Mugwort House
- Rooms
- 20
- Foes
- 29, CR 1/4 to 4
- Traps
- 5
- Treasure
- 749 gp
At a glance
The threat
Grandma Ione, an elderly innkeeper with a soft voice and iron will, oversees the hotel and its restless dead.
Wandering monsters (1d3)
- 1
The Wandering SheetCR 1/2
When: It appears when a party spends ten minutes searching or makes loud noise in the guest wing.A floating black sheet trails a faint smell of cold ashes and whispers room numbers. - 2
The Empty PorterCR 1
When: It patrols after the service bell is rung twice or a locked door is forced.A headless bellhop carries a lantern and wheels an empty luggage cart that rattles over smooth floors. - 3
3× Lantern MiceCR 1/4
When: They emerge when food is opened or a flame is dropped near the corn stalks.Three pumpkin-headed mice with tiny, sharp teeth spill out from beneath furniture and swarm toward spilled food.
Rooms
20Front Desk
What they see
Read aloud
The lobby is warm and welcoming at first glance, with a check-in desk, a roaring hearth, and a wall of tarnished room keys. Grandma Ione sits behind the desk; the locked west, east, and south doors bear old brass signs, while the normal north and south doors lead toward the guest wing and kitchen passage.
Features
- A huge hotel ledger lies open to tonight's date.
- A bell on the desk can summon nearby wandering monsters if rung twice.
- The hearth contains ash that never cools.
What the GM knows
Monsters
Grandma IoneCR 2
Grandma Ione appears as a stooped, hospitable woman in a lace cap; her shadow is unnaturally tall and jointed.Tactics. She offers tea and asks the party to surrender weapons for safekeeping. If threatened, she rings the bell, retreats through a staff door, and uses spells or a concealed knife to delay pursuers.Treasure
Guest Deposits85 gp
A velvet purse of mixed coins, collected from guests who never checked out.Notes
The three locked doors open with keys found in rooms 2, 9, and 12 respectively. Grandma knows the layout and can use shortcuts. She does not reveal the basement key willingly.
2 doors: W (locked), E (archway)
The place
What it is
Mugwort House began as a roadside hotel and grew into a maze of guest rooms, service passages, and buried chambers.
Atmosphere
The upper halls smell of cinnamon, wet wool, and old perfume; below, the air turns cold and metallic.
The threat
Grandma Ione, an elderly innkeeper with a soft voice and iron will, oversees the hotel and its restless dead.
History
Mugwort House was built by a family of emigrant innkeepers whose homeland had no cornfields, but the local mugwort soon swallowed their kitchen garden and gave the place its name.
Rumors
1d5- 1The old hotel gives every guest a room key, even if the rooms have been bricked up for years.
- 2A friendly grandmother still serves supper at Mugwort House, though nobody in town remembers seeing her age.
- 3A corn maze appears inside the hotel after midnight, and people who follow its painted arrows come out missing a shoe or a name.
- 4The basement bell rings during thunderstorms, followed by the sound of furniture being dragged upstairs.
- 5A child's ghost asks travelers to bring back a tin soldier from the hotel's locked rooms.
Plot hooks
3Corridors
4Between rooms 0 and 1
A brass service bell rings once when anyone passes; nearby doors briefly show lit rooms that are not there.
The corridor connecting rooms 0, 4, and 13
Cornstalks push through cracks in the carpet, their dry leaves whispering directions that lead back to the same junction.
Near room 3, beside the secret passage to room 11
A dumbwaiter shaft contains a hand-cranked lift linking the kitchen stores to the basement. Its pulley is stained with old blood and can carry one Medium creature at a time.
Between rooms 7 and 14
A portrait-lined passage has small viewing slits behind the frames, allowing someone in the walls to watch travelers.
Media
0 imagesNo images yet.
Turn Mugwort House into a sheet
A high-res, share-ready sheet you can post or print.