The Mansion

Generates a scenario and a list of guests and encounters.
- The mansion can be the setting of a mystery, a horror story, or spooky hijinks, or some combination thereof.
- For the encounter table, you can roll a d20 and cross off when the player characters enter a new room.
- It is, of course, always a dark and stormy night.

Uses the chart Ghost Haunting Reasons by Konsumterra
Omens largely based on this chart of Spooks by willis.hall.88

Still somewhat of a work in progress.
Updated 10/21/21: Redid clue generation. Changed some formatting. Added a few new entries to other tables.
Updated 10/13/22: Changed layout of generated encounters.

Encounter

Scenario

Roll on "Scenario"

Guest List
{% chart_guests = get_chart id:42323 %}{% list_guests = consumable_list items:chart_guests %}
{%for n in range from:1 to:6%}
{$n}. Roll on "Attitude" {{list_guests}} — Secret: Roll on "Character Secret".
{%end%}

Encounters
{%for n in range from:1 to:20%}
{$n}. Roll on "Encounter"
{%end%}


Subcharts

Rooms (d72)

d72 Result

1

Ballroom

2

Kitchen

3

Main Hall

4

Drawing Room

5

Servant's Quarters

6-8

Washroom

9

Dining Hall

10

Gallery

11

Trophy Room

12

Greenhouse

13

Parlor

14

Garage

15

Gym

16

Foyer

17

Master Bedroom

18-20

Guest Quarters

21

Conservatory

22

Library

23

Study

24

Armory

25-26

Dressing Room

27

Mezzanine

28

Balcony

29

Theater

30

Studio

31-33

Storage Room

34

Workshop

35-37

Bedroom

38

Roof

39

Observatory

40

Aviary

41

Laundry

42

Video Arcade

43

Laboratory

44

Furnace Room

45

Boiler Room

46

Scullery

47

Pantry

48

Wine Cellar

49

Coal Room

50

Chapel

51

Oubliette

52

Torture Chamber

53

Vault

54

Hedge Maze

55

Cemetary

56

Fountain

57

Statuary

58

Charnel

59

Tunnel

60-62

Hallway

63

Animal Pen

64

Pool

65

Shed

66

Gazebo

67

Wellhouse

68

Organ Room

69

Billiard Room

70

Security Office

71

Panic Room

72

Nursery

Guests (d30)

d30 Result

1

Inventor

2

Holy Man

3

Heiress

4

Newlyweds

5

Colonel

6

Writer

7

Ex-Convict

8

Starlet

9

Butler

10

Gypsy

11

Magnate

12

Hunter

13

Foreigner

14

Doctor

15

Drunkard

16

Gambler

17

Politician

18

Student

19

Magician

20

Gravedigger

21

Athlete

22

Gossip

23

Octogenarian

24

Chef

25

Crackpot

26

Teenager

27

Judge

28

Bumpkin

29

Mechanic

30

Mime

Monsters (d20)

d20 Result

1

The Witch

2

"Frankie"

3

The Mad Scientist

4

The Hunchbacked Minion

5

The Carnivorous Plant

6

The Blob

7

The Mummy

8

The Swarm of Spiders

9

The Lagoon Creature

10

The Invisible Killer

11

The Creepy Clown

12

The Werewolf

13

The Vampire

14

The Living Doll

15

The Scarecrow

16

The Gremlin

17

The Devil

18

The Evil Eye

19

The Death Worm

20

The Cat

Traps (d28)

d28 Result

1

Trap Door

2

Gas

3

Falling Object

4

Locked In

5

Pot Shot

6

Ticking Bomb

7

Floor Collapses

8

Poisonous Creature

9

Ceiling Lowers

10

Shifting Floor

11

Moving Furniture

12

Swinging Object

13

Staircase to Chute

14

Exposed Wiring

15

Swarm of Bats

16

Mousetraps

17

Steam Blast

18

Guillotine

19

Madness-Inducing Artwork

20

High-Tech Security System

21

Slick Floor

22

Unstable Junk

23

Weird Gravity

24

Fire Hazard

25

Unnatural Fog

26

Something Stolen

27

Skeletal Hands

28

Lights Out

Items (d66)

d66 Result

1

Photo Album

2

Journal

3

Legal Document

4

Occult Book

5

Talisman

6

Duct Tape

7

Toolbox

8

Ring

9

Blackmail Photos

10

Suitcase Full of Money

11

Cultural Artifact

12

Necklace

13

Rope

14

Sword

15

Bolt Cutters

16

Crowbar

17

Music Box

18

Shovel

19

Bucket of Paint

20

Book of Matches

21

Fire Poker

22

Knife

23

Master Key

24

Empty Bucket

25

Jumper Cables

26

Lighter Fluid

27

Bandages

28

Medicine

29

Shackles

30

Wolfsbane

31

Axe

32

Oil Lantern

33

Flashlight

34

Holy Symbol

35

Batteries

36

Ghost Detector

37

Hunting Rifle

38

Pistol

39

Bottle of Poison

40

Bottle of Acid

41

Chemistry Set

42

Magnifying Glass

43

Generator

44

Antique Helmet

45

Bulletproof Vest

46

Hand Mirror

47

Two-Way Radio

48

Golf Clubs

49

Cloak

50

Halloween Decorations

51

Crystal Ball

52

Map

53

Bowl of Candy

54

Creepy Doll

55

Fire Extinguisher

56

Ouija Board

57

Monster Costume

58

Puzzle Box

59

Piece of a Statue

60

Box of Mousetraps

61

Mask

62

Violin

63

Large Sack

64

Chloroform

65

Cursed Artifact

66

Blowgun and Darts

Attitude (d24)

d24 Result

1

Despondent

2

Defensive

3

Paranoid

4

Obsessed

5

Chatty

6

Cooperative

7

Nervous

8

Bellicose

9

Greedy

10

Pragmatic

11

Sardonic

12

Curious

13

Hysterical

14

Skeptical

15

Domineering

16

Quiet

17

Oblivious

18

Philosophical

19

Excited

20

Conflicted

21

Obsequious

22

Protective

23

Shifty

24

Weird

Encounter (d7)

d7 Result

1

Monster — Roll on "Monsters"Resolve: {1-5?|6? (but it's actually a fake).}

2

Trap — Roll on "Traps"

3

Item — Resolve: {Roll on "Items"|Key to Roll on "Rooms"}

4

Omen — Roll on "Scares" (render_style="horizontal_no_col_names")

5

Clue — Roll on "Clues" (columns: 1) Resolve: {suggests|reveals|hints at|explains} Roll on "Clues" (columns: 2)

6

Secret Passage — Resolve: {A concealed door|A concealed hatch|A hidden switch opens a way} to the LOWER(Roll on "Rooms").

7

Ghost — Roll on "Attitude". Roll on "Ghost Haunting Reasons" (render_style="horizontal_no_col_names").

Scenario (d10)

d10 Result

1

A Resolve: {friend|relative|ghost|stranger|client} has asked you to findResolve: { and destroy|} Resolve: {an artifact|a book|a machine|a jewel} Resolve: {to avert a catastrophe|to end a curse}.

2

A Resolve: {friend|relative|ghost|stranger|client} has asked you to find the source of the mansion's Resolve: {curse|hauntings}.

3

A Resolve: {friend|relative|ghost|stranger|client} has asked you to Resolve: {recover an item|rescue someone} from the mansion.

4

You must spend the night in the mansion in order to Resolve: {win a bet|gain your inheritance|prove your paranormal theories}.

5

You must solve a Resolve: {murder|theft|kidnapping|disappearance} Resolve: {to prove your innocence|for a large reward|to prove yourself as an investigator}.

6

You learned of a hidden treasure in the mansion from Resolve: {a friend|a relative|a stranger|an old legend|an old newspaper}.

7

During a party at the mansion, strange events occur and you become trapped inside with the other guests.

8

A killer is on the loose. You may be next unless you can stop them.

9

You Resolve: {recently inherited the mansion|are an aspiring ghost hunter} and are here to explore the mansion and uncover its mysteries.

10

A Resolve: {friend|relative} of yours has disappeared after entering the mansion and you have come to find them.

Clues (d10)

d10 Part1 Part2

1

A secret message

a guest's secret.

2

A Resolve: {book|note|letter}

the presence of a monster.

3

A Resolve: {stain|mark|bit of residue|set of footprints}

a secret passage.

4

Something said

some of the mansion's history.

5

An object

the location of something important.

6

Something out of place

a monster's weakness.

7

A vision

a crime.

8

A picture

a connection.

9

Something recently used

a threat.

10

A dead body

a story.