Sunday, August 20, 2017

Rise of the Runelords Recap # 24 [RPG]

[5 Neth 4707 continued]

Farm Trail at Night
Having successfully fought off an ambush by several ghouls just as dusk falls, the adventurers pause to allow Bey’s healing magicks to take effect.  From the light cast by Arnald’s and Briza’s everburning torches, the group continues on in the darkness towards Habe’s Sanatorium.  The farm trail they follow branches off at points, leading them to get lost for about an hour, but soon they find their way again.  Walking at night in a circle of light makes the group visible from some distance, however, and thus they become a beacon for anything lurking in the darkness.  The first hint that the group is being followed comes when Ome, Artemis, and Briza hear something rustling in the cornfields around them.  Artemis’ keen eyesight makes out a trio of figures spread out to surround the group.  Ghouls, obviously hunters in their mortal lives, have been stalking the group and have crossbows at the ready!

Artemis whispers for Ome to follow him, and the two duck into the cornfield to sneak up on one of the accursed foes.  The darkness, rain, and cornstalks blowing in the wind help conceal their presence.  The ghouls realize they’ve been detected, however, and open fire on those still on the trail, bathed in light.  Briza is grazed by a crossbow bolt in the first volley, and seconds later Arnald is struck.  Fortunately, neither are seriously hurt.  As the projectiles continue to rain down on Bey, Briza, and Arnald, they catch sight of one of their attackers and decide to charge in unison.  Arnald lands a powerful blow with his greataxe, and he and his allies destroy the ghoul crossbowman easily.

Meanwhile, on the other side of the trail, Artemis’ and Ome’s stratagem appears to work at first.  They emerge silently from the darkness on either side of the unwitting ghoul. Artemis buries his pick deep into the ghoul’s back, while Ome shreds the unliving creature’s belly with her claws!  But the ghoul somehow withstands the surprise attacks and unleashes its own savagery.  In seconds, both Artemis and Ome find themselves fixed in place, unable to move as their muscles are paralyzed by the supernatural touch of the ghoul!  Ome’s giant wasp familiar emerges to protect its master, but is torn asunder by the ghoul who now has two victims at its complete mercy.

Ghoul Stalkers
Arnald, Bey, and Briza begin to move south in search of the ghoul they know is still unaccounted for.  It leaps out at Briza from the darkness, but she gets her sword up in time and its claws break against her blade.  Bey employs her bardiche skilfully, and the creature is destroyed.  Alas, their victory is a pyrrhic one in light of what happens next.

Artemis regains control of his body and manages throw off the ghoul that had been feasting on his flesh.  Ome, however, is not so lucky.  With one squeeze of its powerful claws, it crushes the tengu’s throat!  Arnald arrives seconds later and cuts the cruel abomination in twain, but the damage has already been done: Ome is dead.

Briza bursts into tears to see her friend from the Pixie’s Kitten slain in such a heartless manner, while Bey utters several prayers to Desna.  The decision is quickly made that, if at all possible, Ome will be brought back to life through powerful divine magicks.  But first, the survivors have to make it through the night.  Arnald picks up Ome’s lifeless corpse and Briza carries that of the valiant giant wasp, and the party turns back in the direction of Sandpoint.  After about twenty minutes’ walk, Bey spots a farmhouse and the group decide to take shelter there.

Bey scouts ahead and sneaks up to a window.  She can see the farmhouse is locked up tight, but she hears voices within and can tell it’s a family cleaning up after supper.  She knocks, and Desna’s grace shines: when a curtain is pulled back ever so slightly, Bey is recognized by the family as one of Sandpoint’s famous local heroes!  Bey and her new allies are allowed to enter the farmhouse and stay for the night, though they’re forced to leave Ome’s corpse outside for fear it will turn into a ghoul.  And, despite their best efforts, Bey and Briza are unable to convince the family that they should seek refuge in Sandpoint as it’s no longer safe to dwell in their home.  After being fed a hearty meal, the mournful adventurers plan watches and then bed down for the night.

[6 Neth 4707]

Having said their farewells to the good samaritans who took them in, the adventurers head for Sandpoint.  The way back is much less foreboding in the morning sunlight, and they reach the town without incident.

The evils that have plagued Sandpoint in recent months have claimed another life, convincing those bound for Foxglove Manor to turn back, leaving many questions unanswered.  Can Ome be brought back to life?  Is her spirit willing?  And, perhaps most importantly, have the horrific spate of serial murders and marauding ghouls been brought to an end or will the delay only make things worse?
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Director's Commentary

The PCs had fought a lot of ordinary ghouls lately, so I thought it might be fun to switch things up just a little.  I took advantage of the fantastic Monster Codex, which has several stat-blocks for different types of ghouls, and used the "Ghoul Huntsman" to create a scary encounter of the PCs being stalked through cornfields at night.  I really hate running ghouls though, as it's so easy for for a battle that the PCs are winning to suddenly turn tragic with some paralysis and a coup de grace, and that's what happened to Ome.  Losing the character hit the player hard, but fortunately he rallied and created a very cool new PC we'll meet next session.

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