as if an orchestra were playing. There is
another exit on the opposite wall.
ON CLOSER INSPECTION: The mist seems harmless and is
wet to the touch. The music comes from all over the room.
NOTES FOR THE REFEREE: The secret door is a sliding panel
that is loose to the touch and easily movable only if characters are
touching the wall.

28: The beams of the flashlights reveal a large glass coffin with a
tall, thin man in it.
ON CLOSER INSPECTION: This man is wearing a black uniform of some type with the following visible things: a holstered pistol,
a glass rod in his Ieft hand, a helm on his head, a belt pouch of some
leathery substance, and silvery boots on his feet. There are signs all
over the room written in several languages (including English), and
they all say the same thing:
“I am Professor Ludlow and I was forced to put myself
hence when struck by leprosy. I wish to be released
when an instant cure for this sickness has been found.”
NOTES FOR THE REFEREE: When the glass is broken, the
professor will jump out and asks the party if the cure is at hand (that
is, if the party doesn’t attack him first). If they say they do not have the
cure, he flies into a rage and tries to kill everyone. The pistol does
10-100 points of damage with every shot, never misses, and has 20
charges. The glass rod is a universal translator. The helm allows him
to move as a blink dog. The boots are boots of flying The belt pouch
has ten 10,000-gold-piece diamonds in it. The professor has five hit
points and A.C. 10.

29: The room glows green and appears to be empty. There are
three ways out, a door and two open exits.
ON CLOSER INSPECTION: If paced out, the room is sixty feet
east and west by forty feet north and south.
NOTES FOR THE REFEREE: All characters who enter this area
will be turned green-skinned for the duration of the adventure.

30: The beams of the flashlights show a room with a great many
folding metal chairs and tables lying about. There is another exit on
the opposite wall.
ON CLOSER INSPECTION: The chairs and tables are all numbered. The highest number is 2,500. The room is too cluttered to
accurately pace out.

31: The beams of the flashlights reveal pulleys and lead weights
all over the room. There is a supply of rope in one corner. An open
exit and a doorway are opposite one another.
ON CLOSER INSPECTION: The room is too cluttered to pace
out. There are hundreds of feet of rope and lead weights ranging

from one pound to 1,000 pounds. There are hundreds of pulleys of
differing sizes.


 
 

32: The beams of the flashlights reveal three palm trees growing
from floor to ceiling.
NOTES FOR THE REFEREE: If the players ask, there are five
coconuts on each tree. The tenth one taken down has twenty-two
gems in it, each worth 500 gold pieces.

33: The beams of the flashlights reveal a room where milkweed
seeds are suspended in the air all over the place. An exit in the
opposite wall is barely visible.
ON CLOSER INSPECTION: The seeds will cling to any skin
they touch and will move about strangely on the surface of the skin.
NOTES FOR THE REFEREE: The seeds will plant themselves
on the surface of any flesh. The seed does no damage, but it looks
very strange. Efforts to take the seeds off will result in one point of
damage per seed. If characters clear a path, seeds will not go into the
space made.

34: The room has an orange glow which reveals a set of stairs
and a total of two other exits on side walls.
NOTES FOR THE REFEREE: The orange glow makes any
liquid the characters are carrying turn orange and taste terrible.

35: The beams of the flashlights reveal a room filled with onefoot-by-two-inch bars of a gold-colored substance.
ON CLOSER INSPECTION: One of the bars can be pulled out
for examination, but it is very heavy and marked with the Roman
numeral “III”.
NOTES FOR THE REFEREE: This is iron pyrite, “fool’s gold,”
and the room is filled with it.

CRYSTAL HALL: The beams of the flashlights reveal a hall
paneled on the walls, floor and ceiling with faceted crystal. The light
is refracted off the walls and made into colors all over the area. The
hall starts to hum.
ON CLOSER INSPECTION: The humming gets louder, the
longer the lights shine in the hall.
NOTES FOR THE REFEREE: The humming will cause four
points of damage per round per character if the lights shine for more
than 120 seconds in the room. The humming stops if the lights are
turned off or taken out of the room.

WASHROOMS: See description of washrooms, second floor.
 

OUT ON A LIMB 

‘Pleasant jolt’

To the editor:
I would like to add a word or two to Kim
Mohan’s response to Patrick Amory’s Letter
in TD 45. <link>

I think that the criticisms of “The Mansion
of Mad Professor Ludlow” were somewhat offpoint.
Even going beyond the artistic obligation
of DRAGON magazine to publish a
variety of material to satisfy a variety of tastes,
I consider “The Mansion of Mad Professor
Ludlow” to have been quite a successful simulation.
In addition to giving me a pleasant
jolt of nostalgia for all of the old science fiction
and boys-adventure books I used to read
in the golden days of my youth, I found it quite
a challenge to yield up a normal, hard-bitten,
cynical, prepared-for-the-worst gamer’s persona
and adopt that of a Boy Scout who is
trying to cope with something completely
outside of his experience. It was not easy. It
generated a lot of very interesting arguments
between myself and my fellow gamers concerning
what a Boy Scout would do in certain
fantastic situations that tend to become ordinary
and unsurprising to experienced garners,
and brought home to us just how insensitive
we’ve all become to the bizarre things
that are sprung upon us in FRP games.

Additionally, I think any defensiveness about
the amount of advertisement in the magazine.
is misplaced. One of the major advantages of
a magazine like DRAGON magazine, equal in
my mind to any prose contained therein, is
access to the games and playing aids that are,
after all, the basis of this hobby. What’s the
use of a magazine telling you about something
if you don’t know where to get one? I regard
the advertising in DRAGON magazine as a
valuable contribution to the hobby, and hope
that it’s never reduced much below 20%.

Tim of Angle
Bloomington, Ind.
(Dragon #47)