0% found this document useful (0 votes)
49 views1 page

Cellar of Death-8

This document describes two areas in Zaldara's basement: Ghoul Hall and Water Trap Chamber. Ghoul Hall has poison gas leaking from the ceiling and two ghouls lurking within. The Water Trap Chamber contains a trapdoor that fills the room with water when opened, drowning anyone inside. It also has a skeleton holding a pouch containing 10 cp under the trapdoor.

Uploaded by

Bo Sun
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
49 views1 page

Cellar of Death-8

This document describes two areas in Zaldara's basement: Ghoul Hall and Water Trap Chamber. Ghoul Hall has poison gas leaking from the ceiling and two ghouls lurking within. The Water Trap Chamber contains a trapdoor that fills the room with water when opened, drowning anyone inside. It also has a skeleton holding a pouch containing 10 cp under the trapdoor.

Uploaded by

Bo Sun
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 1

Z8. Ghoul Hall Z11.

Water Trap Chamber

This crumbling hall has a large curve and the stench of rotten A strong mildew smell permeates this room. Green algae
eggs coming from cracks in the ceiling. A gross duet of grows like moss from cracks in the walls, floor, and ceiling. A
gnashing teeth and guttural throat sounds comes from skeleton lies at the room’s center, its hand caught in a closed,
around the bend. steel trapdoor.

Two ghouls lurk around the curve in the hall. If the This room is meant to kill intruders. When the
characters wish to remain stealthy, each in the hall trapdoor is opened, the skeleton comes to life and
must succeed on a DC 10 Dexterity (Stealth) check or attacks the characters.
the ghouls hear them and come running. Water Trap. When the trapdoor is opened, water
Poison Gas. Poison gas leaks through the cracks in erupts into the room through a grate that was
the ceiling from a magic chamber above. A creature covered by the trapdoor and the doors to this room
that enters or starts its turn in the hall must succeed immediately close and lock (see the “Zaldara’s
on a DC 10 Constitution saving throw or become Basement: General Features” sidebar). A successful
poisoned until the start of its next turn. DC 20 Strength check closes the trapdoor. When one
of the doors to the room is opened, the trapdoor
Z9. Stairs Up closes.
On initiative count 20 if the trapdoor is open, 2
feet of water fills the room. A creature completely
Stone stairs curl up in a spiral. From the cries of battle, the
submerged in the water begins suffocating (see
ring of steel, and the scent of fire and blood, you know the
“Suffocating” in chapter 8, “Adventuring,” of the
battle upstairs rages as the Harpers take on the minions of
Player’s Handbook.)
Zaldara. The best way to help the Harpers is to stay down Treasure. A DC 15 Wisdom (Perception) check
here and find the lich’s phylactery. notices the corners of a pouch held by the skeleton
also caught under the trapdoor. If the trapdoor is
Almost certain death awaits the characters up the lifted up and the skeleton is vanquished, this pouch
20-foot stairs. For this reason, what lies in the tower can be recovered. It contains 10 cp.
above is not detailed in this adventure. If the
characters decide to ascend the steps, a flesh golem Z12. Dungeon
meets them halfway through their journey and
chases them back down, though it does not follow Five iron doors line your path. Coming from one near the end
them into other areas. The golem remains here and of the hall, you hear terrible banging.
guards the steps.

Zaldara rarely has any reason to keep someone alive,


Z10. Shield Hall
but she maintains these dungeon cells should such
an occasion arise.
A small stair leads from a landing to another floor just below Cell Doors. Each cell door has AC 19, 27 hit points,
it. Arms and armor are mounted on the walls. All are rusted and is immune to poison and psychic damage.
and ruined, save for a round shield, painted red with two Except for cell B, the doors are locked. A successful
battered longswords hanging behind it. DC 15 Dexterity check with thieves’ tools picks a
door’s lock and a successful DC 20 Strength check
Behind the shield are are two rusty flying swords forces a door open. Zaldara holds a master key to all
that attack any creature that removes the shield the basement’s locked doors.
from the wall. Cell Occupants. The following occupants are in
The two levels of this chamber are 10 feet apart each cell:
and connected by the stairs. • A. Clean humanoid bones and purple crystals (see
Treasure. The shield on the wall is a shield of area Z12) litter the floor of this cell. A hungry
missile attraction that appears to be an arrow- swarm of insects (spiders) attacks any creature
catching shield. that enters this cell. Characters who take 10

CELLAR OF DEATH 7

You might also like