620_88566_Ghostwalk3.qxd
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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).
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