[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?
----------------------------------------------------------
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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