Barrowmaze: Of Where-Rats and Mongrelmen.
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- Ranger
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
Veryn approaches and gives a bow to Wenceslas.
My name is Veryn and like they said, we are not interested in your offer, we're just passing by. Say, have you happened to meet other adventurers today? If yes, do you know which direction of where they are heading?
Sorry for the long response. I will be having midterm in the next two weeks so expect little to none response for me until the midterm test is over.
Veryn approaches and gives a bow to Wenceslas.
My name is Veryn and like they said, we are not interested in your offer, we're just passing by. Say, have you happened to meet other adventurers today? If yes, do you know which direction of where they are heading?
Sorry for the long response. I will be having midterm in the next two weeks so expect little to none response for me until the midterm test is over.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Vann Hector
"Perhaps we can depart amicably. You can see two of my fellows carry wounds. Can we purchase any reserves you may have Wenceslaus. A first aid kit would be a blessing on our endeavours."
Vann Hector charisma check vs 9 [4d6]=17. Reactions [1d100]=35
He feels his appeal is going to fall upon deaf ears, especially if the idea is to press gang labour from them or rinse a few gold pieces.
"Perhaps we can depart amicably. You can see two of my fellows carry wounds. Can we purchase any reserves you may have Wenceslaus. A first aid kit would be a blessing on our endeavours."
Vann Hector charisma check vs 9 [4d6]=17. Reactions [1d100]=35
He feels his appeal is going to fall upon deaf ears, especially if the idea is to press gang labour from them or rinse a few gold pieces.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Exploring the Barrow Mounds
Wenceslaus: reactions to group refusal [1d100-25]=99-25=74
Well, the man laughs. His normally dour demeanour and authoritarian persona breaks. Perhaps not used to being challenged or denied.
"I understand. You grave robbers want to dig your own graves, excavate your own treasures. This mound is ours mind and I will have no rumours and gossips leading others here to take the fruit of our labours. I offer good pay and an honest share for those who share the burden.
But be off with you then. Back the way you came and forget you saw this place.
See them away, peaceably."
The man has no intention to converse further but Veryn in answer to your question regarding others, you think one guy uses his spade to point to the north, north-west area.
Rum Lightbender, your check, a success vs any attribute gives you insight that one particular labourers has a set of silvery shackles which bind his ankles and limits his stride.
You can muse on those as the scholarly scribe and beefy foreman Prince escorts you back up the burial mound. The scribe puts a 1st Aid kit into the cleric's hands, "A blessing. Now be off with you.", It sounds terse and abrupt, clearly unless you join their labour you are not welcomed.
Actions, I need each person to make a spell save as a moment of misty, amnesia clouds your minds as you are escorted away and go back down the barrow mound. (Add any Wisdom bonus to the spell save).
basically you are subject to a Forget spell which is you save against will have no effect. But fail and you receive a mental dread and phobia of this mound in particular and forget all sense and memory of the encounter with the group labouring there.
You come back down the mound, feeling a little light headed, looking back there is no one on the crest of the mound and it is swathed in barrow mist.
actions please.
Wenceslaus: reactions to group refusal [1d100-25]=99-25=74
Well, the man laughs. His normally dour demeanour and authoritarian persona breaks. Perhaps not used to being challenged or denied.
"I understand. You grave robbers want to dig your own graves, excavate your own treasures. This mound is ours mind and I will have no rumours and gossips leading others here to take the fruit of our labours. I offer good pay and an honest share for those who share the burden.
But be off with you then. Back the way you came and forget you saw this place.
See them away, peaceably."
The man has no intention to converse further but Veryn in answer to your question regarding others, you think one guy uses his spade to point to the north, north-west area.
Rum Lightbender, your check, a success vs any attribute gives you insight that one particular labourers has a set of silvery shackles which bind his ankles and limits his stride.
You can muse on those as the scholarly scribe and beefy foreman Prince escorts you back up the burial mound. The scribe puts a 1st Aid kit into the cleric's hands, "A blessing. Now be off with you.", It sounds terse and abrupt, clearly unless you join their labour you are not welcomed.
Actions, I need each person to make a spell save as a moment of misty, amnesia clouds your minds as you are escorted away and go back down the barrow mound. (Add any Wisdom bonus to the spell save).
basically you are subject to a Forget spell which is you save against will have no effect. But fail and you receive a mental dread and phobia of this mound in particular and forget all sense and memory of the encounter with the group labouring there.
You come back down the mound, feeling a little light headed, looking back there is no one on the crest of the mound and it is swathed in barrow mist.
actions please.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Vann Hector
Vann Hector: save vs Spells 15+ [1d20]=2
Failing the spell miserably.
The elf rogue looks up at the mound before him with a strange sense of 'deja vu' and fearful intrepidation.
"Let's skip this one. I have a bad feeling about it, like I did at the Legion Mound when the Undead crawled out the ground.
Tamson, pick a way around it. Lets press on to the graveyard area and quickly for Veryn's sake."
Vann Hector: save vs Spells 15+ [1d20]=2
Failing the spell miserably.
The elf rogue looks up at the mound before him with a strange sense of 'deja vu' and fearful intrepidation.
"Let's skip this one. I have a bad feeling about it, like I did at the Legion Mound when the Undead crawled out the ground.
Tamson, pick a way around it. Lets press on to the graveyard area and quickly for Veryn's sake."
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
Save vs spell DC 15 [1d20]=16
Question, succeeding the save, do Veryn realized that a spell has taken effect?
Save vs spell DC 15 [1d20]=16
Question, succeeding the save, do Veryn realized that a spell has taken effect?
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Interesting question if you didn't see the spell actually being cast and it becomes active only as you enter its area of effect. If it has no affect, then you might just 'shrug it off' though I am inclined to give you some perception that others behaving oddly as if not realising they have just walked down this mound and have no recollection of Wenceslaus, then you could have some concern. But succeeding the save, you feel no effect, no injury, no loss.Question, succeeding the save, do Veryn realized that a spell has taken effect?
Looking up behind you, the mound top is obscured in thick Moor mist.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Callen
Callen accepts the First Aid Kit with a nod. "How kind, thank you Sir amd please stay safe out here."
He follows the others away from the mound, taking one last look of the dig site but finding only the sight of mist, he shakes his head. "This place is truly strange, let's not dawdle any longer."
Callen accepts the First Aid Kit with a nod. "How kind, thank you Sir amd please stay safe out here."
He follows the others away from the mound, taking one last look of the dig site but finding only the sight of mist, he shakes his head. "This place is truly strange, let's not dawdle any longer."
Former GM:Adventures in the Old World (WFRP, 1e)
- Craigers07
- Pathfinder
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Rum
"Yeah, let's get out of here as soon as we can. This place keeps getting creepier."
save vs Spells:[1d20]=17
"Yeah, let's get out of here as soon as we can. This place keeps getting creepier."
save vs Spells:[1d20]=17
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn, Callan & Rum, the Forget spell cast does not seem to afflict you in the way it does to Vann Hector, Martell & Tamson who each manifest some fear and dread of the mound (which you have just walked down) but they believe that they have just arrived at the foot of from scouting the area.
They have no recollection of the excavation happening on the other side of the mound.
Vann is suggesting just swerving the mound and searching for the 'graveyard' further on.
So, do any of you inform them of the recent encounter and share that you might have been ensorcelled. Or leave it carry on?
They have no recollection of the excavation happening on the other side of the mound.
Vann is suggesting just swerving the mound and searching for the 'graveyard' further on.
So, do any of you inform them of the recent encounter and share that you might have been ensorcelled. Or leave it carry on?
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
Sensing that Vann Hector, Martell, and Tamson face went pale, Veryn nods and calls out this discrepancy
The fog must've make you see things, sir Hector. No offense but the three of you looks like you've seen a ghost and we've just fought skeletons few times ago. We should press on indeed.
Sensing that Vann Hector, Martell, and Tamson face went pale, Veryn nods and calls out this discrepancy
The fog must've make you see things, sir Hector. No offense but the three of you looks like you've seen a ghost and we've just fought skeletons few times ago. We should press on indeed.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Vann Hector
I am fine following or leading with Tamson the ranger. Sooner we can meet our objective, sooner we can address health issues.
Let's go.
True. I had an experience before of climbing up a barrow mound only to have lots of skeletons erupt out. I presume the spell effect makes me think of that and caution me this mound is similarly dangerous.The fog must've make you see things, sir Hector.
I am fine following or leading with Tamson the ranger. Sooner we can meet our objective, sooner we can address health issues.
Let's go.
- Craigers07
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Rum
"There's nothing of interest for us up this mound. Let's continue on so we don't lose more time."
"There's nothing of interest for us up this mound. Let's continue on so we don't lose more time."
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Vann Hector
Follows the ranger in hope to locate the area the Mongrelmen use.
"I know they are very 'trick and traps' orientated, not trick or treats. So I expect some of thst but my feelings are they are indentured to some cult factions who reside in the labyrinths and can be a useful source of knowledge in exchange for any help we can give them."
Follows the ranger in hope to locate the area the Mongrelmen use.
"I know they are very 'trick and traps' orientated, not trick or treats. So I expect some of thst but my feelings are they are indentured to some cult factions who reside in the labyrinths and can be a useful source of knowledge in exchange for any help we can give them."
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Callen
"Do they have any particular enemies?
The last favor I was asked to help with ended in bloodshed, and I'm guessing that may be a common resolution to most favors out in the Barrows."
"Do they have any particular enemies?
The last favor I was asked to help with ended in bloodshed, and I'm guessing that may be a common resolution to most favors out in the Barrows."
Former GM:Adventures in the Old World (WFRP, 1e)
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Vann Hector
My own encounters with Mongrelmen is not good as we slew an undead Champion and were nearly ambushed and led astray by them. But my other investigations show them to be indentured servants if not actually enslaved.
It is possible some 'higher ranking' MM may be in league with cultists because it gives them authority or position but I think in the main, they are subservient to evil factions but distrusting of 'civilized' or human help.
To be honest I am not sure. And surely anyine taking up residence in the Barrowmaze does so only at dire risk to themselves or because of a bonding (being in a cult) or in bondage to a cult. So I figure the latter over the the first, hoping I am not proved wrong."Do they have any particular enemies?"
My own encounters with Mongrelmen is not good as we slew an undead Champion and were nearly ambushed and led astray by them. But my other investigations show them to be indentured servants if not actually enslaved.
It is possible some 'higher ranking' MM may be in league with cultists because it gives them authority or position but I think in the main, they are subservient to evil factions but distrusting of 'civilized' or human help.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Exploring the Barrow Mounds.
Ahead ... large stones, most waist high and crooked. Some arched as shields, others raised as small cross shaped headstones in the ground and looming over the graveyard a number of lurching Weeping Willow trees, their long green dangling fronds of leaves giving each the appearance of a shambling, shaggy tree. The tombstones are old, often scratched and clawed free of identification or epitaph, overgrown with moss and lichen. The graveyard must cover a sizeable area.
As you approach, a screech owl calls, taking flight with a flutter of wings. Nothing else stirs, only the mist swirls revealing a headstone one second and veiling it the next. An ambushers paradise.
You can enter among the fringe of headstones, checking a few, moving aside long creeping vines that might double as snare lines, careful not to disturb the living or the dead.
Barrow Mound random and even more random [1d6]=6 [1d6]=5 [1d10]=2
No predators seem to lurk about and no traps or tricks are triggered.
actions, specifics as you wander and search for signs of Mongrelmen. Add any skill roll or class roll along with your post.

After the strange encounter (or not for those under the Forget spell), the group continue the search of the Barrow Mounds meadow. Picking their way across the gravelly earth, around thickets of overgrowth. The environment is eerie and plays with the constant fear and unease at work in your minds, principally due to the ever present fetid and damp the thick mist brings with it. Even your own shadows, flickering behind you under the dimmed lantern lights strike unorthodox poses, elongated and gaunt.Tamson, pick a way around it. Lets press on to the graveyard area and quickly for Veryn's sake."
Ahead ... large stones, most waist high and crooked. Some arched as shields, others raised as small cross shaped headstones in the ground and looming over the graveyard a number of lurching Weeping Willow trees, their long green dangling fronds of leaves giving each the appearance of a shambling, shaggy tree. The tombstones are old, often scratched and clawed free of identification or epitaph, overgrown with moss and lichen. The graveyard must cover a sizeable area.
As you approach, a screech owl calls, taking flight with a flutter of wings. Nothing else stirs, only the mist swirls revealing a headstone one second and veiling it the next. An ambushers paradise.
You can enter among the fringe of headstones, checking a few, moving aside long creeping vines that might double as snare lines, careful not to disturb the living or the dead.
Barrow Mound random and even more random [1d6]=6 [1d6]=5 [1d10]=2
No predators seem to lurk about and no traps or tricks are triggered.
actions, specifics as you wander and search for signs of Mongrelmen. Add any skill roll or class roll along with your post.

- Attachments
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- Barrow Mound graveyard
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Vann Hector
"Spooky looking place, but isn't everything around here?"
Vann Hector: secret doors check vs 33% [1d100]=5
Vann Hector: Find Traps vs 40% [1d100]=61 Remove/disable vs 40% [1d100]=75
"Let's not get suckered in too deep right. You know graveyards and 'spooks' do go hand in glove." he says (an intended pun), gesturing the area with his gloved hand (the one with the ring that makes him unseen to undead).
Using the above as a basic, I will search among the first set of tombstones and burial plots. I suppose my search is a focus on any concealed exits and entrances or signs of recent passage by the humanoids. I don't want to raise my voice to just shout "come out, come out, wherever you are", but remain confident despite evidence to the contrary that Mongrelmen are present (and approachable) in this area.
"Spooky looking place, but isn't everything around here?"
Vann Hector: secret doors check vs 33% [1d100]=5
Vann Hector: Find Traps vs 40% [1d100]=61 Remove/disable vs 40% [1d100]=75
"Let's not get suckered in too deep right. You know graveyards and 'spooks' do go hand in glove." he says (an intended pun), gesturing the area with his gloved hand (the one with the ring that makes him unseen to undead).
Using the above as a basic, I will search among the first set of tombstones and burial plots. I suppose my search is a focus on any concealed exits and entrances or signs of recent passage by the humanoids. I don't want to raise my voice to just shout "come out, come out, wherever you are", but remain confident despite evidence to the contrary that Mongrelmen are present (and approachable) in this area.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
What to roll if i want to search for tracks or fur in the ground?
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
you could add a wisdom or intelligence check [4d6]What to roll if i want to search for tracks or fur in the ground?
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
intelligence vs 12 [4d6]=12
Veryn is looking upon the dirt ground, trying to find footprints, fur, scale, or anything that resembles the mongrelfolks whereabout. He is not only looking for existence but also intensity, figuring out where they are headed or from. He is not shy away from baubles, point of interest or clues of such, especially regarding his diminishing health.
intelligence vs 12 [4d6]=12
Veryn is looking upon the dirt ground, trying to find footprints, fur, scale, or anything that resembles the mongrelfolks whereabout. He is not only looking for existence but also intensity, figuring out where they are headed or from. He is not shy away from baubles, point of interest or clues of such, especially regarding his diminishing health.