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. 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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 Sample file 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 Judges Guild 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 bob bledsaw 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
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