Re: Chapter 6: Beneath the Inn of the Damned
Posted: Fri Feb 05, 2016 1:48 pm
Day Five.
Village of Briarsgate, Beneath the Golden Grain Inn (6)
Between 10 and 11pm, Thursday, October 20th, 576 CY.
Full moon, partly cloudy, damp, cold, misty.

Beneath the macabre manse known as the Golden Grain Inn, the 'master' of the house of horrors still 'lives!' Even now, ready to entertain his guests.

The evil, unknown forces that held Beswill in thrall aren't finished with him yet. Poor, doomed Bertram serves them even in death.
Grothnak stays his fell weapon in uncharacteristic mercy.
Telkis doesn't hesitate. The gnome warrior hurls his hand axe at the ghastly revenant, narrowly missing his skull and thunking deep into the mud wall behind him.
The abhorrent cadaver of the keeper of the Golden Grain Inn shrieks again in hatred and anguish. It sounds as if the scream came directly from the depths of his tortured soul.
Avril steps back to give the fighters room and options, while guarding the rear flank. Ingrid, Moogeye and Pelias watch the southern tunnels with Ingrid's lantern.
It was good that they did.
Down those winding warrens, within this hellish underworld, the shadows stir at the furthest edge of the lantern's light!
They creep closer, out from the territories of darkness! Avril, Ingrid, Moogeye and Pelias all see unwholesome, crouching shapes, with skin as pale as death. (X1, X2 and X3)
Their lower faces are comprised entirely of teeth and blood. Their body language differs from the damned souls of the Dim Forest and of Bertram Beswill himself. These charnel house horrors evince cunning and malevolence. The loathsome carrion hiss and growl, bare their heinous red teeth, and come lunging up the tunnel shafts at frightening speed, sometimes scrambling on all fours as they race with bloodthirsty abandon to devour the adventurers' flesh!
Actions?

Long Bo carefully advances alone through the tunnel's icy shallows.
He splashes south, away from the shrieking, down the eastern, outermost tunnel of the eerie earthen labyrinth.
The warren ascends to drier ground and the stench of death grows stronger. The druid sees another juncture ahead, and that the constricting burrow winds further still.
Suddenly, a second, soul-piercing scream echoes from somewhere within the darkness! Then, distant feral growling and hissing refract all around him.
Actions, Bo?

In the unlit, stone dungeon of hung, iron cages, Hoom and Mouser hear a second bloodcurdling scream echo faintly through the open, southern door.
Hoom feels his way over to the table and lights the candle that sits upon it, weakly illuminating the chamber.
Grey Mouser motions to Hoom, holding up four fingers and pointing at the door, whispering "Four men or more. We may have to join the others." The little thief finds an iron poker behind the cages, climbs the ladder and slides it through the trapdoor ring and balances it precariously there. He descends the ladder and sees...
The secret door in the northwest wall is trying to open!
The bar across it holds it tight. Sounds of whispers and footsteps emanate through that door.
Again, someone tries to open it; more forcefully now. To no avail.
Mouser spreads oil on the secret door and the stone wall around it. He is poised to strike his flint and steel.
Suddenly, feral hissing and growling come from the open southern door behind him! It sounds much closer than the shrieks!
A sardonic voice calls through the secret door, apparently to Moogeye.
"You've opened the barred door, haven't you? Ha ha ha hah. They'll kill you, they will.
"And so might I," the voice said, with all humor gone but the darkness remaining.
Then, through clenched teeth: "For your sake, my sweet little dear, you'd better be back in your cage by the time we get in there!"
Actions, Hoom and Mouser?

DM Notes:
Status:
Village of Briarsgate, Beneath the Golden Grain Inn (6)
Between 10 and 11pm, Thursday, October 20th, 576 CY.
Full moon, partly cloudy, damp, cold, misty.

Beneath the macabre manse known as the Golden Grain Inn, the 'master' of the house of horrors still 'lives!' Even now, ready to entertain his guests.

The evil, unknown forces that held Beswill in thrall aren't finished with him yet. Poor, doomed Bertram serves them even in death.
Grothnak stays his fell weapon in uncharacteristic mercy.
Telkis doesn't hesitate. The gnome warrior hurls his hand axe at the ghastly revenant, narrowly missing his skull and thunking deep into the mud wall behind him.
The abhorrent cadaver of the keeper of the Golden Grain Inn shrieks again in hatred and anguish. It sounds as if the scream came directly from the depths of his tortured soul.
Avril steps back to give the fighters room and options, while guarding the rear flank. Ingrid, Moogeye and Pelias watch the southern tunnels with Ingrid's lantern.
It was good that they did.
Down those winding warrens, within this hellish underworld, the shadows stir at the furthest edge of the lantern's light!
They creep closer, out from the territories of darkness! Avril, Ingrid, Moogeye and Pelias all see unwholesome, crouching shapes, with skin as pale as death. (X1, X2 and X3)
Their lower faces are comprised entirely of teeth and blood. Their body language differs from the damned souls of the Dim Forest and of Bertram Beswill himself. These charnel house horrors evince cunning and malevolence. The loathsome carrion hiss and growl, bare their heinous red teeth, and come lunging up the tunnel shafts at frightening speed, sometimes scrambling on all fours as they race with bloodthirsty abandon to devour the adventurers' flesh!
Actions?

Long Bo carefully advances alone through the tunnel's icy shallows.
He splashes south, away from the shrieking, down the eastern, outermost tunnel of the eerie earthen labyrinth.
The warren ascends to drier ground and the stench of death grows stronger. The druid sees another juncture ahead, and that the constricting burrow winds further still.
Suddenly, a second, soul-piercing scream echoes from somewhere within the darkness! Then, distant feral growling and hissing refract all around him.
Actions, Bo?

In the unlit, stone dungeon of hung, iron cages, Hoom and Mouser hear a second bloodcurdling scream echo faintly through the open, southern door.
Hoom feels his way over to the table and lights the candle that sits upon it, weakly illuminating the chamber.
Grey Mouser motions to Hoom, holding up four fingers and pointing at the door, whispering "Four men or more. We may have to join the others." The little thief finds an iron poker behind the cages, climbs the ladder and slides it through the trapdoor ring and balances it precariously there. He descends the ladder and sees...
The secret door in the northwest wall is trying to open!
The bar across it holds it tight. Sounds of whispers and footsteps emanate through that door.
Again, someone tries to open it; more forcefully now. To no avail.
Mouser spreads oil on the secret door and the stone wall around it. He is poised to strike his flint and steel.
Suddenly, feral hissing and growling come from the open southern door behind him! It sounds much closer than the shrieks!
A sardonic voice calls through the secret door, apparently to Moogeye.
"You've opened the barred door, haven't you? Ha ha ha hah. They'll kill you, they will.
"And so might I," the voice said, with all humor gone but the darkness remaining.
Then, through clenched teeth: "For your sake, my sweet little dear, you'd better be back in your cage by the time we get in there!"
Actions, Hoom and Mouser?

DM Notes:
- Avril Hollysword, Half-Elf Fighter/Cleric 1/1: AC 7, HP 6/9, Spells: 2/3 1st lvl
Grey Mouser, Half-Elf Magic-User/Thief 1/2: AC 4, HP 10/10, Spells: 1/1 1st lvl
Grothnak Uthglukh, Half-Orc Fighter 2: AC 4, HP 16/17
Hoom Feethos, Elven Magic-User/Thief 1/2: AC 3, HP 7/8, Spells: 0/1 1st lvl Candle
Ingrid Esthof, Human Cleric 3: AC 3(1), HP 14/16, Spells: 2/4 1st lvl and 2/3 2nd lvl. Lantern
Long Bo, Human Druid 2: AC 6, HP 12/15, Spells: 2/4 1st lvl and 2/2 2nd lvl. Lantern
Moogeye Comcra, Human Monk 2: AC 8, HP 11/11
Pelias Blanchflower, Human Paladin 2: AC 2(0), HP 16/19, Laying Hands: 0/1
Telkis Brassfang, Gnome Fighter 2: AC 0, HP 18/19
- Protection from Evil (Pelias): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Pelias.