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There is an island in the mysterious southern seas called the Isle of Dread. And on this island is a lake, which we will call the Lake of Dread. In this lake is a small islet, and on that islet is the House of the Amber Wizard.
This encounter area continues a series called Ancient Encounters, culled from ancient notebooks of campaigns past. The idea came after writing about re-using an old adventure, and I realized these great encounters deserve a little more attention. Hopefully others can be inspired by this series to make their own adventures, or to use elements of these admittedly “brief,” “vague,” and “improvisational encounters as building blocks for great games.
The arch wizard Obitello Amber built the mansion in the most remote location he could find, and moved there with his daughters Isolda and Ismelda and his son Sfart, the perennial apprentice. For many years the wizard worked hard to create his masterpiece, the Crown of Enlightenment. However, he was rendered feeble-minded when the crown was stolen from him.
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To get to the house, one must cross a small by VERY deep lake, which may or may not harbor the fearsome Lake Kraken. Once the waters have been navigated, the islet is a small grassy hillock, with a few copses of trees. The outdoor areas under the trees look like a messy encampment has been set up, but no campers are visible. This is because they are all invisible.
Ripped from the CS Lewis novel the Dawn Treader, these creatures, who are invisible Halflings, have stolen the crown, and given it to their hero Freedom the Halfling, for it has special properties for them. The Halflings were once known as chibi-fanaton, cuddly but savage little creatures who were like furry Halflings with prehensile tails and no culture or even language other than a few grunts and squeals. The wizard loved these creatures and kept them around as pets and servants, until making a startling discovery one day.
His favorite little Halfling put the crown on one day while the wizard was napping and a terrible transformation took place. His hair fell out and his tail blackened and fell off, and thus the first halfling sprang into being. More soon followed until all the chibi fanaton on the islet were transformed. Eventually Freedom stole the crown and ran off with it to “liberate” his people on the mainland. Obitello has been in a semi-conscious state ever since. The Halflings who were loyal to the wizard stayed, but convinced the spell caster to turn them invisible because they were embarrassed about their nakedness.
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Amber Mansion
The house itself is surrounded by a Hedge Maze. The inhabitants of the maze are unicorn-rabbits, also known as al-miraj. There are hundreds of them but they will only be a nuisance, running between legs, unless the hedge itself is damaged, whereupon 4 al miraj will direct savage ankle-goring charge attacks against any arboreal aggressor. They can be tamed and kept as a pet under the right circumstances.
The house is typical of an arch wizard – anything and everything that can have a spell cast on it DOES have spells cast upon them. The entry chamber has suits of armor ready to attack, living furniture etc. The dining room is served by ghosts of servants long gone. The downstairs is fully of crazy wizard stuff, and the upstairs holds the bedrooms including the bedroom of the sleeping wizard, who only wakes up for one hour per day. His daughters are missing (in the basement?) and the nly other inhabitant is a world explorer named Shackleton who has spent the past decade searching for his lost love Isolda. The explorer is mad with grief and also possibly possessed by whatever (demons?) is in the basement.
The next Ancient Encounter might be called Devils in the Basement of the Amber Wizard.
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