Chapter 12: At the Marshes of Madness

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wolfpack
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Re: Chapter 12: At the Marshes of Madness

#101 Post by wolfpack »

Brevos will also let the otherswork their plan on the closer zombies and fire at one of the far zombies

[1d20] = 17
[1d6] = 2

[1d20] = 19
[1d6] = 5

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Re: Chapter 12: At the Marshes of Madness

#102 Post by OGRE MAGE »

Bo smiles as he watches the wet abomination burn. He sees the green snot trying to get under the folds of Avrils armor. He steps in front of her to apply some heat with his torch, hoping it will be enough to make the thing fall back into the dirty water.

Random D20 [1d20] = 15

If successful, he keeps a sharp eye on the sky around the group.

"All this damn shrieking they are doing will certainly bring out any other threats. I cant shake the feeling that we are being watched, likely by something large and shelled. This whole encounter might just be an early warning system, so whoever made this trail can tell we are coming. We need to stay careful and alert, even after these things are destroyed!"

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Re: Chapter 12: At the Marshes of Madness

#103 Post by SocraticLawyer »

Inferno wrote:"We'll never shoot them all in time," complains Mouser. "Let's burn them." The little thief circles wide, careful to avoid the archers' line of fire, and pulls a flask of oil from his pack. Urdur follows, wanting to get closer without being pierced by the deadly barrage of arrows.
Urdur nods at Mouser's suggestion. He pulls his last flask of oil from his pack and lobs it at the nearest entangled zombie.

Throw oil at zombie [1d20+4] = 6+4 = 10

On the off chance that was a hit,"Light him up!" he says to Mouser, who has the torch.
I included +2 for attacking a prone opponent, and another +2 DEX bonus for missile weapon. Hope that was right.
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Re: Chapter 12: At the Marshes of Madness

#104 Post by drpete »

Pretty far out of the action at this point, Pip will charge back and attack one of the nearby entangled skeletons (who is not being firebombed) with his quarterstaff, if he can reach them.

Pip Quarterstaff +1 (ThAC0 20) [1d20+1] = 16+1 = 17 Damage [1d6+2] = 1+2 = 3

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Re: Chapter 12: At the Marshes of Madness

#105 Post by Inferno »

The Rushmoors, Gran March, Greyhawk
Day Nine. Early morning. Monday, October 24th, 576 CY
Cloudy, damp, cold, foggy






In the black bog of fell necromancy, the viridian horror oozing across Avril's flesh suddenly stops its obscene writhing.



Next to Avril, a nightmarish revenant (S4) rips savagely at Grothnak's heart. (-3 hp)

Behind them, Brevos, Telkis and Pelias slosh through the deep muck to better position the next deadly barrage from their bows. Two of Telkis' missiles strike the face of a ghastly cadaver, impacting alongside an earlier arrow of Grothnak's. Eyes and mouth now pierced with arrows, the thing shrieks through the trio of shafts with all the fury of Hell. (Z6)

Brevos moves west and looses. Well-placed arrows impale another screaming corpse (Z3) at the neck and shoulder. It endures the deadly assault and bellows all the louder.

Two of Pelias' arrows suddenly blossom from the breast of another undead carrion with wet thunks that echo deep in its chest cavity. (Z5) It too, does not fall.

At Mouser's suggestion, Urdur hurls a glass flask of oil at a strangling skeleton (S7). The throw lands short, crashing instead into a screeching unliving thing, already riddled with Telkis' arrows (Z7). Urdur's oil glistens atop the swamp water and green mucus that coats it.

Mouser throws his torch and touches it off. Another column of flame erupts as the carcass is immolated to death by the hungry flames. (Z7)

Image

Hoom finds the weapons of Telkis and Pelias rising out of the mud, and burns them clean with his torch. All the adventurers' weapons, armor and bodies are now free of the horrific sludge, except for Avril.

Grothnak shears asunder the final unbound adversary, cutting him in two with his fire-blackened scimitar. Bones and skull are swallowed up by the swamp water. (S4)

Pip charges forward between arrows and flame and shatters the jaw of a vine-shackled corpse with his quarterstaff. (S8) Its gaping maw keeps howling for blood.

Long Bo comes around in front of Avril, ready to burn the slime from her, and stops dead in his tracks. The grey druid looks upon her and gasps in dread.

Avril's beautiful face is melting; the skin a horrific translucent green.

Seeing Bo's reaction, Avril looks down at her ghastly, rippling hands and screams in horror.

Image

The bloodcurdling wail is visceral. Avril is transforming into a gruesome, inhuman monster and can do nothing to stop the heinous destruction of her own body.

Her agonizing cry dies in her throat. She looks Bo and Grothnak in the eyes. "My friends... kill me. Please! Let me rest alongside my father," she begs with the last words she will ever speak.


Actions?!


Map:
Image
Each square = 10 feet. White = PCs. Red = Monsters. Green E = Entangled. Black X = Dead or Unconscious. Green initials = transformed.


Rolls and Rulings (non-required reading):


PC Status:
  • Avril Hollysword, Half-Elf Fighter/Cleric 2/2: Move: 9", AC: 6, HP: 12/16, Spells: 4/4 1st lvl, Transformed
    Brevos, Half-Elf Ranger 2: Move: 9", AC: 4, HP: 3/27
    Grey Mouser, Half-Elf Magic-User/Thief 2/3: Move: 9", AC 5, HP 15/15, Spells: 1/1 1st lvl
    Grothnak Uthglukh, Half-Orc Fighter 3: Move: 9", AC: 3, HP: 13/28, Torch
    Ingrid Esthof, Human Cleric 3: Move: 6", AC: 3(1), HP:-1/16, Spells: 3/4 1st lvl and 3/3 2nd lvl
    Hoom Feethos, Elven Magic-User/Thief 2/3: Move: 9", AC 3, HP 10/12, Spells: 1/1 1st lvl, Torch
    Long Bo, Human Druid 3: Move: 9", AC: 6, HP: 17/22, Spells: 3/5 1st lvl, 2/3 2nd lvl and 1/1 3rd lvl, Torch
    Pelias Blanchflower, Human Paladin 3: Move: 9", AC: 2(0), HP: 28/30, Laying Hands: 1/1
    Pip, Human Monk 2: Move: 16", AC: 9, HP: 10/12
    Telkis Brassfang, Gnome Fighter 3: Move: 9", AC: 0, HP: 21/28
    Urdur Shimmerstone, Gnome Illusionist 2: Move: 12", AC 6, HP 6/6, Spells: 2/2 1st lvl
PC Magic:
  • Protection from Evil (Pelias): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Pelias.
    Entangle (Bo) x2: Duration: 4 rounds and 3 rounds
PC Resources:
Last edited by Inferno on Tue Nov 12, 2019 12:36 am, edited 1 time in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: Chapter 12: At the Marshes of Madness

#106 Post by Zhym »

Grothnak mentally berates himself for selfishly burning away the slime on himself and ignoring Avril. He grimly swings his torch at the slime creature now taking Avril's shape in an effort to grant her dying plea.

Torch: [1d20-3] = 16-3 = 13
Torch damage: [1d6] = 5
THAC0 18. Roll reflects -2 non-proficiency penalty and -2 for...well, I'm not sure what for. I thought there was some other penalty for using a torch as a weapon, but now I don't know what it was.

Should I also roll damage?
ETA: Torch damage
Last edited by Zhym on Mon Aug 07, 2017 9:49 pm, edited 1 time in total.

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Re: Chapter 12: At the Marshes of Madness

#107 Post by DadsAngry »

Hoom Feethos:

Hoom winches as he gazes upon the greenish grotesque form that once was the servitor of Corellon Larethian. Would her god accept her new form in the afterlife he wonders, as he unsurprisingly watches Grothnak set her ablaze. He utters a to himself "folly this quest."

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Re: Chapter 12: At the Marshes of Madness

#108 Post by AleBelly »

"Save Avril's sword!" cries Pelias as he draws two more arrows from his quiver and fires them at Z5 (then Z6 if Z5 falls). "It will be of use to us, then we can return it to her kin."

Attack with long bow (THAC0 18) [1d20] = 8, damage [1d6] = 3

Attack with long bow (THAC0 18) [1d20] = 12, damage [1d6] = 3

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Re: Chapter 12: At the Marshes of Madness

#109 Post by OGRE MAGE »

Long Bo is both horrified and fascinated by what transpires directly in front of him. He nods his head and stares into the eyes of the dying Avril while he applies the flame of his torch to the transforming slime.

Random D20 [1d20] = 15

He reaches for the warrior preists sword as she falls.

"Be at peace in the world of your ancestors now, my dear. We will honor your memory by singing praises of your bravery."

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Re: Chapter 12: At the Marshes of Madness

#110 Post by drpete »

Seeing that his last blow smashed, but didn't kill his opponent, Pip will use his quarterstaff to try to dismember his opponent.

Pip Quarterstaff +1 (ThAC0 20) [1d20+1] = 13+1 = 14 Damage [1d6+2] = 3+2 = 5

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Re: Chapter 12: At the Marshes of Madness

#111 Post by ChubbyPixie »

"Fnîathøøst!" Telkis yells in gnomish as Grothnak and Bo light Avril on fire. "What in Garl's name! End her quickly!" Beside himself with frustration at the relentless evils they've endured, he lets fly two more arrows at the nearest group of trapped undead:

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Re: Chapter 12: At the Marshes of Madness

#112 Post by wolfpack »

Brevos seeing how the undead easily burn will pour oil on 2 arrows and set the tips on fire and let loose at his target.

[1d20] = 3

[1d20] = 13
[1d6] = 3

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Re: Chapter 12: At the Marshes of Madness

#113 Post by SocraticLawyer »

"Got any more oil? I'm out," Urdur says to Mouser.

Urdur grabs his holy water, lobbing it at the nearest entangled skeleton (S7). He hopes it is strong enough to destroy the foul creature.

Throw holy water at entangled skeleton [1d20+6] = 16+6 = 22

Assuming that's a hit:Damage from holy water [2d4] = 6
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Re: Chapter 12: At the Marshes of Madness

#114 Post by Inferno »

The Rushmoors, Gran March, Greyhawk
Day Nine. Early morning. Monday, October 24th, 576 CY
Cloudy, damp, cold, foggy






Greasy black smoke rises over the swamp of the damned. Dead men, returned from the grave by unspeakable powers, die screeching in blistering conflagrations that utterly consume their restless remains.



Beneath that shroud of smoke, Avril undergoes a heinous transformation into something far beyond the realm of humanity. With her last words, she begs her friends for death. Mercifully, Bo and Grothnak comply.

Avril's Elvish sword is untainted by the ghastly colony of slime that infests this fell territory of the swamp. Its hilt the sacred color of Corellon Larethian, it is a thing of exquisite, unparalleled beauty. At Pelias' request, the grey druid saves it from being lost forever in the baleful marsh.



Nearby, Telkis, Brevos and Pelias loose another wave of arrows into the legions of bound undead, reaping a gruesome harvest of death. The wretched shrieking diminishes with every arrow fired. Each archer returns an accursed corpse to its eternal rest. (Z6, Z3 and Z5, respectively)

Mouser, out of oil, hurtles a sling stone at a root-choked skeleton (S5), cracking its skull in two, killing it. Urdur douses another skeletal cadaver (S7) with holy water, consecrating it back to death's peaceful embrace. Pip of Hochoch skillfully bludgeons a fleshless corpse asunder with his staff. (S8)

Only two entrammeled carrion remain (Z1 and Z2). The heroes finish them within the remaining minutes of Bo's unearthly enchantment. (I will rule)

The dread bog falls unnaturally silent again. The heroes have won the battle, but not without a terrible price. Avril is dead, many are wounded, and Ingrid Esthof lies beyond the threshold of consciousness.

Dry land and last night's campsite are one hour behind them. Before them lies a day's travel to their final destination, a place of unimaginable horrors.


Actions?


Map:
Image
Each square = 10 feet. White = PCs. Red = Monsters. Green E = Entangled. Black X = Dead or Unconscious. Green initials = transformed.


Rolls and Rulings (non-required reading):


PC Status:
  • Brevos, Half-Elf Ranger 2: Move: 9", AC: 4, HP: 3/27
    Grey Mouser, Half-Elf Magic-User/Thief 2/3: Move: 9", AC 5, HP 15/15, Spells: 1/1 1st lvl
    Grothnak Uthglukh, Half-Orc Fighter 3: Move: 9", AC: 3, HP: 13/28, Torch
    Ingrid Esthof, Human Cleric 3: Move: 6", AC: 3(1), HP:-1/16, Spells: 3/4 1st lvl and 3/3 2nd lvl
    Hoom Feethos, Elven Magic-User/Thief 2/3: Move: 9", AC 3, HP 10/12, Spells: 1/1 1st lvl, Torch
    Long Bo, Human Druid 3: Move: 9", AC: 6, HP: 17/22, Spells: 3/5 1st lvl, 2/3 2nd lvl and 1/1 3rd lvl, Torch
    Pelias Blanchflower, Human Paladin 3: Move: 9", AC: 2(0), HP: 28/30, Laying Hands: 1/1
    Pip, Human Monk 2: Move: 16", AC: 9, HP: 10/12
    Telkis Brassfang, Gnome Fighter 3: Move: 9", AC: 0, HP: 21/28
    Urdur Shimmerstone, Gnome Illusionist 2: Move: 12", AC 6, HP 6/6, Spells: 2/2 1st lvl
PC Magic:
  • Protection from Evil (Pelias): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Pelias.
    Entangle (Bo) x2: Duration: 2 rounds and 1 rounds
PC Resources:
Last edited by Inferno on Tue Nov 12, 2019 3:17 am, edited 1 time in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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AleBelly
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Re: Chapter 12: At the Marshes of Madness

#115 Post by AleBelly »

Pelias moves quickly towards Ingrid and lays his hands upon her unmoving form. "Heironeus, I humbly ask for your powers to heal our fellow warrior against darkness..."

After that is done, he pays his respects to the puddle that is Avril. "With your sword in my hand, we will avenge you. Rest at peace."

He will retrieve the sword, with thanks, from Bo if the druid is so inclined.

IIRC, Pelias is the only one that has use for the sword. Please let me know if others want it instead.

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Inferno
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Re: Chapter 12: At the Marshes of Madness

#116 Post by Inferno »

DM:

Faithful Pelias performs a miracle, healing Ingrid a touch. (+6hp)
The injured priestess of Trithereon awakens from a distressing nightmare and finds herself no better off.





PC Status:
  • Brevos, Half-Elf Ranger 2: Move: 9", AC: 4, HP: 3/27
    Grey Mouser, Half-Elf Magic-User/Thief 2/3: Move: 9", AC 5, HP 15/15, Spells: 1/1 1st lvl
    Grothnak Uthglukh, Half-Orc Fighter 3: Move: 9", AC: 3, HP: 13/28, Torch
    Ingrid Esthof, Human Cleric 3: Move: 6", AC: 3(1), HP: 5/16, Spells: 3/4 1st lvl and 3/3 2nd lvl
    Hoom Feethos, Elven Magic-User/Thief 2/3: Move: 9", AC 3, HP 10/12, Spells: 1/1 1st lvl, Torch
    Long Bo, Human Druid 3: Move: 9", AC: 6, HP: 17/22, Spells: 3/5 1st lvl, 2/3 2nd lvl and 1/1 3rd lvl, Torch
    Pelias Blanchflower, Human Paladin 3: Move: 9", AC: 2(0), HP: 28/30, Laying Hands: 0/1
    Pip, Human Monk 2: Move: 16", AC: 9, HP: 10/12
    Telkis Brassfang, Gnome Fighter 3: Move: 9", AC: 0, HP: 21/28
    Urdur Shimmerstone, Gnome Illusionist 2: Move: 12", AC 6, HP 6/6, Spells: 2/2 1st lvl
Last edited by Inferno on Tue Nov 12, 2019 3:44 am, edited 1 time in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

wolfpack
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Re: Chapter 12: At the Marshes of Madness

#117 Post by wolfpack »

Brevos prays to the nature gods to watch over the soul of the fallen. then checks the arrows he fired to see if any are salvagable.

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Re: Chapter 12: At the Marshes of Madness

#118 Post by ChubbyPixie »

Telkis stares at the spot where Avril went down for a long moment and questions, not for the first time, what exactly he is doing here. Finally he sighs and trudges forward through the muck to retrieve what arrows he can.

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Re: Chapter 12: At the Marshes of Madness

#119 Post by OGRE MAGE »

Bo leaves the pleasantries of prayer and mourning to those more suited for the task. The druid knows that death is a normal part of everyday life and that the natural cycle of things will continue on, now and forever. He hands the sword he was able to retrieve to the Paladin, looking around at the damage done to the party, and hoping that healing will commence before they decide to move on any further. He fears that the racket and smoke caused by this battle will undoubtedly bring unwanted attention to their supposedly secret arrival. He awakens his friend for one more task before allowing him to rest indefinitely. Once Sephus is coherent, the druid casts his magics onto it, allowing it to understand the druids words as if he too were a majestic black crow.

Casts Speak w/ Animals

"Friend, I need to ask of you one more task, despite your shortened rest period. Will you fly off ahead to see if you can spot any more trouble along the rest of our path? I know that you are afraid of this dead place, and for good reason, but we need to know if the way ahead is clear or if we will run into anything worse further along. See if you can spot anything else living out here that might bar our path or give us trouble. Follow the path as far as you can and see if you can spot the place where the trail ends. If you get there without spotting trouble and are too tired to return, just find a safe place to perch and rest until we arrive. If you do spot something that will cause us problems out here, return to me and report what you have found."

With that, the druid tosses his bird up into the air and silently wishes him well on his important and dangerous errand. To the group, he continues.

"We should press on to see if there are any safe spots to rest along our way. We cant go back now since we've come this far. I don't want the deaths of those we've lost to be in vain. That is no way to honor their passing."

wolfpack
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Re: Chapter 12: At the Marshes of Madness

#120 Post by wolfpack »

This place is cursed, we need to find dry land where such an ambush will not be so easy to execute, and the water slows us down to much.

Brevos though severly wounded will take the lead once again, but this tim stay just 15' in fornt of the party so he doesn;lt get stuck in a similar situation as before

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