The light illuminated Rayne's surroundings, showing her that she was alone - at least as far as she could see, anyways. As she moved down the streets, she could hear the still groaning of the walking dead, always apparently just around the corner, but never in sight. The golem's footsteps became faint as its patrol route took it in the opposite direction from the store that Rayne was returning to.<br/><br/>Then, the groans came from dead ahead, and a few seconds afterwards they appeared, two humanoid figures shuffling into the fringes of light cast from Rayne's arrow. Once voluptuous women in life, now their near-naked bodies were encrusted with a thick layer of dried ejaculate that covered them from head to toe. Their hair was glued together with so much of the white stuff that their original colors could not be told - and yes, some of the hair was flipped over in front of their faces, hiding their eyes and every other facial feature except for cold pale-lipped mouths open in a permanent "O". Tattered rags soaked in cum were all that remained of their clothing, a few scraps of material that had been conspicuously ripped off in the breast and crotch areas. With every step they took, globs of goopy old semen the consistency of molasses plopped out their open mouths and gaping orifices between their thighs, landing on their breasts, trickling down their legs, and splashing onto the floor.<br/><br/>The sickening stench of rotting fish struck Rayne's nostrils even at this distance. These two walkers were just like ghasts, with the whole rotting-flesh shtick of necromancy being replaced with an old-cum theme. It smelled just as bad, or perhaps even worse...<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Knowledge (Dungeoneering) DC 12</div><div class="spoiler_body">A success on a DC 12 Knowledge (Dungeoneering) check gives Rayne the following information about these ghasts:<br/>Their stench, bad enough at a distance, is strong enough to sicken when up close. They can paralyze their victims with but a touch, and not even elves are safe from this effect. To top things off, their bite carries ghoul fever as well.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Initiative</div><div class="spoiler_body">With an initiative check of 15 or higher, Rayne goes first and acts while the ghasts are still 80 feet away, at the very edge of the light, in dim light (and hence concealment with 20% miss chance).<br/>If she fails the initiative check with a result of 14 or lower, the ghasts pick up speed and move with surprising quickness, closing to only 20 feet before Rayne can act!<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ghast statistics</div><div class="spoiler_body">17 HP each<br/>AC 18, touch 14, flat-footed 14<br/></div></div>