Ghostwalk - 3.5e

Page 177

620_88566_Ghostwalk3.qxd

4/10/03

2:31 PM

Page 177

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.

177


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Morbid Maze (12th-level characters)

1hr
pages 217-253

Lair of the Eyeless Lady (9th-level characters)

15min
pages 212-216

(1st-level characters) For Absent Friends

43min
pages 182-193

(6th-level characters) Lair of the Crippled One (7th-level characters)

6min
pages 210-211

Touch and Go

18min
pages 177-181

Undead Martyr

2min
page 172

Spirit Tree

6min
pages 170-171

Spectral Steed

3min
page 169

Mumia (Template

3min
page 167

Ectoplasmic Vermin

2min
page 161

Fire Spectre

2min
page 162

Ghost (Template

7min
pages 163-164

Bonesinger (Template

5min
pages 158-159

Artaaglith (Demon

1min
page 157

Ghosteater

2min
page 165

Dread Ram

3min
page 160

Monstrous Vampire (Template

3min
page 166

Sura-Khiri

6min
pages 143-144

The Demiplane Known as Coil

8min
pages 145-146

Thurkasia

12min
pages 151-153

Tereppek

16min
pages 147-150

Xaphan

11min
pages 154-156

Hikirian Peninsula

4min
page 138

Bazareene

8min
pages 135-137

Salkiria

18min
pages 139-142

Inserting Manifest into an Existing Campaign

4min
page 134

The Ghostwalk

11min
pages 110-112

Fortress of Trun

6min
pages 132-133

Yisa-Khardomas

3min
page 102

The Catacombs

9min
pages 106-109

Merchant Ward

4min
page 98

Forestview

4min
page 99

City Government and Laws

3min
page 100

The Portal Ward

16min
pages 93-96

Galaedros

4min
page 83

Tephaneron

4min
page 87

Races in Manifest

4min
page 90

The Living and the Dead

5min
page 89

The History of Manifest

13min
pages 74-77

Dracanish

4min
page 81

Magic Items

46min
pages 62-73

Feats

46min
pages 28-39

Ghost Slayer

3min
page 26

Skills

4min
page 27

Changes to the Rules

7min
pages 40-41

Equipment

10min
pages 42-44

Deathwarden Chanter

12min
pages 23-25

Bone Collector

8min
pages 21-22

Arboreal Guardian

8min
pages 19-20

The Faces of Death

2min
page 11

Adventuring and Ghost Levels

9min
pages 12-13

Possession

3min
page 14

To Live and Die and Live in Manifest

4min
page 6

Ghost Traits

10min
pages 8-9

Ghost Powers

4min
page 15

Physical Death and Ghosts

5min
page 10

Eidoloncer

7min
pages 17-18
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