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Ghost Tower
Ghost Tower
Ghost Tower
Mini-Adventure WS6.5
and healing for the final battle with Molo.
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outside is shaping up. Once you inform ‘Although victory is yours, the drain of such battles
them that there has been a change in the already wears heavily on the party. Looking farther
magical levels of the White Ship, then they down the deck, you see little respite until a bridge
should understand that their time is running comes into view that spans a great swath of the deck
out. I would suggest allowing the players to before finally having fallen to rubble near the gates
explore half the rooms on Levels 1 and 2, of the building in which the dark maelstrom swirls.
and then pressing them to leave the tower A nearby tower adjoins the bridge, and perhaps that
in 1d8 turns after they reach Level 3. This sheltered span might still get you to your destination
should keep things moving toward dumping without further deadly encounters…’
them back into the final events of Folio #19.
1.
Telling the Story Poseidon’s Hand Entry
Be sure to blend in a sense of humor as The white marble walls of this large
you play this mini-adventure, as that is what curved hall stretch to the north with
it was really designed for. At this point, several gilded wall hangings placed
you should know your players and their at intervals. To the west, a single
characters incredibly well, and as such be polished wooden door stands with
able to see which encounter within might a trident etched into its surface and
best suit each individual. This adventure trimmed in gold. A dark wood stair
can also be particularly fun for a bard, so if rises up opposite the entry.
any have survived this long, be sure to allow
them to have their fun during the course of The stairs have their own secret (see
play. Also, you have the ability to utilize below), and the gilded hangings on the
Gorumn during the adventure, so find a fun wall all depict the god Poseidon. There
persona for him and go with it throughout. is another door at the end of the hall,
this one similar to the western door, save
Setup from Folio #18 that the trident is surrounded by a crown.
Once the characters have defeated their Neither door is locked.
first large monster on the ship’s main deck,
you can read the following.
Before the party can enter the stair, they Characters moving down the hall will
must partake of some pleasure act in Room need to make a saving throw vs. Spell [DC
7, 8, or 9. Such acts of pleasure can be what 17 Wisdom] or become amorous, their loins
the rooms were designed for, or simply become engorged and their blood racing.
having a fighter defeat the serpent in Room This aphrodisiac effect will last for 2d12
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1 Giant Serpent of Poseidon [AC 2, HD 13, poison or become disoriented for 1d4 hours.
HP 90, #AT *1, D 1–12 (Bite), *Entangle and The disorientation effect is -1 to all attacks
Crush: Once a successful hit is registered, and 15% spell failure.
the serpent will begin a grapple (Str 18)
and will cause 3–18 points of damage each Treasure
turn that the character is held. Poison: The None
serpent’s bite is also poisonous, and anyone
struck by it will have to make a save vs.
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This is the opening the players will need candles are lit, anyone lighting them will get
to make their way through to the temple a vision of the future. This burst of insight
complex; however, it is blocked by 6 undead will either be good or ill. The DM should
crewmen. The first attack (on the lead roll percentile dice, and on a 50 or less, the
character) will be under surprise. character can avoid one ill effect in the next
1d4 hours, but on a 51 or above, they will
6 Greater Zombie Crew [AC 4, HD 10, HP have one of their actions wiped out by the
60, #AT 2, D 1–8+2 (Cutlass), Always go last DM to their detriment.
in combat round, immune to charm effects]
13.
Treasure
Grand Bath
10 Uthorian coins each (platinum)
A deep marble pool dominates the
near entirety of this chamber, and
6 Greater Zombie Crew [AC 16, HD
water f lows from a mermaid’s bowl
10d10+20, HP 70, Initiative +2, #AT 2,
at one edge, keeping the water fresh
Hit +5, Dam Club 10 (1d8+6)]
and clear. A single door rests in the
eastern wall beyond a cabinet filled
12. with heavy towels.
The Sensorium of Higher Being
Moons set into a deep blue field have The bath is blessed, and anyone entering
been painted on the floor of this large the water (while naked) will have their AC
room, and the walls are decorated with increased by 2 for the next 1d4 hours as well
black wall hangings. A single door rests as gaining a +2 to their Constitution score.
in the southern wall, and two large
candlesticks hold half-burned candles
14.
close to the western wall.
Massage Chamber
Two small raised beds are within this
A sensorium is a place to commune with
long, thin room, and several braziers are
‘the spirits beyond’, or so Gorumn would
placed close by with little tables filled
say. These ‘outer powers’ are not of this
with bottles of oil.
place and time, and yet they sometimes
give insight into the way of things. If the
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