Session 19

Aric climbs on Brother Bother’s shoulders to better spy out the land and sees that there are farm buildings to the Northwest, so the group take this route. Presently they see a dilapidated barn and farmhouse and approach as silently as they can. Brother Bother can hear a faint raspy breathing from inside the farmhouse so Aric skirts the outside, peering through gaps in the shutters into the darkness with his elvish vision. He sees at least two creatures standing still in the main room.

Quietly approaching the main entrance, Garalath throws open the door and steps back. He is assailed by a foul stench of decay but is able to hold his stomach down, which is just as well as several ghouls rush forward. One holds back inside but three attack the barbarian, wounding him with teeth and claws.
Ghoul

As the ghouls carry forward their attack and move out of the farmhouse Brother Bother becomes a blur of fists and feet as he destroys one in a flurry of blows, but then Garalath takes a nasty gash from a ghoulish claw and becomes paralysed. Aric rushes in and kills another ghoul in two blows but then he and Bother begin to feel weakened and nauseated by the stench coming from one of the things in particular. Bother thinks this may be a stronger ghoul known as a ghast.

Bother is wounded slightly but Aric is getting torn up by the attacks. The ghoul facing him has an expression of sick glee and begins rasping “I will eat your flesh!” He proceeds to do just this as he takes a bite out of Aric, who only resists paralysis due to his elvish blood.

Luckily Garalath’s paralysis now wears off and he rejoins the fight, beheading the ghast with a powerful strike. Bother kills the last ghoul and the exhausted heroes drag the undead corpses into the farmhouse. The ghast’s corpse has a leather thong around its neck bearing an iron key with the symbol of a curious flower surrounded by thorns, but there is no other treasure on the things.

This room of the farmhouse is a mess of broken furniture and blood splashes, as if a family were massacred here by undead monsters. Through the door is the kitchen, where a mutilated body lies on the table decaying and swarming with flies. On its chest is carved a sihedron rune, but pinned to its tunic is a folded note – addressed once more to Gol’den Chile.
Hambley note

Searching upstairs reveals a stout wooden coffer under a loose floorboard. Garalath can hear coins inside when he shakes it but there is no means of opening the lock for now so the party moves to search the barn. This is partly built around a 12-foot high stone head, now weathered and moss-covered but probably once part of a Thassilonian statue of a stern warrior. Inside it is a charnel house, strewn with bones and the partially-eaten corpses of animals and humans. Aric makes himself sick searching through this but finds nothing. The stout-stomached Bother conducts a last search of the mutilated body in the farmhouse kitchen and finds a small key which unlocks the coffer; inside are 34 pouches of 100sp each.

Deciding that the madman at the sanatorium needs their attention before he too becomes a ghoul, the group head back to town by way of Erin Habe’s establishment. Habe appears when the bell is rung but if anything he seems even more nervous than last time. Bother is convinced he is hiding something and a firm line is taken; Habe resists granting another audience with Grayst Sevilla but after some persuasion from Aric he and his two tiefling orderlies fetch the madman downstairs again. Just like last time the sick man makes no sense, muttering about teeth and razors but once again Gol’den Chile’s name can be made out amongst his mutterings. With a promise to come back in the morning with the Sandpoint guards, the party bids Habe goodnight. Satisfied that there is no overly-suspicious activity that they can see from outside, they head back to the sheriff.

The heroes tell Hemlock everything that has happened, leaving out only the discovery of the coffer full of silver. He is alarmed but satisfied that the ghoul threat at the Hambley farm seems to have been reduced if not eliminated. He can offer no enlightenment or explanation for anything they have seen but he does recognise the emblem on the iron key as being the Foxglove family crest – Aldern Foxglove being the noble who the heroes rescued when the goblins attacked Sandpoint, and who took them hunting boar in the Tickwood in gratitude.

Exhausted, sicked and wounded, it is time to retire to the Rusty Dragon for some of Ameiko’s hearty food …

Experience: 600 each (15,523 total, 6th level).

Session 18

A decision is made to investigate the previous murders, so sherriff Hemlock is consulted for details. He explains how three days ago a patrol of guards were assaulted by a deranged man near an abandoned barn south of town. On subduing him they found three bodies in the barn, mutilated in the same way as Banny Harker. The dead men were local con men and swindlers and were identified by a note one of them carried:
Note

The group set off for the sanatorium where the survivor – a Varisian thug-for-hire known as Grayst Sevilla – is now being cared for, but first visit they the barn where he was found. Despite intense investigation no clues are found and the local farmers know of no suspicious goings-on so they press on and by late morning arrive at Habe’s Sanatorium. After ringing the bell in the lobby Erin Habe appears. He is unfriendly and claims to be in the middle of ‘important’ work, refusing to allow access to his patients. Garalath has no truck with this attitude and threatens to bash his head in if he does not cooperate, at which point he darts back through the door he came in by and locks it behind him, calling for his guards. A brutish tiefling retainer appears at the front door, but on evaluating the three capable-looking individuals before him he evidently decides that maybe they don’t need to be thrown out just yet.

As the situation calms down Habe reluctantly agrees that they can interview Sevilla for a few minutes. The man is brought down from upstairs by another tiefling retainer but he is not in good shape – Aric recognises the man’s affliction as the advanced stages of ghoul fever. When eventually prompted to speak he titters and babbles incoherently, occasionally muttering odd fragments about “razors”, “too many teeth” and “the Skinsaw Man is coming”. Ears prick up when he seems to say the name “Gol’den Chile” but as they can get no sense from him the group decide to head back to town to see if their monk friend knows anything more.
Erin HabeGrayst Sevilla

On their way to see Chile sheriff Hemlock approaches them in the street – he needs their help again. He takes them to meet Maester Grump, a terrified farmer who ran into town an hour ago. Grump, clearly in great distress and not a little sozzled, claims that ‘walking scarecrows’ have been plaguing the southern farmlands for a few nights now. The locals knew that the problems were coming from the old Hambley place – where things “ain’t been right” for a few days now – so several of them got together to pay it a visit last night. They were attacked by people that looked like corpses but fed like starving animals – “they even ate the dogs!” – and Grump was the only survivor.
Maester Grump

Forgoing Hemlock’s offer of a few guards as backup, the heroes of Sandpoint set out for the southern farmlands and within a couple of hours arrive in the vicinity of the Hambley farm. Here the alfalfulus grows tall and thick either side of the path making navigation difficult, but there are farm tracks to follow. When they come to a crossroads at which stands a scarecrow the group approach cautiously. Garalath rushes in and slashes at it with his greatsword and the thing sags with a wooden crack – it is just a scarecrow.

They press on and see two more scarecrows ahead at a fork in the path. However these two start writhing and thrashing on their frames when the party get near. Suddenly one breaks free and with a shriek rushes forwards, pulling off the sack covering its face to reveal the hideous features of an undead ghoul. Slashing violently with its claws it manages to paralyse Brother Bother but it is brought down just before the other scarecrow – also revealed as a ghoul – breaks free. This one is destroyed too and Bother’s paralysis wears off – no-one is badly injured but they are certainly shaken up.
Ghoul attack!

Proceeding warily, the group adopts a policy of ‘hack all scarecrows in half before they jump you’. This works well for the next two – both straw & sticks affairs – but when the third one gives out a pathetic whimper and starts bleeding, they realise that some of these ‘scarecrows’ are still-living humans. This poor unfortunate was a middle-aged woman, afflicted with advanced ghoul fever but still – until Garalath’s two-handed greatsword blow to the belly – alive.

They therefore give the two scarecrows at the next crossroads a little more time to prove their provenance, but the things turn out to be ghouls and after a short battle are destroyed. However there is no rest as Aric hears more creatures approaching through the fields. He and Garalath try to hide for an ambush but the three ghouls who emerge from the alfalfulus can smell their living flesh and melee ensues. The things are defeated, but clearly if there are ghouls out in the fields the threat may be greater than anticipated.

Heading on in the direction they think the farm lies the party finds another sack-covered figure bound to a pole. Removing the covering from its face shows it to be a confused, sickly-looking farmer still clinging to life. Bother does what he can for the man with a healing surge but he does not know how to cure ghoul fever. The farmer says his name is Horran Guffman and begs to be returned to his family – “have you seen Lettie?” he asks plaintively …

Experience: 933 each (14,923 total)