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The Tale of the Adventurers in Durst Manor: Session Four Recap
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filed under:
RPG storytelling,
Ghoul ambush,
Haunted dungeon,
Barovia,
D&D adventure,
Death cult,
Durst Manor,
Magic spells,
Dungeon exploration,
Dungeons & Dragons,
Gothic fantasy,
Mimic battle,
Dungeons and Dragons,
Vampire lore,
D&D,
Strahd von Zarovich,
Cursed mansion,
Undead enemies
This session tested their resilience, pushed their teamwork to the brink, and revealed their individual strengths and weaknesses in a dungeon that punishes every misstep.
Durst Manor Session Four Recap
In the cursed land of Barovia, survival is never guaranteed. As the adventurers—Valen’eir the Elf Wizard, Radley the Human Fighter, and Traxidor the newly revived Half-Elf Cleric—continued their harrowing exploration of Durst Manor, the dangers intensified.
Day Five: Recovery and Revelation
The day began in the adventurers’ makeshift dormitory, where they tended to their wounds after the previous session’s brutal battles. Valen’eir, unconscious from his prior ordeal, recovered with the party’s help. Though weakened, his determination never wavered.
Ever the strategist, Valen’eir took the lead in planning their next moves. Using his crystal orb, he attempted to signal for help, casting its refracted light into the oppressive fog outside Durst Manor. Unfortunately, the signal went unanswered, and the party remained trapped within the house’s suffocating grasp.
The Mimic Encounter: A Group Effort
When the party came across a seemingly mundane door, Valen’eir’s curiosity got the better of him. Suggesting Radley knock on the door—a reasonable idea in less cursed surroundings—he unwittingly led his companion into a trap. The “door” revealed itself as a mimic, its adhesive surface trapping Radley’s hand as it attacked.
Radley struggled to land any significant blows, rolling a string of dismal 20s for both attacks and damage. With his sword nearly useless, Valen’eir stepped up. Standing behind the fighter, the wizard unleashed a volley of Magic Missiles, his precision and damage proving instrumental in the party’s survival. The mimic was defeated, but the encounter left Radley bloodied and Valen’eir with a newfound sense of responsibility for his friend’s misfortune.
Valen’eir’s Highlight: His quick thinking and magical prowess turned the tide of the mimic fight, proving his value as a tactical cornerstone of the group. However, this moment also underscored his tendency to prioritize curiosity over caution—a trait that would shape the party’s dynamic throughout the session.
Discovery of Traxidor: Magic Meets Resurrection
After vanquishing the mimic, the adventurers discovered an eerie statue clutching a crystal vial. While Radley searched for mundane supplies like torches and candles, Valen’eir couldn’t resist investigating the magical aura emanating from the statue. Casting Detect Magic, he identified the vial as enchanted and suggested removing its stopper.
As liquid dripped onto the statue, stone cracked and peeled away, revealing a living half-elf cleric—Traxidor. Valen’eir’s magical instincts had revived a powerful ally, and he took great pride in his role as the orchestrator of this resurrection. While Traxidor grappled with his new reality, Valen’eir peppered him with questions about his past and the cultists who had petrified him.
Valen’eir’s Highlight: His relentless pursuit of knowledge and magical intuition brought Traxidor into the fold, expanding the party’s capabilities and providing crucial support in the challenges ahead.
Traxidor’s Time Lost in Stone
The story of Traxidor, the Half-Elf Cleric, is one of tragedy and resilience. When Valen’eir removed the enchanted vial from the petrified statue and inadvertently restored Traxidor to life, none could have foreseen the weight of the revelation that would follow. Traxidor was no ordinary victim of the Durst Manor’s cursed halls. He was an adventurer who had entered the manor centuries ago on a noble mission—to eliminate the death cult headed by Gustav and Elisabeth Durst.
The Adventurer’s Mission
Traxidor had been part of a small band of Barovian villagers determined to root out the evil festering within Durst Manor. Reports of missing villagers, sinister rituals, and grotesque screams emanating from the estate had reached his ears. With unwavering faith in his deity and a strong sense of duty, Traxidor led the charge into the darkened halls, intending to dismantle the cult and free the manor’s innocent prisoners.
However, the Dursts, cunning and cruel, were prepared for intruders. Their mastery of dark rituals and the malevolent forces they served enabled them to set a deadly trap. When Traxidor confronted them in the subterranean shrine, Elisabeth herself used a powerful spell to petrify him, leaving him frozen in time as a grim trophy of their power.
A World Changed Beyond Recognition
When Traxidor awoke centuries later, his initial disorientation gave way to horror. The once-grand Durst Manor was now a decaying shell, its opulence buried under layers of grime, mold, and dust. Cold air carried the faint stench of death, and the vibrant life he remembered from his time was replaced by silence and skeletal remains.
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Unfamiliar Halls: Traxidor quickly realized he had never seen most of the mansion before. The upper levels, with their eerie bedrooms and shadow-filled halls, were foreign to him. His knowledge was limited to the lower levels where the shrine and cult activities had occurred.
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Decay Everywhere: Every corner of the house told a story of abandonment. Furniture was rotting, portraits were cracked, and cobwebs blanketed forgotten spaces. The Barovian villagers he had sought to save were long dead, their skeletons lying scattered in forgotten rooms. The tools and weapons he had carried with him into the battle were gone, likely looted or lost to time.
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Time’s Cruel Hand: Traxidor’s despair grew as he pieced together the truth: he had been petrified for perhaps hundreds of years. Everything he once knew—his allies, his cause, even the world outside the manor—was lost to the relentless march of time. He had gone into the manor as a determined crusader, only to awaken in an era where the cultists’ legacy lingered in undeath and curses.
A Cleric Reborn
Despite the shock of his circumstances, Traxidor’s faith did not falter. He quickly adapted to his new reality, driven by a renewed sense of purpose. The Dursts may have defeated him once, but the evil rooted in Durst Manor still needed to be eradicated. Though he had lost his allies, Traxidor saw potential in Valen’eir and Radley. He resolved to aid them, not just for their shared survival, but to finish what he had started centuries ago.
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Claiming New Tools: With his original equipment gone, Traxidor scavenged from the remains in the manor. He donned a chainmail shirt from a looted coffer, armed himself with a spear taken from a fallen companion, and kept a close eye on the magical artifacts uncovered by Valen’eir.
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Bearing the Weight of Loss: Traxidor’s interactions with the party are tinged with melancholy. His knowledge of the cult and the shrine is invaluable, but his grief over the loss of his time and comrades is palpable. Yet, this sorrow fuels his resolve to ensure that the Dursts’ evil is finally extinguished.
The Curse of Durst Manor
Traxidor’s awakening adds another layer of tragedy to the cursed history of Durst Manor. The house’s decay mirrors the passage of time that stole Traxidor’s life, while the lingering malevolence of Gustav and Elisabeth Durst serves as a constant reminder of his unfinished mission. As he journeys through the manor with Valen’eir and Radley, every room and passage he explores is a stark contrast to the memories of the vibrant estate he once knew.
For Traxidor, the battle against the undead horrors of the Durst legacy is more than survival—it is redemption. His faith, his courage, and his wisdom from a time long past are the keys to unlocking the truth of the house and putting its spirits to rest.
Traxidor’s resurrection is not just a second chance at life; it is a call to fulfill a promise made centuries ago. With his new companions, he ventures into the depths of Durst Manor, determined to end the curse that has plagued its halls for generations. As he looks upon the decay and destruction around him, Traxidor’s resolve only strengthens—he may have been frozen in time, but his purpose remains unshaken.
The Ghastly Ambush: Strength Meets Strategy
The party stumbled into a decrepit bedroom, where Radley triggered an ambush by two ghasts. The creatures overwhelmed the group with their stench and savage attacks, and the fight quickly turned desperate.
Radley struggled to land meaningful hits, rolling abysmally low throughout the encounter. Valen’eir, meanwhile, switched to his longbow after exhausting his spell slots, demonstrating his versatility. Despite being sickened by the ghasts’ stench, he kept his composure, aiming carefully and coordinating his attacks with Radley and Traxidor.
Valen’eir’s Highlight: Even without spells, Valen’eir’s ability to adapt and remain calm under pressure proved invaluable. His longbow shots kept the ghasts at bay, allowing Traxidor to focus on turning the undead and healing the party.
The Tunnel Ambush: A Lesson in Restraint
As the adventurers delved deeper into the tunnels, they were ambushed by ghouls buried beneath the packed earth. Traxidor turned several of the creatures with divine magic, causing them to flee. However, Radley repeatedly attacked the retreating ghouls, breaking the spell’s effect and forcing them back into combat.
Valen’eir, frustrated by Radley’s lack of restraint, tried to focus on weakening the remaining ghouls. His strategic use of Booming Blade proved pivotal, triggering additional damage when the ghouls moved to attack.
Finally, Radley allowed a fleeing ghoul to escape. This moment marked a turning point for the fighter, as he realized the importance of conserving energy and resources in such a dangerous environment. The DM awarded him inspiration, a gesture that even Valen’eir acknowledged with a rare smile.
Valen’eir’s Highlight: His use of Booming Blade demonstrated his ability to think several steps ahead, capitalizing on the ghouls’ movements and giving the party a much-needed edge in combat.
Traxidor’s Spike Pit Saga
During the chaos, Traxidor fell into a concealed spiked pit. Severely injured, he used the last of his divine magic to heal himself. Fearing the pit might claim him again, he meticulously dismantled every wooden spike, breaking them apart and using the fragments to aid his climb out.
Valen’eir’s Role: Watching Traxidor’s ingenuity, Valen’eir couldn’t help but admire the cleric’s pragmatism. He took mental notes, recognizing that even the most powerful spells couldn’t replace quick thinking and careful planning.
The Session Ends Mid-Combat
The session ended mid-combat, with the adventurers still locked in a life-or-death struggle. Valen’eir’s adaptability, Radley’s newfound restraint, and Traxidor’s ingenuity had kept them alive, but the danger was far from over. With resources nearly depleted and everyone on the brink of exhaustion, their survival remains uncertain.
Key Lessons and Highlights
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Valen’eir’s Adaptability: From Magic Missiles to longbow shots, Valen’eir showed his ability to pivot between roles, ensuring he remained a valuable asset even when his spell slots were drained.
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Radley’s Growth: Despite his poor rolls, Radley learned the importance of restraint, earning inspiration and proving he could adapt to the harsh realities of Barovia.
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Traxidor’s Ingenuity: The cleric’s dismantling of the spiked pit was a masterclass in resourcefulness, showcasing his ability to think ahead and mitigate future risks.
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Teamwork in the Face of Adversity: Each adventurer played a crucial role, combining strengths and compensating for weaknesses to overcome seemingly insurmountable odds.
Looking Ahead
As the adventurers prepare to continue their fight, their survival will depend on their ability to learn from past mistakes and capitalize on their growing cohesion as a team. Will Valen’eir’s magic, Radley’s resilience, and Traxidor’s resourcefulness be enough to see them through?
Stay tuned for Session Five, where the fate of the party—and the secrets of Durst Manor—will be revealed.
The Tale of the Adventurers in Durst Manor: Session Four Recap
In the cursed realm of Barovia, survival is an unforgiving ordeal. This session continued the party’s perilous exploration of Durst Manor—a place steeped in death, deceit, and dark magic. With Radley, Valen’eir, and Traxidor navigating the haunted halls, their resilience was tested against horrific enemies and the house's ominous secrets.
Below is the detailed recap from Session Four, followed by a comprehensive background on Durst Manor, a full FAQ, and a glossary of terms to immerse readers in the cursed narrative.
Background: The Durst Manor
Durst Manor, commonly referred to as the Death House, is an ominous and mysterious estate located in the cursed land of Barovia. Its once-proud walls now hold dark secrets, horrific deaths, and evidence of a twisted past. The house is surrounded by an impenetrable fog, preventing anyone from leaving until its horrors are confronted and resolved.
The Family
The house was home to the Durst family:
- Gustav and Elisabeth Durst: The owners of the manor, once esteemed members of Barovian society. Behind their respectable façade, they were devoted to a dark cult worshiping the vampire lord Strahd von Zarovich. They sacrificed innocents in a desperate bid to gain favor with their dark master.
- Rose and Thorn Durst: The children of Gustav and Elisabeth, who met a tragic fate. Their spirits remain trapped in the manor, eternally mourning their unjust deaths.
The Death Cult
The manor served as the base of operations for a death cult that worshipped Strahd, the vampire lord of Barovia. The cultists believed that through sacrifices, they could gain his favor and ascend in power. However, Strahd ignored their offerings, and the cult eventually descended into chaos and murder. The spirits of these cultists now haunt the house, cursed to relive their twisted rituals for eternity.
The Vampire Connection
Strahd von Zarovich, Barovia’s ruler and vampire lord, looms over every corner of the land. While he never directly interacted with the Dursts, his influence corrupted their minds and gave rise to their death cult. The horrors within Durst Manor are just one of many echoes of his sinister reign.
Frequently Asked Questions (FAQ)
1. What is the significance of Durst Manor in Barovia?
Durst Manor, or the Death House, acts as an introductory dungeon in Barovia. It represents the pervasive corruption and despair that Strahd’s influence has wrought on the land.
2. Why can’t the adventurers leave the house?
The house is enveloped by a magical fog. This fog traps all within the manor, forcing them to confront its horrors and uncover its secrets before they can escape.
3. Who are Rose and Thorn?
Rose and Thorn were the children of Gustav and Elisabeth Durst. They died from neglect, locked in a room while their parents indulged in their cult activities. Their spirits linger in the house, and they often appear to adventurers, pleading for help.
4. What happens in the dungeon beneath the manor?
The dungeon houses the remnants of the Durst family’s death cult. Traps, undead monsters, and cursed relics fill its halls, challenging all who dare to explore it.
5. Can the party break the curse on the house?
Breaking the curse involves defeating the cult’s lingering evil, resolving Rose and Thorn’s plight, and dispelling the fog. Success allows the adventurers to leave the house, though Barovia’s greater dangers still await.
Glossary
Barovia
A cursed land ruled by the vampire lord Strahd von Zarovich. It is shrouded in perpetual mist and despair.
Strahd von Zarovich
The vampire ruler of Barovia, known for his immense power and malevolent influence. His presence looms over the entire region.
Durst Manor / Death House
A haunted estate in Barovia, once home to the Durst family and their death cult. It is a hub of undead horrors and dark magic.
Death Cult
A fanatical group that worshipped Strahd and sought to gain his favor through blood sacrifices. Their actions cursed the Durst Manor.
Mimic
A predatory creature capable of disguising itself as inanimate objects, such as doors or chests, to lure victims.
Ghast
An undead creature with a stench that can incapacitate nearby enemies. They are more powerful than common ghouls and often serve as guardians for cursed areas.
Rose and Thorn Durst
The tragic spirits of the Durst children. They act as a haunting reminder of the house’s dark history.
Fog
A supernatural barrier that traps the party within the house. It serves as a mechanic to prevent escape until specific tasks are completed.
Valen’eir
The Elf Wizard of the party. Valen’eir’s sharp mind, magical prowess, and penchant for curiosity often make him the group’s strategist, though his choices sometimes lead to trouble.
Radley
The Human Fighter. Radley’s high armor class and resilience often make him the frontline tank, though his tendency to act rashly has put the group in danger more than once.
Traxidor
The newly revived Half-Elf Cleric. Traxidor brings divine magic and a cautious perspective to the group. His resourcefulness, as seen in the dismantling of the spiked pit, is invaluable.
Detect Magic
A spell that allows the caster to sense magical auras, used by Valen’eir to uncover the secrets of the statue holding the enchanted vial.
Booming Blade
A spell that punishes movement, used effectively by Valen’eir to outmaneuver enemies and deal extra damage.
Conclusion
This session was a perfect mix of chaos, teamwork, and growth. Each character shone in their unique way:
- Radley grappled with his poor rolls and learned restraint, earning inspiration for letting enemies flee.
- Valen’eir demonstrated adaptability and magical ingenuity, cementing his role as the party’s strategist.
- Traxidor used clever tactics to escape a deadly pit and brought divine magic to support the group.
Durst Manor’s dark secrets remain partially unraveled, and the party’s survival depends on their ability to balance risk and reward. With combat still raging, their journey is far from over.
Stay tuned for Session Five, where the fate of the adventurers—and the cursed Durst Manor—will be decided.
D&D Beyond and Discord: Elevating Virtual D&D Campaigns
In the modern age of tabletop gaming, platforms like D&D Beyond and Discord have revolutionized how players collaborate and immerse themselves in campaigns, especially when distance separates them. Our group’s exploration of Durst Manor relies heavily on these tools, combining convenience, innovation, and creativity to bring the cursed halls to life.
Mapping Durst Manor on D&D Beyond
D&D Beyond offers an array of tools that streamline gameplay, including interactive maps and encounter management. While the platform doesn’t boast the same dynamic mapping features as dedicated virtual tabletops (like Roll20), its integration of visual aids and character management tools makes it invaluable for campaigns like ours.
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Durst Manor Maps: With Curse of Strahd content integrated into D&D Beyond, accessing high-quality maps of Durst Manor is a breeze. Though not as dynamic as custom-built maps, the static images provide the perfect foundation for a theater-of-the-mind style of gameplay. The maps help visualize the multi-level chaos of the manor, from the eerie nursery of Rose and Thorn to the sinister shrine beneath the house.
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Encounter Builder: Dungeon Masters can use the encounter builder to plot out combat scenarios, like mimic encounters or ghoul ambushes. These encounters are preloaded with appropriate stats, making it easy to scale the challenge and track initiative.
The Ease of Virtual Rolling
One of the standout features of D&D Beyond is its seamless integration of clickable character sheets. Players can roll for attacks, saving throws, and skill checks directly from their sheets, saving time and keeping the game flow intact.
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Rolling With a Click: Whether it’s Valen’eir casting Magic Missile, Radley swinging his sword, or Traxidor channeling divine energy, the platform simplifies mechanics. Dice rolls are automatic, and modifiers are applied instantly—no math required!
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Glitches and Growing Pains: While the platform is incredibly user-friendly, it does have its quirks. D&D Beyond sometimes feels caught between 5th Edition rules from 2014 and modern updates for 2024, leading to occasional inconsistencies. However, these hiccups are a minor inconvenience compared to the convenience it provides.
Discord: The Heart of Virtual Collaboration
For our group, Discord is the lifeline that keeps us connected. With its robust voice and video capabilities, it enables us to collaborate live, no matter where we’re located. Running a D&D campaign over Discord is not without its challenges, but it’s a powerful platform for fostering engagement and teamwork.
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Live Video Collaboration: We rely on Discord for real-time communication, sharing reactions, and immersing ourselves in the story. The ability to see and hear each other enhances the experience, bringing camaraderie to the forefront.
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Organized Gameplay: With dedicated channels for dice rolls, character discussions, and session planning, Discord keeps everything in one place. It’s also a great space for out-of-session discussions about tactics, character backstories, or even memes.
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A Shared Experience: The combination of D&D Beyond and Discord allows us to create a virtual table, where we can strategize, role-play, and react to the twists and turns of the campaign as if we were sitting in the same room.
Our Dungeon Master Extraordinaire: Sean Scanlon
No great campaign is complete without a skilled Dungeon Master, and we’re fortunate to have Sean Scanlon guiding our journey. Sean’s ability to weave a gripping narrative, manage encounters, and handle the quirks of virtual tools like D&D Beyond and Discord is nothing short of remarkable.
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Master of Atmosphere: Sean brings the haunting halls of Durst Manor to life with vivid descriptions and an engaging voice. His narrative pacing keeps us hooked, whether we’re facing a mimic or uncovering the Durst family’s secrets.
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Patience With Tech: Running a virtual campaign has its technical challenges, but Sean navigates them with grace. From troubleshooting glitches to ensuring everyone’s rolls are accounted for, he makes the experience as smooth as possible.
Why This Setup Works
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Accessibility: Combining D&D Beyond and Discord means we can play from anywhere, whether we’re in different states or even different countries.
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Streamlined Gameplay: Clicking rolls and accessing resources instantly removes much of the bookkeeping that can slow down a game.
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Immersion: With video chat and rich storytelling, the campaign feels alive, even in a virtual format.
Additional Resources
To help you dive deeper into using D&D Beyond and Discord for virtual campaigns, here are some resources that inspired and enhanced our gameplay:
Conclusion
Our Durst Manor campaign demonstrates how platforms like D&D Beyond and Discord can transform virtual D&D sessions into engaging, immersive experiences. With their ease of use, collaborative features, and the creativity of a great Dungeon Master like Sean Scanlon, these tools make exploring Barovia’s haunted depths a thrilling journey.
Whether you’re battling a mimic, navigating the ruins of a cursed family’s legacy, or simply rolling dice with friends across the globe, this setup proves that even the darkest of dungeons can be conquered—virtually.
Original Source Journal as Written by Dungeon Master Sean Scanlon
Session Four - December 7, 2024 Players: Sean D. (Valen’eir - Elf/Wizard), Chris (Radley - Human/Fighter), Carey (Traxidor - Half Elf/Cleric). Radley carries the unconscious Valen'eir to the dormitory. They gather their rations and eat, then spend the rest of the day recuperating.
Day Five
After resting, the party returns to the subterranean shrine and soon finds a door concealed behind a layer of clay. Pulling the earth away, they ascend to find a trapdoor leading to the study on the first floor of the Durst Manor. Looking out the windows they see the dense fog still hangs around the house and that they remain trapped. Valen’eir tries to use the crystal orb he obtained in the shrine as a prism, to signal somebody for help. However, if anyone can see his distress call nobody stirs from outside.
The adventurers descend back into the tunnels below. Returning to the shrine they choose a third unexplored passage. It soon ends at a door. Radley knocks on the door and finds his fist is now adhered to its surface. A toothy maw opens in the door and a variety of spider-like eyes pop open around its surface. They realize it is a mimic that has disguised itself as a door. The monster attacks the fighter. With one hand stuck to the mimic, and in close quarters, Radley has difficulty employing his sword. During the fighting he is savagely bitten by the mimic several times. From behind in the narrow passage Valeneir casts several volleys of Magic Missile spells until his ability is depleted. But the adventurers persist and eventually the mimic is slain. The monster looses cohesion and it oozes into a sludgy heap on the floor.
Beyond the doorway, Radley and Valen'eir discover an oddly posed statue in a room furnished with a table, high backed chairs, and two standing iron candelabra. Valen’eir examines the statue while Radley looks into a bedroom just beyond this chamber. The statue is oddly posed and is comprised of a single block of stone. The head of the subject is flung back with its mouth agape. Both arms are lifted overhead and it holds a tiny stoppered vial over its head. Valen’eir finds the vial is not part of the statue and is actually made of delicate crystal. Its liquid contents remain intact. Meanwhile in the bedroom Radley finds a crate filled with many torches and a sack with candles. When he goes to search a chest at the foot of the bed, he provokes an attack by two ghasts hidden in concealed alcoves. The creatures shamble through the walls and a fetid miasma fills the air. The stench causes Valen’eir to become sickened as he hurries to Ranley’s aid. Despite the terrible smell of the ghouls he and Radley fight on. The wizard is forced to use a longbow now that his spells are depleted. After the fighting they recognize the ghast’s resemblance to Gustav and Elisabeth Durst. Free of immediate danger they search the coffer and a wardrobe in the bedroom. The wardrobe only contains ratty moldering robes. In the coffer they find a folded cloak, a chainmail shirt, four healing potions, a bullseye lantern, a flask of alchemist fire,a mess kit, and an eldritch tome of arcane spells. The wizard casts Detect Magic and they learn the cloak and potions are magical. Likewise, they learn the vial held by the statue in the other room is also enchanted.
After searching the bedroom Valen’eir decides to remove the stopper from the crystal vial held by the statue. A few drops of liquid spill from it onto the statues face and mouth. For a moment nothing happens, but then there is a cracking noise. Over several moments the stone surface of the statue is transformed into living flesh. Valen’eir and Radley are then face to face with a living half elf. This new companion gasps and appears shocked. After several moments he regains his composure and introduces himself as Traxidor. He explains he is an adventuring cleric who was petrified by cultists in this dungeon. He and several Barovian villagers had come to the Durst manor to put an end to the cult, but they were soon captured. He tried to escape but was then turned to stone for an undetermined length of time. Seeing how the dungeon has aged, he begins to suspects it could have been decades if not centuries. The cleric looks around for his adventuring gear but cannot find his equipment. After grappling with his new reality, he dons the chain shirt the party found in the bedroom’s coffer. They also loot Skalt’s corpse of his money and other useful equipment. Traxidore arms himself with the monk’s spear.
Reenforced by the cleric they decide to explore the lower level of the tunnels the party heads for the descending stairs. However, on the way the party is attacked by four concealed ghouls that were buried beneath the packed of the tunnels. Radley quickly vanquishes the first of the ghouls. However, the party fails to retain the initiative in the melee, as the remainder of the battle is marred by mishaps.
The party disperses in an intersection to avoid becoming bottlenecked in the tunnels. Valen’eir blinks away with Misty Step to the far side of a passage, and takes aim at a ghoul with his longbow. However Traxidor still stands between him and his target. The wizard misses his mark and inadvertently strikes Valen’eir’s arrow. Then Traxidor is mauled by a ghoul and paralyzed by its touch for several critical moments. When he finally shakes off the effect he uses his holy ability to turn-undead. Two of the ghouls flee. However, Randly strikes one with his sword as it lets its guard down, and a Booming Blade spell, Valen'eir had previously cast on the second ghoul, is triggered.These actions immediately break the cleric’s turning effect, and the ghouls remain in the melee.
Soon Radley is also overcome by the ghoul’s paralyzing touch for several moments. Valen'eir takes a healing potion all pours in into the incapacitated Radley’s mouth. After doing so he is attacked by a ghoul. Despite Valen’eir being injured by the attack the party finds he is not susceptible to the ghoul’s paralysis. Regardless, the undead’s incessant clawing and biting eventually fell Valen’eir.
Traxidor tries turning the undead after a previous attempt to cast a Guiding Bolt misses. Two of the remaining three ghouls flee down separate tunnels. Then Traxidor retreats from the fight. As he flees he fails to notice a covered pitfall in the tunnel. Falling through he is mortally wounded on a bed of spikes at the bottom.
Now alone, the gravely injured Radley battles the last ghoul. These is an exchange of blows and attacks as the two remaining combatants strike fruitlessly at each other. However, it is Radley that eventually wins the stalemate and the ghoul is cut down. Then Radley administers a healing potion to Valen'eir and returns him to consciousness. Meanwhile, Traxidor wakes at the bottom of the spiked pit. He struggles to stand after having been impaled upon the spikes. He then uses the last of his divine magic to heal himself. Somewhat restored he breaks the wooden spikes set into the pit’s clay floor. He then uses them to try and climb out of the pit. However, the effort requires several attempts before he escapes. The fight with the ghouls is over for the moment. But Traxidor knows the turning effect is only temporary and the undead will soon return.
End Session Four
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