Red Herring: The Cabin by Williams (waylyn@mindspring.com) --------------------------------------------------------------------------- This is a truly versatile place that is infamous in my campaign setting because no matter how powerful or intelligent you may be you are just as helpless. It is a cabin, usually in the woods, that changes location constantly and can never be found by looking for it. It continuously changes, but always has a few thing that never change. Its purpose: to completely drive players insane. I have one player who continuously looks for this whenever he's in that forest, I have one who has heard nightmarish stories about it from the previous character (she is a paladin and sort of looks at him funny whenever told), and one who chuckled when he found it (he had good sense of humor considering he thought he had found the secrets of making artifacts). Here's how it goes. It is almost completely safe except for two ghosts that haunt the place at night, they have low hit points and damage, but always hit and can only be hit with magic:). Unfortunately, no experience is ever awarded, and the ghosts reappear the next night. Here is a list of all the things that never change from visit to visit (if a player finds it more than once): 1. There's no fireplace, but when the characters leave smoke issues from chimney. 2. The cabin and its contents are indestructible with the exception of a single mirror which repairs itself whenever no one is looking at it 3. There is a library, and all the books have titles that the reader wants (secrets of making artifacts, how to kill that really powerful monster, etc.), but the pages are blank. 4. Nothing can ever be taken out of the house. 5. The cabin is always two stories (at least from the outside). Other than this the cabin is usually different from visit to visit. I currently have three maps which I choose from based on my mood. The first has a secret door that leads back to the entrance so the characters end up where they started and a bit bewildered. The second cabin has a large room with two doors leading to it and some kind of treasure in the room. When you walk through one door and you find yourself coming out of the other. It also has a staircase that you can walk up forever, but if you turn around you find that you haven't moved. When you enter the front door of the third cabin you find yourself on the second floor with no door behind you. The list could go on and on. GM's are encouraged to be devious, flexible, and have no explanation as to how any of it is happening. I sure don't. --------------------------------------------------------------------------- [Image] Return to the Dungeon.