Ghostwalk - 3.5e

Page 182

ADVENTURES

CHAPTER 6:

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Dras can be convinced to offer a reward of a 1stlevel potion of each character’s choice for the return of the lantern. If one of the PCs can make a Diplomacy check (DC 20), Dras’s mood softens and he throws in an extra potion for the group (not for each individual). Under no circumstances does Dras begin to tell these obviously novice adventurers what sorts of traps and protections he has, what his item inventory is, or what the glasslike substance is that encases some of the items (it’s permanently invisible steel). The Golden: If any of the thieves from Encounter 2 or 3 survived, the PCs might track them down to find out whatever they can. This would normally be virtually impossible (they would be in hiding, probably in the Undercity), except that if Enbri and Tarl are alive, they’re also looking for the PCs. The lantern has been calling ectoplasmic vermin to send after them as well. If the PCs attempt to ask around or find them, they succeed fairly quickly. Enbri and/or Tarl are willing to agree to a truce if they can mutually put a stop to the creatures hunting them down. Best of all, the thieves know Othere’s name. It is much easier to find him with that information. A Gather Information check (DC 18) allows the PCs and thieves to find Othere’s home, but only because they have his name. Divination Magic: It’s most likely out of the hands of the PCs and probably too expensive to hire someone or buy a scroll, but some divination magic would certainly make the investigation easier. A locate object spell cast to find the lantern might work, but only if the PCs were lucky enough or smart enough to be in the Forestview Ward already. If something as powerful as a divination spell is used, the PCs learn Othere’s name and where to start looking for him. A Gather Information check (DC 18) allows the PCs to find Othere’s home, but only because they have his name. The Information Broker: If the PCs don’t know his name, Gather Information won’t actually allow the PCs to learn Othere’s or the lantern’s location. However, they can find out that there is a gnome woman named Saraen Whistlefar (female gnome Exp6) who specializes in information and secrets. She is located in the Merchant Ward, operating out of the back of a crystal shop. For the price of 50 gp, Saraen tells the PCs that she has indeed heard of the break-in at Dras’s shop and that she has heard that a ghost named Othere has recently come into possession of a strange lantern. Othere, apparently, is looking for a wizard who will identify the lantern’s powers for him discreetly. A Gather Information check (DC 18) allows the PCs to find Othere’s home, but only because they have his name.

Encounter 7: Justice (EL 3)

Othere lives in a flat over a bakery in Forestview. Once the PCs (possibly with the thieves) find Othere’s home, they can either try to reason with him, or they can bust in and attempt to destroy the lantern (the thieves favor the latter course, if they are present). Othere is hostile to the PCs (see Handling NPCs in Chapter 5 of the DUNGEON MASTER’s Guide), so he is difficult to reason with. He might be willing to sell the lantern to them, but not for less than 1,000 gp (probably far out of their reach). Most likely, they have to fight Othere and take the lantern by force. If seriously threatened, Othere would rather flee than defend his home to the “death.” Thus, he uses his Incorporeal Form feat to escape. See Encounter 3 for Othere’s statistics.

ENDING THE ADVENTURE Once the PCs have the lantern, they have some options. Returning it to Dras is the best and easiest thing to do. However, destroying it also solves the problem of the conjured vermin. Lantern: hardness 10; hp 10; AC 7; break DC 24. Once the adventure is successfully concluded, it’s likely that the PCs have made some allies (Dras and maybe the Golden), as well as at least one enemy (Othere, if he escaped). Of course, they may feel obligated to turn over the thieves to the authorities, but that might be easier said than done.

FOR ABSENT FRIENDS

A Ghostwalk adventure for 4th-level characters.

SYNOPSIS The PCs go looking for some lost adventurers. Their investigation takes them to various places about town, and they eventually run afoul of a powerful blackguard. As they discover that the lost adventurers were up against an evil necromancer and a drug smuggler, the adventure takes them out into the wilds of the Spirit Wood, where the lost adventurers disappeared at the hands of their enemy. Guided by a new ally—a member of the Arboreal Guardians—to a mysterious location known as the Lost Spring, they find the dead bodies of the adventurers. But the story doesn’t end there. Eventually, the PCs return to Manifest for a startling conclusion—the adventurers they are looking for are still alive, held captive by a necromancer and a force of undead in a horrible place called the Theater of Bone.

BACKGROUND Three adventurers—Ferrel Hass, a fighter; Chenni the Younger, a Piran Sedestadel sorcerer; and Ennic Kardathalost, a priest of Aluvan—went into the Spirit


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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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