Tegal Manor! (Updated!)

The original Tegel Manor (released in 1977 for OD&D) is all about the map. The mansion has somewhere around 200 rooms and the map is really fantastic -- tons of secret passages and teleporters, and tons of symbols and notes right on the map indicating statues (magical and mundane), traps, magical portraits of the Rump family, haunting sounds (each corridor is named for the kind of sound it makes -- screaming hallway, moaning corridor, etc.), and what the room is (bedroom, ball room, kitchen, torture chamber, etc.). This is probably my favorite map in all of D&D.

The booklet that went with the map was much less impressive, basically 16pp of 1 or 2 lines per room indicating the monster, the treasure, and any weird "haunting" effects, e.g. "severed hand is crawling on table." There's also a very brief (as in 1-2pp) description of Tegel village and the area surrounding the manor, a roster of the Rump family which doubles as both a key to the portraits (most of which are magical and do or say something when approached) and the wandering monster table (since most of the Rumps are now undead wandering the manor), and a set of tables for randomly determining the characteristics of magical statues (which was later reprinted in JG's "Ready Ref Sheets").

The tone of the module is half-horror, half-comedy; comparisons to the Disneyland "Haunted Mansion" are pretty spot-on. It's ideal for casual one-off play -- a party goes into the manor, fights some baddies, gathers some treasure, experiences some weird haunting effects, and leaves. Since there's no "plot" or "substance" to the module (unless the individual DM adds it on his own) there's not much to support an extended campaign, and I imagine that protracted play within the manor -- attempting to "clear it out" -- would grow boring long before it was finished.

This module is a great time-capsule relic of the very early days of the hobby, before it started taking itself so seriously. I don't see the point of remaking it for 4E at all, though, and especially not of making it a "deluxe" set and hyping its full-color interior art (I don't recall that the original had any art except for a sketch-drawing of the manor on the cover -- maybe there were a couple pieces of generic filler art (a skull, a pile of treasure, a snake, etc.)?). The charm of the original lies in its minimalism, and is wholly at odds with modern trends of adventure design and presentation (even by NG -- Tegel Manor doesn't have "1st edition feel," it has "OD&D feel," and there's a difference). I can't see that this remake isn't going to either leave modern fans scratching their heads in wonder or be completely untrue to the spirit of the original.
 

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GVDammerung said:
Is this simply an updated Tegal Manor or will we see something new? Like a basement, which the original did not have? Maybe more than the partial second floor and up that the first had?

If its just a redo of the original, as I have the original, I can't say I'd be excited. But I would be excited if it was the original with some major new stuff.

NB - I appreciate that the 3.5 stats will be made available :D as I would not be interested in just a 4.0 version.

Melan did say he expanded upon the material, but not too much because the page count was/is going to be high just filling out what is already there.

If they keep this under 100 pages I'll be impressed, but I am expecting closer to a 300 page count product, hence my $40 guess on the price.

Like T. Foster points out, there is a LOT of material to this when filled out in the 3E or 4E format.
 

Treebore said:
but I am expecting closer to a 300 page count product
No way in hell. 128 pages. As per Clark's recent post:
Tegel stats:
*July 2008
*Full color
*128 page soft bound (though Erik and I are considering hard)
*Fold out four panel map of the manor in color. All other maps internal.
*PDFs of mini-scale maps in full color will be electronically available (details not fully worked out yet).
*This is NOT a boxed set. It is one book.
*Stats will likely be in an appendix in the back. That will depend on 4E stat blocks and layout issues.
*This is NOT an elite or pricy product. I think it is $28. Not sure. Erik is setting the price based on other Paizo products of similar size and content. We are not going limited edition on this. There will be a lot of copies.

Clark

WRT the update: my intention was to
a) recreate the module's OD&D experience for modern players,
b) flesh out the contents to make the environment more complex and interactive (instead of mostly passive haunting effects),
c) expand on some areas neglected by the original (the wilderness, but also the dungeons, which were ultra-sparse),
d) do this with the utmost respect to the original JG version's cultural heritage.

What is Tegel's cultural heritage about? Here is a description I originally posted on RPGNet:
Ah, Tegel Manor. It is a great example of Original D&D dungeon design. It is a dungeon crawl set in a sprawling haunted house full of undead and really, really weird rooms. There is no "ecology" to the place at all, and it is very randomly stocked, but there is a sort of thematic appropriateness to most rooms - e.g. you have a playroom with an animated bowling ball and a hand dealing cards from a deck of many things or a nursery with animated (and hostile) toys guarding a cache of marbles which are actually sapphires and emeralds. At other times, it is totally, and I mean totally random. In one room, there is an old gnome who is in fact Vali, norse god of archery. If you attack him, well, bad for you. Or the inner court with the little, scared kitten, which turns into a ferocious Giant Cat if you scare it.

And then you also have a very inventive random encounter system on a d100 chart which is a list of the family members who originally inhabited the manor. You see, all of these cursed noblemen turn into undead when they die, and there is a whole lot of them, from lowly skeletons and zombies to vampires, ghosts and two liches! (Yikes) However, you can also encounter these same family members in the form of magical paintings in a picture gallery and elsewhere - again, for mostly random but fun effects. E.g. "Rhialto the Rabble Rouser" offers a PC a bag of gold if he is willing to hit one of his companions, or "Roughneck Rump the Rotund" (a feared highwayman) shouts "Stand and deliver!". To add to the chaos, there is also a random chart for generating magical statues, of which there are several in the manor. Some may offer good advice, others may turn into a stone giant and attack you... or turn you into a stone giant! Deadly and delicious.

The dungeon map is a thing of beauty. In all the years I have spent gaming, I haven't seen any better. It is extremely convoluted, with secret passages, hidden rooms, semi-isolated sections, circular routes and so on. It is easy to get lost in the manor, but it is fun, because of all the crazy rooms and the deadly atmosphere. Really, it is beer and pretzels gaming at its best.

There are also four dungeon levels and a wilderness section, but this is only sketchily detailed, with a hint of what goes there - e.g. there are a bunch of evil clerics who worship the frog-god Tsathoggus and create super-zombies known as "the cauldron-born", and a small black dragon. A village is also included, with a short list of NPCs. Note that when originally released, Tegel was a small, small booklet and two double-sided maps, so it is extremely condensed. Most encounters are two or three lines of text with the stats; you pretty much have to wing the rest yourself. Prodigious quantities of alcohol can be very helpful.

An expanded version of Tegel Manor was released in the mid 80s by Gamescience (who are better known for their cool dice). It is a bit more meaty, so if you feel challenged by the sparse original, you might be better served by that one. It is cheaper, too - the JG booklet sells for $40 and above (unless you buy it from enworld.rpgnow.com), whereas GS's version is $15 in a pristine shape, usually.

Necromancer Games, under license from Judges Guild, is planning to release another expanded and updated (d20) version later [when it's done]. This was written by yours truly and is currently being playtested by my group. [This was quite some time ago. Playtests have been finished, as was another round by a different group.] I tried to do this update with my utmost respect towards the spirit of the original module - I wished to preserve the maniacal craziness instead of kowtowing to "modern sensibilities" of play balance and dungeon ecology. So it is still the whacked-out, deadly dungeon where you may run into liches and mummies no matter how high level you are, but with a bit more meat on it.

WRT The module's reception by either the orthodox grognard demographic or people who have heavily invested in contemporary design culture, I don't feel like offering apologies. If you like it - fine. If you don't - also fine. Tegel is Tegel is Tegel, and the revision wasn't written to please everyone.
 
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Well, if your right about the page count then its closer to the $20 to $30.00 range.

I would have thought 3E stat blocks for the encounters would have fluffed the page count a good bit more. Then again, I believe many of them simply can be referenced to MM entries.

I love Tegal for being Tegal, so if your spirit of conversion is maintained I'll be happy. Hopefully the 3E/4E crowd will come to love it as much as us "grognards".
 

GVDammerung said:
NB - I appreciate that the 3.5 stats will be made available :D as I would not be interested in just a 4.0 version.

I agree with that. Better yet would be a pdf 3.5 version of the entire thing.

Thanks,
Rich
 

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