[3 Neth 4707
continued]
Having
emerged as the victors in the battle at Habe’s Sanatorium, the visitors from
Sandpoint quickly take action to secure the scene. Bey stabilizes Caizarlu, and Ome uses manacles
to bind the unconscious necromancer’s hands.
Ome and Artemis do a quick search of the rooms adjacent to the workroom but find little of interest: the orderlies’ bedrooms, a storage room, a
worker’s entrance, and staircases going up and down. While they’re searching, Bey chastises Arnald
for his seeming inability to follow direction during battle: “It is as though your ears are stopped with
wax!” she tells him.
After Habe’s
decapitated body and Caizarlu’s bound form are searched, turning up several
potions, wands, and key rings, the intruders decide to look for the object of
their visit, Grayst Sevilla, on the upper floors. The second floor contains five cells, two of
them occupied by elderly patients—one quite senile, the other blind. The group pauses at the stairs to the third
floor, apprehensive about what they’ll find and unsure in what order they
should proceed. Eventually, with Arnald
in front, they climb up.
Arnald
peers through the small barred window in the iron-banded door of the first
cell, and is startled to see a hunched creature that looks like a furry human
with a rat-like face and a long, naked tail: a wererat! The occupant slyly promises to lead Arnald to
great treasure if the mercenary lets him out, but Arnald refuses. The middle cell of the room is empty, so the
investigators decide it would be the perfect place to detain Caizarlu. The third and last cell can be seen to hold a
strait-jacketed figure with pale, greenish skin, wild hair, and milky white
eyes. From the window, Bey can tell the
man is sick and quite close to death, but she’s not sure if he’s Grayst Sevilla
or not.
The
group decide to search the rest of the building before returning to deal with
the patient. A look through a nearby
examination room shows two operating tables covered in blood and other bodily
matter, while a nearby cabinet is full of surgical tools. It’s clear that whatever treatment was
provided in this sanatorium involved surgical operations. A search of the cellar proves even more
interesting. Three corpses, preserved
with the magic of gentle repose, are
laying on tables on what Bey is sure is a necromancer’s laboratory. She determines that all three died from
failed surgical procedures, and the connection between Caizarlu and Dr. Habe
becomes clear. Artemis discovers a wand of gentle repose hidden in a table
leg, while Ome examines a map of the Sandpoint Hinterlands on the wall and sees
it’s labelled as “Ghoul Activity” with multiple sites circled near the Foxglove
River and the southern farms. “But where
is the source?” is another inscription.
Bey concludes that Caizarlu, although interested in ghouls, could not
have been the party responsible for creating them. A search of the old necromancer’s room turns
up a thick tome; Bey cautiously determines from a distance that it is magical,
and concludes it is a magical book, the prolonged study of which could increase
an individual’s mental aptitudes!
Grayst Sevilla, lone survivor of a ghoul attack. |
Returning to
the third floor, the group decide the strait-jacketed prisoner in the third
cell must be Grayst Sevilla. Careful
plans are made on the best way to get close enough to him for Bey to safely use
the remove disease scrolls the group
wisely obtained before coming. After
unlocking the iron-banded door, Bey cautiously pokes Sevilla with the blunt end
of her bardiche, but the man, although conscious, is completely
unresponsive. Arnald carefully steps
into the room and restrains him. Sevilla
doesn’t struggle at all until Bey enters the room and stands next to him. His eyes bulge when he notices her for the
first time, and he begins speaking, more and more frantically: “He
said. He said you would visit me. His Lordship.
The one that unmade me said so.
He has a place for you. A
precious place. I’m so jealous. He has a message for you. He made me remember it. I hope I haven’t forgotten. The master wouldn’t approve if I forgot. Let me see. . . let . . . me . . . see . .
. He said that if you came to his
Misgivings, that if you joined his Pack, he would end his harvest in your
honour!” Sevilla then starts shaking
violently, froths at the mouth, and bursts the seams of his strait-jacket! However, Arnald somehow manages to hold on
despite the man’s insanity-fuelled strength, giving Bey enough time to read her
scroll. She succeeds in casting the
spell, but it has no effect! She tries
again with the second scroll, but, again, failure! Deciding that there’s no other option given
the risk of Sevilla spreading ghoul-fever, Artemis and Ome kill the man with
arrows fired from point-blank range.
Their grim task accomplished,
Ome asks Bey about this “Lordship” that keeps trying to send her messages. Artemis says he sounds like a psychotic
lover, but Bey replies she has no idea who it could be. Conversation turns to what to do about what
the group has identified as a wererat in the first cell. Bey suggests killing it to prevent its curse
of lycanthropy from spreading, but Artemis says the fellow could have been an
innocent, and his behaviour indicates he may have been institutionalized for
years. They decide to let the creature
live, for now. After Artemis makes sure
the remaining inmates have enough food for the next couple of days, the group
leave the sanatorium, taking the still-unconscious Caizarlu with them.
Farmer Maester Grump warns of terrifying events. |
The first couple of miles of journey towards
Sandpoint is uneventful. As the group
reach the bridge over Cougar Creek, they see a patrol of five members of the
Sandpoint Town Watch. Artemis explains
what happened at Habe’s Sanatorium and that they have a prisoner. Suddenly, the galloping of hooves can be
heard coming towards the two groups from out of the brush to the
southeast. A horse, running full tilt
and lathered with near-exhaustion, is carrying a rider and is about to collide
with those on the bridge! Arnald moves
quickly to intervene, literally charging the horse and slamming into it to halt
its momentum! The impressive display of
strength is followed by the horse’s rider awkwardly dismounting. The man, dressed in overalls and a straw hat,
is clearly a farmer, and he’s also clearly quite drunk. One of the watchmen identifies him as Maester
Grump. Grump tells a rambling, confusing
story about walking scarecrows at the Hambley place, and concludes with a sob:
“they even ate the dogs!” After learning
from one of the watchmen that the Hambley farm is on the northwestern edge of
Whisperwood and connecting the location to those circled on Caizarlu’s map, the
adventurers realize that the “walking scarecrows” may in fact be ghouls!
Everyone
hurries on to Sandpoint. The adventurers
head straight for the garrison and quickly report to Sheriff Hemlock what
happened at the sanatorium, concluding that someone will need to be sent to
look after the remaining patients.
Sheriff Hemlock promises to see to it.
When he hears the report of problems at the southern farms, he details
four of his men, led by Jodar Provolost, to travel with the adventurers and
also says they can make use of the Watch’s horses for greater speed. Sister Arva is fetched from the cathedral for
some emergency healing, and then the adventurers and their Watch escorts set
off again with little delay.
The eight warriors make good speed south on the
Lost Coast Road, but as they get further south they can see several local
farmers hurrying north. Rumours are
flying about walking scarecrows coming out at night to feed, glimpses in the
dark of . . . things, and neighbours
visiting nearby farms and finding them completely deserted! Bey ensures that none of the refugees are injured
or suffering from ghoul fever, and lets them go on their way. She vocalizes what many in the group suspect:
this could be a trap set by “His Lordship”!
Passing by Ashen Rise and Brinestump Marsh, the travellers continue
south until they cross over Soggy River and find themselves in the heart of the
southern farms nestled between the river to their north and Whisperwood to
their south. Jodar leads the group on
some dusty farm trails through shoulder-high cornfields and other crops until
they reach the outer edges of Hambley Farm.
There
are several branching trails leading to different parts of the farm, and
Jodar’s not exactly sure which to take.
Ome puts her tracking skills to good use by deducing that the most
heavily travelled paths probably lead to the farmhouse. Heading in that direction, a scarecrow can be
seen bound to a wooden post. Ome uses
her divinely-granted ability to detect evil, and Bey casts a spell to determine
if the thing is alive, dead, or undead!
Fortunately, it’s just an ordinary scarecrow stuffed with straw. Just a few minutes later, however, the adventurers
turn a bend and see another “scarecrow” moving and trying to pull itself free
of its post! Together, Bey and Ome
discern that the creature is both undead and evil. Before it can free itself, Ome and Artemis
destroy it with arrows. The decision is
made to dismount, since the horses are not trained for combat.
Flesh-hungry ghouls! |
Several more
minutes’ travel brings the adventurers and town guards to a farmhouse and a
barn. Ome is able to sense the presence
of six evil creatures within the barn, and one within the farmhouse. Everyone starts talking about what their plan
should be, but they make no effort to be quiet and the creatures inside the
barn decide to investigate. The barn’s
sliding door opens to reveal several walking human corpses with pallid flesh
and long, sharp teeth and claws: ghouls!
Arnald happens to be near the doorway, and reacts quickly, destroying
two of the foul creatures with his greataxe.
But after a mere scratch from one of the ghouls, his muscles tense up
and stop moving—he’s paralyzed! Bey
comes to his aide and drags him a few feet closer to safety, while two members
of the Watch rush to take his place.
Artemis opens fire from the concealment of a nearly field, while Ome
shouts for two guards to come with her so she can clear the farmhouse.
The two
guards fighting the ghouls in the doorway to the barn inflict some minor wounds,
but they’re no match for the creatures’ uncanny speed with claws and
bites. One of the watchmen is paralyzed
and then gets his throat ripped out, while the other succumbs to his wounds and
collapses, only to be fed upon!
Fortunately, Arnald regains control of his body and rushes back into the
fray to cleave two more of the ghouls in twain, his efforts bolstered by Bey’s
defensive magic and Artemis’ steady volley of arrows. Meanwhile, in the farmhouse, Ome sees the
place has been reduced to a shattered wreck of blood and violence. On the kitchen table is the splayed body of a
farmer, swarming with flies, with the Sihedron star carved into his chest and a
scrap of parchment pinned to his tunic.
Ome heads for the area of the house she detected evil in from the
outside, and opens a door to the master bedroom. A nauseating stench roils over her as she
sees a one-eyed corpse on the bed, wearing a large iron key on a cord around
its neck. Ome calls out to the two
guards with her that there’s nothing here and they can rejoin the others. But she’s spoken too soon: the eyes of the
corpse open, its mouth widens into a malevolent grin, and it sits up in the bed
and swivels its face towards her! “His
Lordship promised someone would come for me to feast on!” the undead
abomination says.
The ghast, a
creature akin to but more powerful than an ordinary ghoul, attacks before Ome
can escape. Her quick reflexes save her
life, however, as the ghast’s claws and bites fail to land. The tengu responds in kind, dropping her bow
to bite and claw at the ghast! But her
attacks are charged with divine energy baneful to undead, and in moments the
creature is destroyed. Outside, another
expertly fired arrow from Artemis destroys the last ghoul in the barn.
The
adventurers have destroyed several undead at Hambley Farm, but two members of
the Town Watch are dead. Could there be
more ghouls lurking in the fields or winding dirt tracks of the farm, waiting
to spread their contagious evil? And what message has
“His Lordship” left this time?
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Director's Commentary (July 17, 2017)
You've got to feel bad for poor Grayst, being put down like a rabid dog. But Bey tried twice with the scrolls and couldn't get the caster level check high enough.
It was very smart to add the detail to Caizarlu's map, "Where is the source?", lest the PCs (quite understandably) assume that the necromancer was responsible for the ghoul outbreak.
It was clever of the PCs to use tracking to find the direct way to the farmhouse when they reached the Hambley holding. Unfortunately for me, the direct way by-passed some really interesting encounters that could have caught unwary PCs.
I liked the little bit of the ghouls in the barn overhearing the PCs talking about what to do and deciding to attack first. Players sometimes forget that monsters have ears too!
Ome going into the farmhouse all by herself could have gone very, very badly, so it was quite a victory that she destroyed the ghast in single combat.
By this point, there's been a lot of little clues pointing to "The Misgivings" as the source of the ghoul outbreaks, but my players hadn't really connected the dots yet.
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