620_88566_Ghostwalk3.qxd
4/10/03
2:31 PM
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Warehouse
Dorin Street
T A WW WW
Key
R 0 5 10 20
ADVENTURES
4
E
CHAPTER 6:
Lander Street
3
40
5
R =Rogue W =Warrior E =Enbri T =Tarl Crate
Scale in feet
single victim and then threaten to kill him (with a coup de grace) unless the others back off. Treasure: Herst has a small pouch that contains some human fingers (still bloody—they’re quite fresh) and a note. The note reads: Chornoy, We have a really great treasure this time, but we need you to identify it for us and tell us what it can do. Meet us on the 7th on Lander Street in the Merchant Ward. Warehouse 4, shortly after dark. Tarl The 7th is today. Investigation down the narrow alley between the two mausoleum warehouses where Herst was lurking (Search DC 10) reveals the partially hidden, grisly remains of a human body that has been mostly devoured. Gnawed bones, scraps of torn cloth, and things too hideous to mention are crammed into a small niche, mostly under an old sheet. Easily recovered from the area are an ordinary dagger, 14 sp, 2 gp, and some strange, blood-covered odds and ends. A Knowledge (arcana) check (DC 12) identifies these odds and ends as spell components. A Search check (DC 15) allows a PC to recognize that one of the blood-covered bits is actually a pearl worth 100 gp. Another Knowledge (arcana) check (DC 15) recognizes this as a component for the identify spell.
Development: If Herst runs away (or is turned so that he gets away), the note should instead be found on the dead body, rather than on Herst. Encounter 2: Attentiveness (EL 2)
The encounter begins as the PCs arrive on Lander Street and find Warehouse 4. As the sun sets, the buildings of the Merchant Ward grow dark. This area is mostly warehouses, making it seem oddly similar to the Tombyards where you just were. Most of the structures in the area are wood, about 20 feet high with few, if any, windows. Loading docks for moving goods on and off wagons are connected to most of the warehouses. You spot signs by the doors, numbering most of the warehouses. You finally come upon warehouse 4. It appears that the warehouse has two entrances: a large set of sliding double doors on the loading dock and a side door. The double doors are locked with a chain and padlock (Open Lock DC 25 to open; hardness 10; hp 10; AC 8; break DC 35). The side door is currently unlocked. The thieves currently occupying the place had a key made to open the side door lock so that they can use the place as a hideout at night. They never steal or damage anything in the warehouse so that no one gets suspicious.
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