The Ancient Paths - Path I

"Yep," Dowkan agrees readily. "It'll gimme first crack at any other kobolds we find," he adds with a malevolent grin. Without further ado, the dwarf heads into the tunnel.
 

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~ The Adventurers ~

A chill breeze blows down the eastern passage as the group passes through, eventually coming to a large, circular chamber of uncarved stone. Six human skeletons are neatly arranged on the floor here, each reassembled and all six deposited in graves carved six feet deep into the rock. The graves have all been recently dug up, as evidenced by the rocks and dirt piled along the walls of the cave and beside the graves. A single, emaciated ghoul leans over the head of one of the graves, caressing and licking the skull of the skeleton within and quietly chattering to itself.
On the left side of the chamber, a wooden door is set into a portal carved into the wall. The door is obviously old and battered, and the doorway around it was crudely carved into the rock many years ago. Beyond the ghoul is a tunnel leading deeper into the caverns.
The ghoul doesn't notice Dowkan as he enters the room, but it soon notices the torchlight cast by Nae'talis and turns its sunken eyes on the party. It stands slowly, drops the skull into the grave at its feet, and looks at the fresh meat with a slavering, wild-eyed glare. The ghoul shrieks in rage and charges at Dowkan.
"Flesh!" it screams in an unholy voice. "I will rend and rip and grind and feast!"
Answering groans come from the tunnel leading further east.

~ Initiative ~

Nae'talis - 18
Sabriel - 16
Ghoul - 13
Dowkan - 11
Hrolf - 11
 

Sabriel curses and shoots an arrow at the foul thing. Not that it's going to do much more than annoy it.... she thought as a jittery kind of fear-excitment skitters up and down her spine, somehow helping her focus more in a wierd sort of way.
 

"By Moradin's beard!" curses Dowkan as the abomination spies them. He raises his waraxe, icicles seeming formed on the blade of the masterwork weapon, and attacks the creature when it closes (ooc: I'm assuming that it will reach Dowkan this round on its charge).
 

Thinking quickly, as per usual, Nae'talis side-steps out from behind Dowkan, dropping his staff and torch, sending both clattering to the cavernous floor, the torch no doubt casting wild shadows about the room. He fans his hands in front of him and mutters the last few words to trigger a spell.

[sblock]Five foot step. Casting Scorching Ray at the ghoul. To speed things along in case I can't get to post, if it's enough to take it down, in the following round, he'll position himself by the hallway where the groans are coming from, and if the threat appears to be the same or likewise to the ghoul, he'll send an Aganazzar's Scorcher down the corridor.

~

Current buffs:

Mage Armor

~

Spells Remaining:

Level 0 (4 + 1)

Detect Magic **
Ray of Frost ***

Level 1 (2 + 1 + 1 + *)

Color Spray *
Mage Armor
Magic Missle *
Sleep *

Level 2 (1 + 1 + 1)

Aganazzar's Scorcher *
Melf's Acid Arrow *
Scorching Ray [/sblock]
 

~ The Adventurers ~

The battlemage doesn't waste any time in completely annihilating the charging ghoul. Nae'talis places his hands together in the air and fires a trailing beam of hot magma at the unholy being (15 Damage). The ghoul is sent backwards into a grave, where its body is disintegrated by the magical fire.
The groaning from down the corridor gets louder.

[sblock=OOC]Scorching Ray: no wizard should leave home without it :uhoh:
Alright, I've got Nae'talis readying an Aganazzar's Scorcher at whatever it is coming up the tunnel... Anyone else?[/sblock]
 

Dowkan's eyes widen as the scorching ray obliterates the abomination! "Jumpin' goblin heads!" he exclaims. Seeing the wizard position himself and stare into the tunnel, Dowkan positions himself to protect the mage, without getting in his way, until he can see what comes. (ooc: Ready action to step in front of Nae'talis and attack if creature closes within 10ft of Nae'talis)
 

Hrolf stands aw struck at Nae’talis’s display of arcane power. Only hiding a small grimes, thinking that so much power was wasted on just the one Chaos spawn. Hurrying over to Dowkan, the cleric closes his eyes and mumbles a quick prayer under his breath and finishes with lightly touching Dowkan on the shoulder, infusing him with Tyr’s strength. ”Accept Tyr’s gift master Dwarf and make good use of it.”
After casting his spell, Tyr takes up a protective stance next to the archer mimicking Dowkan.
[sblock]
Casting Bull’s Strength

HP: 25
AC: 16, Touch: 10, Flat:16
+6 Melee, Long Sword, 1D8+2[/B]
Wand of Cure Light Wounds: 25 charges

Lvl. 0
Detect Magic
Detect Magic
Light
Light

Lvl. 1
Magic Weapon
Magic Weapon
Sanctuary
Summon Monster lvl.1
Protection from Chaos (Law Domain)

Lvl. 2
Bull’s Strength
Bull’s Strength
Summon Monster lvl. 2
Calm Emotions (Law Domain)
[/sblock]
 

~ The Adventurers ~

Nae'talis sees two ambling figures making their way up the tunnel, two human zombies by Dowkan's darkvision, and sends a trail of fire after them. The first zombie lights up like dehydrated pine tree, futilely waving its arms to put out them flames (8 Damage). The second zombie, the intended target, trudges through the snaking trail of flame unhindered (7 Damage).
Dowkan positions himself between the wizard and the still burning zombies while Hrolf blesses the dwarven fighter with a bull's strength. Sabriel lets fly an arrow at the leading zombie from behind the others. The missile strikes the undead human where its heart would be; a fatal wound to a living creature, but a flesh wound to the zombie (6 Damage).
Just as the adventurers think the slow moving onslaught will be dispatched quickly, the portal door to their right slams open. A ghast, wearing tattered silken robes stares at the party with glowing malevolence. In life, the ghast was a half-elf woman. Her long, flowing hair has turned gray but still remains in place. Like the ghoul, she is emaciated and gaunt, much like a starving person on the verge of death. At one time, her raiment might have been worth several gold pieces; now torn and covered with blood stains, it is utterly worthless. She charges out of the door just as Sabriel looses her arrow. That's when the stench hits the party. The stink of death and corruption surrounding the creature is overwhelming. Hrolf and Dowkan sick-up from the fumes as the ghast gets closer.
And when all hope seems to fade from the adventurers' hearts, six skeletons begin rising from their shallow graves.

~ Initiative ~

Dowkan - 21
Hrolf - 14
Nae'talis - 11
Ghast - 8
Sabriel - 7
(2) Zombies - 2

[sblock=OOC]The skeletons will be joining you in the next round. They're currently climbing out of their graves.
I've searched the PHB, DMG, and MM for the "Sickened" effect write-up the ghast gives off and have found no description. Technically, Hrolf and Dowkan are "sickened" for a couple of minutes, but I don't know what that entails, so for this battle, I'm just going to say you two are really unhappy.
Does anybody know what being "sickened" actually does?[/sblock]
 

ooc:
Ever open up a pack of sea food that's been in the heat for a week? That's probably what they meant, smelling something utterly gross and rotting and not being able to get away from it. Then added to the smell, having the whole rotting, shambling horror of it come towards you. Light-headedness, disgust and nausea for starters would be a good guess. If this gets much worse, we may have to retreat. :) ;)

IC
Sabriel backs up, her face a mask of horror and disgust as the full impact of the foulness that is the undead half-elf reaches her. She let's loose an arrow, praying to Lurue to guide her strike, not hoping for much and then praying for a way out of this mess.
 
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