The squad proceeded through the doorway to the north, as they heard the sounds of incessant screaming. The door was unlocked.
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Violetta the Skinsaw Seamer |
Ear-piercing screams bounce off the walls and the two thick iron doors that mark the exits of this sparsely furnished stone chamber. Chained to the wall is a grotesquerie that may have once been a humanoid, though its current form resembles nothing more than a blood-red cadaver stripped of flesh and split down its sternum. The body writhes in agony and is clearly the source of the deafening screams. The room contains the cultist named Violetta and two Skin Seamers, who had been at work on the victim.
Simi, Mr. Gone, and Grimwald engaged them in combat, while Pompelio lifted their spirits with song. Valcos stood aloof, having poisoned his supply of arrows, and began to rain them down upon the enemy.
After the fight was over, Valcos performed battlefield medicine on our heroes, while Pumpelio and Simi brought the screamer back from the brink of death. The screamers was Gubbs, the missing defecting cultist partner of Dannicus. The squad told him that the way was clear, and newly healed, he took advantage to make his escape.
The squad moved on to the Processing Chamber. Four bloodstained stone slabs hoisted on three-foot-tall stone legs occupy the center of this crumbling square chamber. To the south, someone has carelessly tossed together a pile of fine clothing, flimsy paperback books, scraps of parchment, and bits of jewelry. In the southeastern corner, a jagged two-foot-wide hole in the wall, its perimeter filth-stained and speckled with dried refuse, appears to descend into darkness. A corridor leads west before branching, and a wife hall leads to another room to the east. The room is occupied by a broken Dig-Widget, which has been adapted to cleaning up the cult's gory messes.
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Mohrg |
Declining to descend further while leaving enemies at their back, the squad discover's a torture chamber, accessible though a narrow passage. Scattered throughout this bloodstained chamber are several filthy wooden tables about four feet tall, inversion tables equipped with manacles for wrists and ankles, weapons and implements hung on racks or stacked on shelves, and indescribable torture devices of all shapes and sizes. A short corridor connects to a similarly outfitted chamber, and various doorways to the west offer egress from the chambers. There are two prisoners being menaced by two more Skinsaw Seamers. Simi, Grimwald, and Valcos engage them while Jorin, Pumpelio, and Mr. Gone discover that a pair of Mohrg undead are stalking them in a different room. The squad splits to handle both threats, ultimately triumphing.
The prisoners are traumatized and injured. Kurlin the beggar and Temina the costermonger are healed, and the squad retreats to the surface, restoring the Chain of the Stilled Spirit to the headless horseman's tomb on their way out.
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