Cellar of Death-8
Cellar of Death-8
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.
CELLAR OF DEATH 7