Ghostwalk - 3.5e

Page 217

620_88566_Ghostwalk3.qxd

4/4/03

2:17 PM

Page 217

9. Kitchen

Read the following aloud. This building may have once been a bakery, because it has a large brick oven that takes up most of the east wall. Pots, pans, and dishes are stacked haphazardly on the nearby counters.

Read the following aloud. This place contains coils of rope and boxes of miscellaneous gear. This is where the bandits store miscellaneous supplies, as well as the low-value gear they take from their victims. The boxes hold clothes, shoes, small knives, unremarkable weapons, backpacks, and other sorts of items that weak adventurers and humanoid monsters might carry. Anything valuable has been distributed among the bandits or moved to area 3.

1. Entry Chamber

Read the following aloud. This ovoid room has an exit to the northwest and a door in the north wall. Near the door are several signs written in various languages and decorated with images of skulls. The signs around the door are written in the Trade Tongue, Draconic, and Giant, and read, “Keep out. Danger and death await intruders.” A small false panel in the door (Search DC 10) holds a small stone cube (a stone of alarm). If the door is touched (such as if the panel is opened), the stone activates, alerting everyone within the lair and all creatures in the Undercity within one-quarter mile of the door (this gives the minotaurs time to prepare themselves for battle in their rooms). A silence spell suppresses the alarm for the duration, and a successful dispel magic shuts it off (a dispel magic against the stone before it is triggered prevents it from activating at all).

ADVENTURES

10. Additional Storage

Wooden Doors: 1 1/2 in. thick; hardness 5; hp 15; AC 5; break DC 28.

CHAPTER 6:

This is the kitchen the bandits use to prepare food. The oven works, although it now vents its smoke through a hole in the east side of the building instead of out the roof (because the chimney is blocked by the earthen ceiling of the Undercity).

None are stuck, but some are locked with arcane lock spells cast by Lubanac.

2. Prisoners

MORBID MAZE

The northeast door into this room is locked with arcane lock.

An encounter site for 12th-level characters.

SYNOPSIS This is the lair of Lubanac (a minotaur necromancer), his sister Baavaang (a minotaur fighter), and the monsters they have captured or created. The lair’s magic and layout makes it difficult for intruders to reach the minotaurs without creating a lot of noise or encountering dangerous pets along the way.

THE LAIR This is a series of rooms linked by twisting passageways. The entrance is either along the outer wall of the Undercity or through a tunnel leading downward from a ruined building in the Undercity. Because the place is built like a maze, describe the passages only in general terms, giving the characters choices at each intersection but not giving exact distances or orientations of the hallways. This keeps the characters from making accurate maps (particularly if they are in a hurry and don’t take time to note directions) and turns the advantage over to the minotaurs, who cannot become lost. All doors in this dungeon are strong wooden doors.

This room contains three humans, three dwarves, two orcs, and two ogres, all bound in fetal positions with heavy chains. Half the humanoids and both ogres are unconscious and all look mistreated and hungry. Three doors lead out of the room to the west, southwest, and northeast. These prisoners are either adventurers (fighters of 1st or 2nd level) or denizens of the Undercity. Lubanac plans to turn them all into skeletons or zombies. None of the prisoners knows anything about the dungeon other than the entry chamber and this room. Each was captured by a pair of minotaurs (one spellcaster and one in armor), each had friends in his group who were taken away and have not returned, and none have been fed in at least two days. They also know that only the spellcaster minotaur uses the northeast door. The conscious characters have 1d4 hit points each, and the unconscious ones are stabilized with –1 to –4 hit points each. They would rather escape the dungeon than fight, but the adventurers will fight if coerced to do so (the orcs and ogres turn and run at the first opportunity).

217


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Articles inside

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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