Ghoul's Paradise 2 Page Dungeon .PDF
A powerful Ghoul Master named Mordech
has set up a lair for himself and his followers/progeny in the catacombs
beneath an abandoned temple. The Master
is also a devotee of a powerful, but fickle, demon-lord named Uzobzesus,
who grants the Master powers and may also demand retribution or recompense from
anyone who destroys his servant.
Below is a table to generate unique
effects of Ghoul bit attacks. The Judge
should feel free to roll randomly for each Ghoul encountered or created during
the adventure. Suggestions for the
ghouls that are currently part of the pack are listed in the room entries.
Alternate
Ghoul Bite Effects Table (Roll 1d6+Ghould HD)
3.
Target believes he or she has been turned undead. Will save DC 14 each day to shake off the
effect.
4.
Will save DC 14 every round or target loses all actions due to
uncontrollable vomiting of black oily mucous.
5.
Target's hair turns white permanently.
6.
Random limb is paralyzed for 1d6 hours.
7.
Bite causes a wound that becomes
infected with writhing maggots (-2 Agility).
The maggots mature in 2d2 days causing 2d7 points of damage per day as
they eat the host from within. Magical
healing will kill the maggots.
8.Normal Paralysis Effect.
9.
Normal Paralysis Effect and Target ages 3d5 years.
10.
Target's skin erupts in painful hives (-4 Agility, -2 Stamina) until
magically healed. After healing Fort
save DC 14 or Stamina damage is permanent.
11.
Target's flesh begins to putrefy and slough off causing 2d6 damage
immediately and a cumulative 1d6 damage per day until magically healed (e.g.
day 2 - 3d6 damage, day 3 - 4d6, etc.).
12.
Normal Paralysis and the target's skin dries out and pulls tight in an
imitation of death (-2d3 Personality and -1d2 Agility permanently).
1. Temple Ruins. The temple is very dilapidated. All that remains is crumbling masonry and the
offal of creatures who have made this area a lair in the past. The areas marked 1a are unstable and any prolonged activity (such as searching) by
creatures in those areas has a 15% chance/creature to bring masonry tumbling
down. Reflex save DC 13 or 1d6
damage. The vaulted ceiling above the
area marked 1b is filled with
webs. Hidden amongst the webs are 3 Giant Spiders: Init +1, Atk Bite +2
melee (1d4+poison); AC 13; HD 1d8; MV 30', climb 30'; Act 1d20; SP Poison Fort
DC 12 or 2d4 Stamina; SV Fort +2, Ref +3, Will -1; AL N.
2. Vestry. These chambers are where the former priest of
the temple lived and worked. All is
empty now save for an undiscovered secret trapdoor beneath a flagstone. The hinges and counterweight of the door are
surprisingly still in good working condition.
There are metal ladder rungs that lead down into the passage to 4.
3. Cloister. The monks and laypersons attached to the
temple used to reside here. One greedy
little monk had carved out a small secret closet in the temple buttress. Inside he hid all his worldly wealth in a
locked chest. The lock is rusted and
difficult to pick (DC 15). If the chest
has to be broken the potion inside has a 60% chance of breaking. Inside the chest are 200 GP worth of assorted
coins, an ivory comb set with silver worth 50 GP and a vial with an oil of Cure Paralysis (how convenient!)
The door in the northeast is made of
wood, stoutly banded with iron. It is in
considerably better condition than the rest of the temple. It is also locked (DC 12).
4. Priests Rumpus Room. The former priest of the temple was
apparently a naught boy. His secret
pleasure room has not been discovered by the other denizens of the crypt and
still contains many devices of a deviant nature. The specifics are left up to the judge to
determine, however, if a buyer with the right kind of kink can be found the
devices would be worth 400 GP.
5. Crypt.
There are 10 grave niches lining the walls in this crypt. Searching will likely (75% chance) draw the
guardians from 6. Loud noises or combat
will certainly draw them. The niches
themselves each have a 30% chance to contain some kind of treasure from the
following table:
1
- 36 CP
2
- Scroll of Light
3
- Silver Dagger
4
- Platinum Charm (10 GP)
5 - Jeweled Brooch (25 GP)
6 - Emerald Pendant (75 GP)
7 - Brass Urn (5 GP)
8 - 7 GP
9 - Silver Ring (15 GP)
10 - Lucky CP (+1 Luck for 3 days)
11 - Moss Agate (15 GP)
12 - Bronze Bracers (+1 AC used as shield)
6. Crypt. Same as 5 above, plus 2 4-Armed Skeletons: Init +2, Atk claw +1 melee (1d3) or by weapon +1
melee; AC 15; HD 2d6; MV 30', Act 1d20+1d16+1d14, SP un-dead, half damage from
piercing and slashing weapons; SV Fort +0, Ref +1, Will +0; AL C. The first skeleton wears chainmail and
carries a shield (+1 AC), a scimitar, a hand axe and a dagger. The second wears chainmail, carries 2 shields
(+2 AC), a long sword and a spear.
7. Secret Crypt. The back wall of the grave niche in room 6 is
false. If pushed it swings open
revealing a crawlspace into room 7. The
crawlspace is trapped with several pressure plates (4 in 6 chance anyone
crawling through will hit one) that trigger a falling block trap (Reflex DC 15
because of the confined space or 2d6 damage).
The fallen block will also prevent passage into room 7 until it is
removed, a task requiring extreme ingenuity or heavy tools. The room itself contains the mummified
remains of a minor saint of the original religion of the temple. If the religion is still practiced, pieces of
the mummy could be sold as relics for a tidy sum. In addition there is a golden egg clutched by
the mummy. The egg is about 1.5 feet
long by 1 foot wide. If the egg is ever
targeted by magical fire (Fireball, Flaming Hands, a fire trap, etc.) the egg
will hatch. What comes out of the egg is
up to the Judge but some ideas are: a miniature replica of the saint retuned to
life who believes the characters are his divine saviors, a cockatrice, a
celestial butterfly, the vicious Chicken of Bristol.
8. Magic Mouth. A carved stone mouth adorns the wall facing
southeast approximately 7 feet above the landing. When any creature other than the Ghouls and
their servants steps on the landing it animates and asks the following question
in a deep and booming voice; "From whence goes that which comes?". There is no correct answer to the
riddle. The mouth was placed here by a
patron boon cast by Mordech. Mordech asked for a deadly trap of hellfire to guard
his lair but he rolled poorly and barely passed his spell check. His patron, Uzobzesus, sent the magic
mouth instead. The loudly posed question
(and the inevitable discussion amongst the party that takes place afterward) will
alert the Ghouls in area 9, and they will be ready to spring their trap.
9. Ghoul Hall. This long, pillared hall is where the Ghouls
congregate. The floor is littered with
the bleached bones of their various victims.
Piles of bones are stacked up around most of the pillars and in the
corners. Observant characters may notice
that there are no bones in front of the 5 doors on the north wall. When anyone moves into the center of the
room, or approaches one of the doors, the Ghouls will launch their ambush. All 5 doors will fly open at once and the
monsters will attack. Below is any
changes to the standard Ghoul stat block and the contents of the cell for each
Ghoul.
9a. Bite effect 6, Bronze Amphora (25 GP),
belt-pouch containing 42 SP.
9b. 3 HD Ghoul, Bite effect 7, Silver Great sword.
9c. Bite effect 4, 26 PP, Decorative Buckler
(Magic, No AC Bonus, +2 Reflex Save, Improves characters dancing ability)
9d. 3 HD Ghoul, Bite effect 8. Wizard's Grimoire containing a magical fire
trap (2d7 damage, Reflex DC 14 for half).
Contains one random
spell.
9e. 3 HD Ghoul, Bite effect 5. Superbly crafted and decorated mahogany chest
worth 200 GP. It has a high quality lock
(DC 20). It
is empty. Worthless if broken open.
The
secret door in the northwest-most pillar is very difficult to locate and a
character would have to be specifically searching for secret doors on that
pillar to even have a chance. Metal
rungs set inside the pillar lead down to the passage to room 10.
10. Mordech's Chamber. This is the true chamber of the Master
Ghoul. Room 12 is specifically set up to
look like the chamber of the Master, while this room is plain and unadorned,
save for the stone sarcophagus in the center.
The lid of the coffin bolts from the inside and would need heavy
equipment or powerful magic to lift. Mordech:
Init +2, Atk bite +6 melee (1d4+1+Bite Effect 11 or 12) or scimitar +6 melee (2d5+2)
or harmful spell (Spell-check DC 12=2d4 damage, DC 16=3d4 damage, DC 20=Save
vs. Fort or Die!); AC 16; HD 6d6 (27 hp); MV 30'; Act 1d20 + 1d16; SP un-dead
traits, bite effect, infravision 100'; SV Fort +5, Ref +2, Will +5; AL C. Mordech's main treasure is kept in room
15. His scimitar is of very fine quality
and causes 2d5 points of damage. He also
wears a magic brooch that protects
him from magic missile spells, regardless of the Spell-check DC. It has 4 charges left.
11. Shelf Room. The stairs descend to the north a total of
20' in the center of the room but the shelves on the sides stay at the height
of the entrance. Hiding on the western
shelf at the far north end is a Primeval
Slime that will drop on any living creature that gets near. It is ochre of color and has the Protoplasmic
Breakdown and Paralyzing Touch properties.
The
door at the end of the room is made of heavy bronze. It has a large lock built into the door and
looks well-oiled and sturdy (DC 15 to pick - Magic or heavy equipment to break
through). The door is trapped with a
ceiling and floor rack of spears. The
trap has a +8 to hit and does 2d6 damage.
12. False Master's Chamber. This room is designed to appear to be the
Master Ghoul's lair. The walls are hung
with expensive tapestries (500 GP) and the statues are adorned with silks (100
GP). The coffin is decorated and the corners
are piled with treasure (500 GP of assorted coins in 3 chests, 5 gems worth 135
GP, a scroll of 2 spells and a finely crafted Battleaxe (+1 to hit, 2d5
damage). In fact, it is the lair of Mordech's
first progeny and lieutenant, Lysandrus. Lysandrus is a 4 HD Ghoul with Bite
Effect 10.
13. Piercer Chamber. The walls and ceiling are dug out of the
earth here so observant characters may notice that the 5 stalactites in the
center of this room are a bit out of place.
They are, in fact, piercers. They
attack with a +10 dealing 2d8 points of damage.
If they miss they begin the slow climb back to the ceiling with their
many, tiny feet. They are easily killed
by anyone with a real weapon.
14. Trapped Passage. Walking through the center of the widened
passage will trigger the 20' pit trap (Reflex DC 14 or 2d6 damage). As if that isn't bad enough Mordech
has placed 2 Skeleton Cobras: Init
+2; Atk bite +1 (1d2 + poison); AC 13; HD 1d6; MV 40'; Act 1d20; SP Poison -
One Dose only, Fort DC 14 or 2d4 Agility every hour for 3 hours. Save each hour.; SV Fort +0, Ref +2, Will +0;
AL C.
15. Sending Pool. Mordech consecrated this pool to Uzobzesus and regularly performs
rituals here. The water is dark and
still and reflects as a mirror. The pool
is bottomless, or rather, the bottom of
the pool is actually a portal to the netherworld from which Uzobzesus
can send the occasional servant or gift.
The corners of the cavern do contain some clothing and equipment of
previous sacrificial victims. 85 GP in
assorted coins, 250 GP in various Jewelry and a cloak that radiates slight magic and provides the wearer with
Infravision 20'. If the wearer already
possesses Infravision it extends the range by 10'.
If
Mordech
has been slain there is a 20% chance that Uzobzesus sends a Deep One Shaman: Init +1; Atk claw +3
melee (1d6); AC 15; HD 3d8+6 (23 hp); MV 20' or swim 40'; Act 1d20; SV Fort +4,
Ref +1, Will +6; AL C, to demand that one of the party take Mordech's
place as his servant. If the party
refuses the Shaman will attempt to curse them (Will Save DC 18 or -4
Luck). If the curse succeeds Uzobzesus
will consider the matter over. If the
party stops the Shaman from delivering the curse they will earn the further
enmity of Uzobzesus who will periodically send his servants to harass and
damage them.
If
someone from the party accepts the deal, have fun creating the patron stats for
Uzobzesus!
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