GM: Twice Dead Professor |
The shaft drops 15 feet to the floor of an ash cellar. The room appears to be storage for the former manor, and looks to have been thoroughly ransacked. A lone chandelier hangs in the center of the 30' square room. From the center dangles a gruesome rope of disgusting severed heads, chafed from the fire.
A long raspy hiss sounds from the corner of the corner of the room, and it is quickly joined by more voices. Four man shaped figures lurch from the shadows at the first sight of the descending rogue....
Initiative please
Garin Veacali |
"Can't I pull you up?" Garin says, still holding the rope lowering Shel down.
The shaft is 15' high if I recall correctly. If I can't pull you up, we all can probably just jump down... depending on how much space there is, of course.
GM: Twice Dead Professor |
1d20 + 4 ⇒ (17) + 4 = 21
You can pull her up, if you beat the creatures (They just rolled a 21).
Or, you can jump down safely with an acrobatics check.
There are piles of debris under the shaft- so that 15' drop also has shelves that can be climbed by the creatures.
Round 1
Ghasts (21)
Garin (15)
Shel (13)
Vachardi (8)
Awnara (8)
The ghasts leap to attack, claws gleaming in the dying light.
Two reach Shel and slash, the other spring past and begin climbing up the wall.
Attack from 11d20 + 5 ⇒ (15) + 5 = 20
Damage 1d6 + 3 ⇒ (2) + 3 = 5
Attack from #2 1d20 + 5 ⇒ (14) + 5 = 19
Damage 1d6 + 3 ⇒ (6) + 3 = 9
Shel, please roll a fort check vs 15 for paralysis from the ghast touch.
Additionally, Shel and anyone at the edge of the hole, must roll a Fort Save (DC15) or become sickened.
Garin Veacali |
Well, that's not good.
Fort: 1d20 + 5 ⇒ (9) + 5 = 14
Garin, at the edge of the hole, immediately feels nausea in his stomach.
Can I still pull her up on my turn?
Shel Whispertongue |
Paralysis Frt save 1d20 + 5 ⇒ (5) + 5 = 10
Sickened Fort save 1d20 + 5 ⇒ (15) + 5 = 20
DM didn't say I was grappled, Garin, so I'd think you could. I might take an AoO or two, but that's no difference in staying down here paralyzed for me.
Vachordi Strong Wind |
Once shel is out of the way Vachordi sends a thunder clap
1d8 ⇒ 2 damage and dc 13 fort or stunned
Awnara Puddyfoot |
Awnara moves over to the edge of the hole, with every intention of casting a spell upon the ghasts within.
Fort: 1d20 + 3 ⇒ (5) + 3 = 8
And then the stench of the beasts, the funk of putrefaction, claims her. She coughs and chokes, her eyes watering, making sighting them impossible.
Well, dang.
GM: Twice Dead Professor |
Round 1 Fin:
The paralyzed rogue is yanked from the hole, just as the knight fell to his knees retching.
Vachordi- is the stun a mental effect?
Vachordi's bellow shakes the air.
1d20 + 4 ⇒ (15) + 4 = 191d20 + 4 ⇒ (10) + 4 = 14
The sorceress, likewise, is overcome by the creatures' stench. The taste of bile rises in her mouth.
Two of the ghasts nimbly scale the wall and charge with claws bared.
Vachordi is now within the range of the stench
Vachordi Strong Wind |
1d8 ⇒ 3
Vachorid sends another blast of thunder into the pit they are immune to the stun so there is that
Viscount Corneleous Ornelos |
Two ghouls launch themselves at the most dangerous looking targets- Vachordi and Awnara. Their greyish flesh hangs on their frame, and the stink cloud follows them.
The other two spend the time clawing their way up out of the hole.
Garin Veacali |
OH. I didn't realize I had a turn. Umm.
Garin moves to the front of the hole once Shel is safe and guards it, striking at any approaching ghouls.
MW Halberd: 1d20 + 9 ⇒ (6) + 9 = 15
Damage (S): 1d10 + 6 ⇒ (3) + 6 = 9
Awnara Puddyfoot |
Oh, I'm just sickened. I thought ghast stench gave out the nauseated condition. -2's not that bad.
Awnara backs away from the undead clambering out of the pit, and her eyes glow with holy power again. "Return to your rest, horrors!"
Back away from the ghasts and blast one of them with a disrupt undead.
Attack, Ranged Touch: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
GM: Twice Dead Professor |
Buried among the debris in the cellar are 12
silver crossbow bolts in a quiver, a slightly melted gold belt
buckle worth 15 gp, and an iron bracelet with silver filigree
work depicting a moon eating an owl worth 75 gp.
Perception checks:
An unbroken vial has rolled into a corner. The damp label still reads "Vorkstag and Grine, Chymickal Bleach."
The burnt heads hanging from the chandelier are mostly consist of people who were physically deformed- prior to death. One is not.
Shel Whispertongue |
Shel points out the valuables to the others. With her expert searching skills, she also noticed the vial, but made a more grisly discovery...burnt heads hanging from the chandelier. "Look these are all deformed, but this one isn't for some reason. That doesn't seem to fit any pattern. Of course, if someone is wicked enough to do this, they might be too crazed for any patterns."
Awnara Puddyfoot |
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
"You're right, Shel," Awnara says after she wipes away the tears from her eyes. "Do you think the ghasts did this? I mean, this is macabre enough for them. And we should look into this Vorkstag and Grine when we get back to town." She chews the bottom of her lip, a trace of doubt beginning to gnaw at her.
Shel Whispertongue |
"Exactly Awnara. Is there anything else to investigate here before we head back?"
Any other buildings or sites of interest in the immediate area, DM?
GM: Twice Dead Professor |
The sanctuary was essentially a sanitarium located away from the city- so there are no other buildings around.
*hint* The sanctuary was a home for people with injuries or malformations that made them unwelcome in their homes. So the malformed heads are likely patients and not necessarily more nefarious.
Vachordi Strong Wind |
I wonder if there is any info on the beast here.looking for an office
Garin Veacali |
"I put a strike against the idea of camping in this place. It may be haunted and our sleep would not be restful. We may continue our investigations here in the daylight tomorrow and then continue to our third objective."
Shel Whispertongue |
"I don't see the best in the dark, but I think I could lead us out of here. It might be slow going, but we wouldn't just be resting in this spooky place waiting for something nasty to come surprise us."
Survival 1d20 + 5 ⇒ (14) + 5 = 19
Perception 1d20 + 10 ⇒ (13) + 10 = 23
GM: Twice Dead Professor |
The party tracks well until it reaches the road, and from there it's a strait line to the city in relative peace.
The sun drops behind the horizon, and the even fog rolls in. In the distance, wolves howl.
You are 4 miles from the city when the last light fades.
Proceed or camp?
Garin Veacali |
"I'm fine with proceeding or camping, though do note our time is limited. I would suggest camping here if we are to make the most of it, despite the dangers, but heading back is equally valid. If we aren't returning to the Sanctuary, assuming we've found everything we could, then tomorrow we have the option of proceeding to ask the Sanctuary's survivor Karl near the city before heading to Herstag or heading to Herstag directly. We may also confirm the location of the three sisters testifying for the Herstag portion while in the city."
How much time does it take to get to the city? If it's not too long, then it would be fine to head back and rest, not wasting too much time.