Authors Bill Webb & Thom Wilson with Editors Front Cover Art additional material by Gabor Lux Jeff Harkness & Edwin Nagy Artem Shukayev

Producers Art Director Interior Art Bill Webb & Zach Glazar Casey W. Christofferson C.J. Marsh, Terry Pavlet, & Artem Shukayev Project Managers Layout and Graphic Design Bill Webb & Zach Glazar Charles A. Wright Cartography Alyssa Faden & Robert Altbauer Fantasy Grounds Conversion Cover Design with additional design elements Michael G. Potter Jim Wampler from Ainsley Christofferson and Raven Metcalf

FROG GOD GAMES IS

CEO Production Director Special Projects Director Bill Webb Charles A. Wright Jim Wampler

Creative Director Chief of Operations Customer Relations Matthew J. Finch Zach Glazar Mike Badolato

©2019 Frog God Games. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. Frog God Games and the Frog God Games logo is a trademark of Frog God Games. All characters, names, places, items, art and text herein are copyrighted by Frog God Games, Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Product Identity: The following items are hereby identified as Frog God Games LLC’s Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: product and product line names, logos and identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, Adventures thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, Worth concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of Winning characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product Identity. Previously released Open Frog Game Content is excluded from the above list. God Games ISBN: 978-1-62283-737-3 Sample file Table of Contents Introduction...... 3 Chapter 1: Tegel Village...... 6 Chapter 2: The Lands About Tegel Village...... 12 Chapter 3: Sanctum of Madness...... 19 Chapter 4: Rampaging Rooms...... 60 Chapter 5: Within the Vaults...... 134 Appendix I: Rump Family Tree...... 148 Appendix II: Creatures...... 174 Appendix III: Startling Statues...... 177 Appendix IV: Terrible Traps...... 178 Appendix V: Eldritch Experiments...... 180 Appendix VI: New Magic Items & Spells...... 181 Legal Appendix...... 186

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2|Tegel Manor Introduction First published in 1977, Tegel Manor is the oldest of “Haunted effects of these (and the paintings) were always one of the most House” adventures in fantasy roleplaying. The Manor is a sprawling interesting part of adventuring here. edifice of 250+ rooms filled with tricks, traps, puzzles, monsters, Appendix IV give a ready reference for a GM to invent or alter one and situations both humorous and horrific. Like the classic haunted of the many traps present throughout the Manor (or anywhere else we house, not much of Tegel Manor makes logical sense, but it’s still suppose). In the spirit of Tome of Adventure Design, we strive here to as dangerous as adventuring can get. The huge manor house has create a handy way to mix things up a bit. been the curse of its owners, the Rump family, for generations – no Appendix V contains a list of Eldritch experiments that could matter how many times they have tried to get rid of it, the ownership occur if the player characters fool around with any of the alchemy manages to come back to them. This intertwined and sinister labs present in the manor. It’s really just here to add a bit of spice in the relationship between the house and its chosen family is a history event that they get cocky while messing around in the Wizard’s Tower. of horror, evil, and greed. There is a lot for the characters to learn Appendix VI details the new magic items and spells that are about the curse, and their knowledge might just keep them alive long contained within this work. Please note that while many of the magic enough to tell the tale. items are indeed potent, most have significant drawbacks if used. If you’ve already seen the 1977 version of the Manor, there’s a lot After all, this is a haunted house. more for you to learn in this updated and expanded version of the Finally, a note about the maps. We are including a poster map of classic. This printing contains expanded descriptions of the rooms, both the wilderness and the Manor inside the covers of this book. In new areas, new monsters, new magic items, and much more, all with addition, we have scattered sections relevant to the area of the Manor spectacular color illustrations. throughout Chapter 4 to allow the GM to easily see the connections A fun fact: In 1981 was contacted by a little-known between rooms without flipping back and forth between the poster foreign company called Konami who wanted to produce a game based map and the text. That being said, the poster maps are wonderfully on our Tegel Manor. Konami noted that their game was ready and all detailed and should be used (and admired!) by the reader. they needed was the Tegel Manor title for American release. Judges Guild turned the offer down, but five years later, Konami released the popular video-game Castlevania. So it’s not impossible that, at some The History of the Guild and of level, Tegel Manor forms some of the conceptual basis for Castlevania as well as for the countless D&D haunted house adventures that would follow it over the course of decades. the Manor, from II Welcome to the thrills and chills of the granddaddy of all haunted house adventures — the quirky and terrifying masterpiece that is If I remember correctly, Dad’s gaming group started into Tegel Tegel Manor! Manor in February of 1976, and did not leave until nearly Easter- time. It was not really a play-test of a potential product, for Judges Guild was not founded for another 3 months; it was just a fun place ow this book is organized to run the players through. After the success of our subscription H service launch in August of 1976, though, it was put in a folder as a definite possible project. At the time, we called these “Installments,” Chapter 1 contains the description and key to Tegel Village, because it was all about our Guildmember subscription service. The because after all, every good old school adventure starts in a tavern. idea of a stand-alone module was not tested. That was new ground. We recommend the Bark and Byte. After all, you will sleep well there. It may have been in Dad’s mind as a possibility, though. He was a Chapter 2 describes the wilderness areas surrounding the manor, dreamer and often creative. including random encounters, a pirate base, and the Rump Family With the summer of 1977, Judges Guild had just completed its graveyard. first year of business. Having anchored a growing subscription Chapter 3 details the Sanctum of Madness, the Temple of Frigga service, we were providing fantasy gamers with a steady flow of and the dungeons below both. This area has been significantly fresh material for their campaigns; the bulk of which centered at expanded over any previous version because, after all, the evil priests Rhamsanderah, the City State of the Invincible Overlord, and was here worship Frog God Game’s icon. fleshing out the world beyonde (which we titled the Wilderlands). Chapter 4 contains all of the Rampaging Rooms of the Manor itself. Our world was growing, as was our business. In July, plans began Please note that we have taken pains to expand these rooms beyond their for our fall releases, and Dad wished to make something special for previous one-line entries and have added a few new twists and turns to the the Halloween Season. empty closets and traps. We have also tried hard to detail the specifics of Halloween was always well-celebrated by our family. In his teens, the pictures and statues, as well as the traps present in each. This chapter Halloween led to Dad’s only run-in with the law. He was pushing over is where, we expect, the bulk of adventuring will take place. outhouses (still a common sight in our neighborhood) when he slipped Chapter 5 describes the dungeons below the Manor itself (there are and fell into the dung-pit. His band of hooligans abandoned him when 4 distinct levels). While deeper usually means more difficult, it’s our the owner emerged from his house with a shotgun. Dad was arrested experience that these dungeons make an excellent place to rest and for vandalism and had to ride to the police station on the fender of the recover (at least with respect to the manor itself!). squad car (a sickening embarrassment he never forgot). Appendix I contains the descriptions and names of the Rump Tegel Manor has its share of pits. Family members. Please get to know the family well, as they represent Tegel, like the City State, began as a small booklet and a few loose what is perhaps the most dangerous denizens present in the manor. maps as “Installment Material.” Dad, of course, placed it into his Appendix II contains stat blocks and other information about all Wilderlands world-setting, but in time it grew to stand on its own as creatures and non-player characters appearing in the book. After all, when Samplean adventure module. The same wasfile true with others that followed; Sarthoggus casts caustic burst on the head of the wizard, you need to Modron for example, and soon TSR too saw the value in producing know what is does. Please note that we assume you will have a monster stand-alone adventure modules placed in their own world-setting. manual or other reference for standard monsters. We just could not find it Tegel was really the first to break away from the City State, and had a in our hearts to make Chuck lay out another Zombie stat block. distant location, far to the East on the first continental Campaign Map Appendix III details a list of possible actions or powers for the the Guild was to publish. numerous Startling Statues that abound in the Manor. The random

Introduction |3 Once it was decided to make Tegel the October 1977 Installment of Tegel, I asked him what he thought might be added or revised. (still called a “City State Installment”), Dad asked me to create a cover He said there were some mechanical problems with the portals in his for it, and asked for some art to include in it. At the time I was a Gamescience version, and that he and my father wished to expand pencil-artist. I was very accomplished with a pencil, but wary of ink to include the rooftop. They had agreed on the use of four imps to and pens. That is why the Flying Turkey (the Company Logo) had be encountered there, named Aquis, Fortis, Gingis, and Vitus... and to be inked over by my father. The same became true for the Tegel several jokes followed. Lou has long been an accomplished magician, cover. Dad inked over my very detailed pencil drawing to make it but he has real talent at comedy too. print-ready: this explains the oddities of the details in that first cover, too had some input on a Tegel Sequel. He told which was really a half-cover or thick banner taking nearly half of the me Dad had devised a storyline (possibly shooting for a Christmas booklet top. release) wherein Tegel would be encountered but all doors and The instruction from Dad was, “I need a drawing of a Haunted windows blocked as if by magic, the manor aglow in a strange light. House this size,” and gave me the dimensions. The drawing did little The only way to enter was via the roof and chimney (the chimney to illustrate the enormous castle-like complex that became Tegel, working as a time-portal) shooting you back in time, the soot tagging but it did have a Halloween feel. My own inspiration came from the your date from which you came). The goal was to free a certain Elf opening credits of Saturday-Morning’s Scooby-Doo with bats flying named Kringle who had mistakenly come down the wrong chimney, by, but I had nothing but memory to draw from (video tape being a landing amid the fiendish Rumps of Tegel Manor. This I tied to the rare commodity in 1977). It became my first product cover, of the folder Dad had the materials in, on which he had written the title Night several I did that followed. of the Living Rumps. Just as it was liked by the gaming group at home, Tegel was received For a time I tried to piece together a working version of a Tegel well by the subscribers, and by 1978 had grown into a stand-alone sequel from both manuscripts, but my heart was not in it, and I did not module that went through several printings and editions by 1985. feel up to the task. Night of the Living Rumps has some interesting Like with most Guild products, each printing saw some changes and elements, though. The premise is that as a wedding gift to the Rumps, revision. In Dad’s view a product such as Tegel (number JG-27) was the wizard Swayne enchanted the very walls of the Manor to protect much like a vehicle model... if you bought the Chevy Impala of 1963, them from the elements, and enchanted loadstones within the chimney then the same model in 1968, the differences between the two are to create a portal which would bring peoples from the future or past staggering. The same was true for a Guild product. We did not think to into the Rump parlor... the Rumps love having unexpected guests drop create a different vintage number to each edition, and while the Guild in. Free Santa from the brig or not, returning to your own time requires staff was always working on new products (or the latest Wilderlands you make your way back to the rooftop and drop into the chimney installment), sometimes as much as half the crew was revising the past again. Dave Arneson especially liked the idea that this mechanism modules for the next printings. could be used to explain the presence of modern weaponry in Tegel, Maps aside, we never sent a printer the same thing twice. When taken from the new arrivals. stock of a certain product began to run low, the masters were sent to I still see Lou at conventions when I can, and I always bring him the light-tables for revisions and any newly written content was pasted a little something from my Dad. Dave has passed away too, and I in. That was one of Dad’s rules “It can always be improved upon prior cannot help but feel he and my father would have done greater things to printing.” The first print-run of Tegel Manor manifested in the form if they had collaborated more. It was not until after my father passed of 12 boxes of un-collated sheets which were stacked in my bedroom and I got access to his computer files that I discovered that he had and the adjacent hallway of our home. Also in my bedroom was a done some work with Dave Arneson on one of my own game ideas standing saddle-stapler, and I was soon at work putting the booklets concerning the steamboat era (where one starts as a cub pilot and together. It was with some pride that I brought one of the first finished builds until he owns a small fleet of riverboats, competing against booklets to school, showing my Art teacher, Mrs. Dunn. the encroaching railroads). In 1985 the Guild went into self-imposed hibernation, but interest in In 2017, I was at the North Texas RPG Con speaking with Bill Tegel resurfaced. Colonel Lou Zocchi (of Avalon Hill and Gamescience Webb, who was instrumental in keeping the Guild alive over the last fame) loved the module, and partnered with Dad to release a revised two decades. He brought some of the Guild’s best works to glorious and expanded version through Gamescience in 1989. Lou had been hardback grandeur, keeping Judges Guild in the ears of the industry, one of the Guild’s earliest distributors, and he and my Dad had shared while introducing our line to a new generation of gamers. I mentioned that I had read a manuscript for a Tegel Manor revision by Gabor Lux a long mutual respect. Dad contributed little to this project, as Zocchi and it was a shame that a D20 version was never completed. Bill then employed the skills of author Niels Erickson (Wizard’s Realm) for let me know how much Tegel meant to him personally, and so we the expansion. As previous versions of Tegel had all been for D&D, agreed on the title Tegel Complete. I sent the original Tegel Playtest Erickson stripped out the mechanics to conform to a Universal or Map to the Webb Family as a gift to Tegel’s biggest fan, and for all Generic System. Mechanics aside, the Erickson material was very he has done to help the Guild along. Judges Guild has always been good, and the Gamescience edition is still sought-after by fans. blessed with great fans. Over the next decade, the Gamescience Version was the last word on Tegel, but then shortly before Dad’s death in 2008, fans began coaxing A note from Bill Webb on Tegel Manor out a Tegel for the D20 game system, and the online bulletin boards Way back in 1977, this little kid discovered the realms of wonder began to drum up interest in seeing it come together. Dad passed away that are Fantasy Roleplaying while travelling to camp in a motor home. in April of 2008, and after a month of grieving, I reluctantly stepped Years later, that little kid started has written or produced hundreds of into his shoes. One of the first things I had to do was find out what was books to support the game. That little kid was me, and 41 years later, owned, what could be published (with or without royalty agreements) I still remember the magic that Tegel Manor inspired. and the status of each title. Three of Dad’s longtime friends, each a Tegel Manor was where, for me at least, it all began. First as a little worried for what might become of the Guild, offered personal player, and shortly afterwards as the Game Master. I will never forget assistance and advice: Bill Owen (Dad’s longtime friend and Guild that first session—my poor, 1st level cleric was the only one who made founding Samplepartner), Dave Arneson (author of Blackmoor and First his saving throw for some fear effect,file and was left alone to face a Fantasy Campaign), and Colonel Lou Zocchi. dozen skeletons. I made my turn roll—and managed to finish off the In the Guild’s archives was two partial manuscripts on Tegel, final two undead horrors that could only in my mind be the terrible both from the Guild’s Sunnyside Days. One was a play-tested Tegel creatures that I remembered from Jason and the Argonauts. II, which seemed more of an expansion to the story line, while the Later that session (after my comrades returned to find me victorious), other was a cruder more humorous (with adult content) pitch with I recall clearly moving the right arm of a statue and it spitting out a the working title Rump Romp. As Lou had published the last version magic scroll! It was all fun and games for me until I was robbed by 4|Tegel Manor Roughneck Rump the Rotund on the way back to town. “Stand and started working on Tegel when Bob fell ill, and the project was never Deliver” he said. We were far outmatched by him and his icky goblins completed. I had even figured out how to make a map (impossibly big with bows. Ah well, we survived (except Richard’s magic-user). for 2007 technology) that would accommodate 28mm figures for the That Christmas, all I wanted was this game. My parents obliged me entire manor itself. by purchasing a white box set (at of all places Nordstroms!). I returned I was grief stricken when we were unable to continue with the first a couple of sweaters I got that year and used my Christmas money to love of my roleplaying life. get two sets of dice (I still have them!), a copy of Outdoor Survival Then, two years ago, a mutual friend helped broker an agreement (yep—still have it too), and a single module—Tegel Manor. Being the between Frog God and Judges Guild to revise and revisit Tegel Manor. youngest of the group, I was immediately elected Game Master (so the I took charge of the project myself, and with help from several friends, older guys could be players). They thought they could take advantage we have created what I believe is an expanded version worthy of the of the little kidwell, they quickly learned from that mistake. modules legacy. No longer are the Monastery and Temple just boxes For the past 41 years, I have been running the same campaign, set on a map. The single lines of the town are revised and expanded to in a mix of the Wilderlands and my own creation. Tegel Manor figured detail each location, and the wilderness areas are filled out as well. prominently in the foundations of my game. I still pull it out now and Lots of those “blank rooms and rat tunnels” now have contents and again and run it for my kids, at conventions (3 TPKs at one convention lead places. After all, I spend 41 years running this module—I added two years ago). a great deal of content in that time. Over the years, I was fortunate enough not to just meet, but actually That being said, the whole remains true to the snarkiness and work with, Bob Bledsaw Sr. While at , we were tongue-in-cheek puns of the original. This book is to me, canon, and able to complete the Wilderlands of High Fantasy, the City State of all revisions were checked to ensure they met my standards for the the Invincible Overlord and even Caverns of Thracia. We had just look, feel and smell of the historical book.

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Introduction |5 Chapter 1: Tegel Village Introduction Less known for its fertile fields and stout farmers, the village of Tegel Village at a Glance Tegel is the site of the infamous manor. All manner of evildoers Alignment: Neutrality moved to its vicinity since the lamentable but timely downfall of the Population: 920 (Able-bodied 230); Mixed Rump family, threatening the simple lives of its inhabitants. Indeed, (human 79% [mostly Tharbrian, some Skandik and between the cultists of Tsathoggus, the Dearth Monster of Derfingel Alryan], elf 9%, half-elf 5%, halfling 3%, others 4%); Marsh, brigands, pirates, and undead, it is a small wonder they still till Resources: Market. their farms as if nothing had happened! Though the harvests remain Authority Figure: Ternelmor, Chaotic male good and the rich grains still find their market, many are reconsidering human fighter (Ftr7). their residence. After all, what is a full purse good for if one isn’t alive Important Characters: Sir Runic the Rump, to appreciate it? Lawful male human paladin (Pal6) (owner of Tegel Mayor Ternelmor and his aides have their hands full. They have to Manor, known coward); Ranold Rax, Chaotic male deal with monsters and other assorted menaces, all the while making human fighter (Ftr8) (retired reaver); Arnthora, sure that Sir Runic the Rump — the last of his line — doesn’t regain Lawful female human priestess of Thor LG (Clr5); his holding by some miracle. On the other hand, it wouldn’t hurt if Mordacity Maghoula, Chaotic male human fighter some of the nearby problems were solved, by sword or by deceit, and they are willing to pay handsomely to this end. Adventurers seeking (Ftr6) (militia leader); Ep Sroten, Chaotic male human their fortune who are not afraid of a gruesome and untimely death thief (Thf6) (litigation trickster). should find what they are looking for! AC 3[16]; Atk bastard sword (1d8+2) or longbow x2 (1d6); Move 12; Save 10; AL L; CL/XP 5/240; Special: –1[+1] A. Ranold Rax dexterity AC bonus, +1 to hit missile bonus, +2 to hit and damage strength bonus, multiple attacks (5) vs. creatures with 1 Once known as the “Defiler of Dearthwood,” this former reaver or fewer HD. retired from his pirating days to enjoy the simple country life. Equipment: chain shirt, large metal shield, bastard sword, Much of the gold he gained fighting orcs and plundering ships on longbow, 20 arrows, engraved iron horn (a family heirloom), the perilous estuary of the Roglaroon went down with his ship and crew. The remaining 753gp is safely hidden in the cellar below his three longspears at home, 26gp. modest stone house. The buried iron chest holding his treasure also contains a broken +1 scimitar and the colorful outfit he wore as a captain. Ever the opportunist, Ranold struck a deal with the Evil High C. Temple of Thor Priest Sarthoggus and became a willing informer, which, given his eloquence and good relations with Ternelmor, is invaluable to the frog An old, moss-covered statue of a valkyrie stands before the village cultists. shrine. Beyond the iron reinforced door lies the sanctum of Thor; a solemn, cold, and empty place. Sixteen round shields hang on the Ranold Rax, Male Human (Ftr8): HP 51; AC 3[16]; Atk bare stone walls. If a ritual is in progress, they clang and resound as heavy mace (1d6+1) or throwing dagger x2 (1d4+1); Move 12; if beaten by invisible sword hilts (this dweomer grants any cleric of Save 7; AL C; CL/XP 8/800; Special: +1 to hit and damage Thor inside the walls +3 caster levels, and the ability to cast one fifth- strength bonus, multiple attacks (8) vs. creatures with 1 or fewer level spell per fortnight). One of them is engraved with a map to some HD. lost treasure haul. The altar, not unlike an anvil, holds two censers and a font of holy water (five doses per week). Equipment: +1 small metal shield, chainmail, heavy mace, 6 A young priestess named Arnthora administers the temple and sees throwing daggers (ivory handles, worth 40gp each), potion of to the spiritual needs of the villagers. Arnthora is losing attendance extra healing (cursed, hit points are lost again in 1d10 minutes to Sarthoggus’ temple on the hill; thus, she is grateful for any help — a present from Sarthoggus), 28gp, 300sp. in clearing them out. Her room is sparsely furnished, and contains a cot, a book with heroic songs in runic script, a chest with personal B. Brinna Birgit belongings, and a bearskin. Arnthora, Female Human Priestess of Thor (Clr5): This blunt, enterprising spear-maiden hails from the village of Sea HP 23; AC 5[14]; Atk heavy mace (1d6); Move 12; Save 11; Rune to the southeast. She is a skilled mercenary but her gruff manners AL L; CL/XP 5/240; Special: +2 save versus paralyzation and open dislike of men haven’t endeared her to most prospective and poison, banish undead, spells (2/2) (spells within temple employers; in fact, she had to turn to farming to make a living. Brinna 2/2/2/2/2). is willing to join a group for an equal share and to take part in the Note: Within the Temple of Thor, Arnthora casts spells as an fighting, but refuses to risk her life unneccessarily. If expeditions 8th-level cleric and can cast a 5th-level spell once every four prove lucrative, she can find an additional 2d4 Amazons for hire (level days. 1d4+1, standard equipment). She holds Sir Runic Rump in contempt, having beenSample approached by him on various occasions to “get some Spells: 1st—cure light wounds , filedetect magic; 2nd—bless, hold personal belongings from the manor.” These forays all ended before person; 3rd—cure disease, prayer; 4th—cure serious wounds even crossing the manor’s gates; Sir Runic usually beat a hasty retreat (x2); 5th—dispel evil, raise dead. as soon as he lost sight of the village. Equipment: chainmail, heavy mace, ceremonial staff, scroll of cure moderate wounds, 58gp, 400sp. Brinna Birgit, Female Human Amazon (Ftr5): HP 36;

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