Barrowmaze: Where-Rats III: Redeeming Mongrelmen

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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#21 Post by OGRE MAGE »

Amos watches the actions of Veryn carefully, impressed with the caution he uses.

"My old team was more of a check first, worry about traps later type."

The thief turned cleric listens before attempting to peek behind the first moldy curtain to the north, using his staff instead of his hand to move the filthy barrier. (C4 is it?) :lol:
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#22 Post by Kenjosephus »

Veryn

I learned from the best himself, Vann Hector, the Ghosthand. Especially after his fall.

Veryn tone soured at the end..
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#23 Post by Spearmint »

(C4 is it?)
Q4.

Amos carefully moves aside curtain revealing a small burial alcove. Slumped inside is a rotting corpse that festers with large wriggling maggots. Nothing it seems goes to waste, dead adventurers being food for bugs, their larvae being a feast for rats, the rats themselves being gourmet fayre for the Mongrelmen. What eats Mongrelmen and Adventurers to complete the cycle of life, death and occasional Undeath?

Despite a few pokes with the quarterstaff, the corpse does not animate but the grubs would as willingly nibble warm flesh and blood as well as rotten.
I learned from the best himself, Vann Hector, the Ghosthand. Especially after his fall.
mention of the lost elf, still falling possibly from his surprise tumble, elicits a tear or two in those who knew him I am sure ...
What figure these statues resemble and how disfigured are they?
Veryn cautiously advances to the statues. Each are partially vandalised but from his religion learning, might recognise each as a jackal headed Set representation, a Baphomet image, a Vulturine Impurax and a Nergal image. Each turns its head to follow the rogue's movements but none animate further to impede his progress. A stout door bars further progress and Veryn can attempt to listen for noises and detections beyond.

The Mongrelmen stop at the edge of the pit to the south, noting that large clumps of purple and violet coloured fungi line the bottom, extending veins of fungal growths to coat the pit walls. Dissolved bones, humanoid and rodent are turning to mulch in the pit, proving excellent composting material for the fungi growths. Beyond the pit, the corridor continues before opening it seems into a wider chamber. Rats nest in the burrows created by fallen rubble in one corner, taking refuge there as your presence in the corridor drives them away. The open pit is about ten feet square, a simple task for the unencumbered to take a running leap over.

In the main N-S corridor, Cosmo pops the disabled lock with his artisan helping hand, opening the door into another twenty foot square crypt. Four plinths are inside, upon each a rotting skeleton. Each bears a form of Death Mask, a crafted covering that depicts a fierce and animalistic visage; lion like. The masks look made of different base metals, one glinting as gold another reflecting brightly as silvered.

Isvand, Sir Dewey & Sigrid wait in anticipation for the unexpected to happen. Copperpiece shadowing his paladin mentor and Sundance likewise backing up her fellow mage.

Callan wards the now trapped door to the zombie crypt.

Despite laying the deceased acolytes in the corridor, the mutant rats are not tempted to feast upon the remains in your presence. But several squeaks, of fear or warning do come from the two middle curtained alcoves. You can move by them without disturbing the cowering rodents of unusual size, figuring poking those specific curtains might agitate the creatures needlessly.

next actions please
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#24 Post by Kenjosephus »

Veryn

Welcome back, Spearmint.

The statues eye moving is enough to give Veryn the fear of being caught. If they doesn't animate right now, they might work as an alarm if the door is opened or worse than that, actual eyes that watches.

First, hiding in the corner where the statues won't see him, he would like to wear one of the acolyte robe, and heads towards the door, murmuring the chant that he heard the acolytes was chanting, before he, Rum and Sigrid puts them to their grave, directly and not directly, maybe he may able to fool these statues to think that he is one of Nergal's servant. He listens at the door for any hints of sound beyond. Afterwards, not risking opening the door and provoke potential response from the statue, he backs off to the party and relay what he has heard and see with the statues.

hear noise vs 10% [1d100]=71

Regarding the statues, it gives me the tingle, not a good one. Might've be an alarm or trap or some sort. I suggest, we cover their faces with these dead acolyte robe, the other two with my cloak and someone else if any volunteer, if no one is willing, i'll use my bedroll to cover the last statue before we either proceed with the door or check the statues first.

Any rolls needed for the acolyte impersonation? :D
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#25 Post by ateno »

Cosmo looks north and South
"That was not not to hard, there is some gold and silver in these crypts. Anyone have a long pole?"

Cosmo peers in taking some time.

F/Rt vs. 45 [1d100]=72

Cosmo
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#26 Post by Kenjosephus »

Veryn

If Cosmo regrouped with the party, Veryn will give him his 10 foot pole.
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#27 Post by Darithe »

Sigrid

Sigrid talks softly with Sundance, going briefly over their tactics should things go awry.
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#28 Post by OGRE MAGE »

Amos will join Cosmo in the room with the masked figures, poking at the gold mask with his staff to see if it can be removed without animating the deceased.

He gets ready for the worst, of course, looking at the gauntlet on his hand.
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#29 Post by Craigers07 »

Rum

Rum provides backup to Veryn while he explores the statue-lined corridor.

"I don't like these things staring at me either. Let's get them covered."

He works with Veryn to cover up the heads of the statues.
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#30 Post by ateno »

OGRE MAGE wrote: Wed Jun 26, 2024 2:16 pm Amos will join Cosmo in the room with the masked figures, poking at the gold mask with his staff to see if it can be removed without animating the deceased.

He gets ready for the worst, of course, looking at the gauntlet on his hand.
Cosmo turns. "I'll poke the mask, you stand ready, ok?"

Cosmo
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#31 Post by OGRE MAGE »

Amos agrees.
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#32 Post by Spearmint »

Exploring beyond the Mongrelmen Crypts.

The group are a little spread out; great for covering more ground and searching new areas, not so good for when trouble arises.

Callan gives the thumbs up from the intersection of passages, indicating that so far, none of the zombies in the great crypt have become prone to wander their surrounds. The two skull-explosives rigged to detonate should their doors be opened.

Zombies investigate: vs 25% [1d100]=38 number provoked [3d4]=6

Cosmo & Amos investigate the side crypt in the N-S passage, the previously locked door being opened under the skillful hand of the gnome.
Four plinths are inside, upon each a rotting skeleton. Each bears a form of Death Mask, a crafted covering that depicts a fierce and animalistic visage; lion like. The masks look made of different base metals, one glinting as gold another reflecting brightly as silvered.
The tomb raiders probe inside, prodding the nearest skeleton at the point of a long pole. The guilded facemasks are securely attached and they cannot be simply knocked aside. Awakening the Restless Dead: vs 25% [1d100]=85

Targeting the golden death mask wearer, there is no immediate response to the poking, giving confidence then that the room is safe to enter. Amos can risk reaching the body and quickly unstrapping the glinting visor.

Draugr crypt: awakes vs 1-2 [1d6]=1 [1d4]=3

However nothing is risk free. For after a minute of being in the room, three of the skeletons start to emit a shroud of mist, like that upon the Moor. The fog surrounds the plinths but not enough to veil the sight of each animated skeleton turning their heads to face towards the intruders.

Actions Cosmo & Amos, you can retreat with the singular death mask prize and try to relock the crypt door before they rise from their resting places or attack, spells and other actions.

Elsewhere, Veryn cannot make out much beyond the closed door except for a few squeaks that sound very loud and very rodent like. The Underworld statues offer no resistance to being sacked or cloaked. They move but only from the neck upwards, displaying that they must be able to see and hear but not speak. At least for now they don't emit any warning or unleash any attacks or spell effects. Rum & Veryn take a side each, sacking the first statues and then the next. As you work on the second, to your horror but not surprise, the door opens and some figures exit. Veryn you are shielded by the statues, so you can squeeze into a corner and with a successful Hide skill check, gain surprise advantage upon these Ratmen.

Ratmen! Several humanoid figures with obvious rodent Skaven features, whiskered snouts and long tails, more rat than man, though men they may once have been. Bearing shields and large heavy broadswords, they spy the dwarf Rum and the other Mongrelmen in the passage by the pit. They squeak delight and immediately take an offensive posture.

Actions Rum & Veryn please.

In the middle of the ensuing chaos, Sir Dewey, Isvand, Sigrid, Sundance & Copperpiece, exploring the corridor of curtained alcoves, can hear the two sudden cries of alarm, one from nearby in the adjoining passage and one from further away in the lower crypt area.

Actions Sir Dewey, Isvand & Sigrid please.
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#33 Post by ateno »

Cosmo yells "Out" he has no spells to affect the undead

He pulls back the 10' pole so its out of the way and prepares to shoulder the closed when Amos retreats.

He knows that Amos has some gauntlet he was wielding, so he might back to the door or something to fight. Cosmo is ready for that and will not close the door willyp-nilly. :)

do i have to roll locks, or since I just opened it...

Cosmo
Last edited by ateno on Tue Jul 02, 2024 4:04 pm, edited 1 time in total.
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#34 Post by Craigers07 »

Rum

Rum returns the offensive posture of the ratmen and attacks the closest one.

"Rats!"

Battleaxe +1 melee: [1d20+2]=19+2=21 damage [1d8+2]=4+2=6 Shield Bash [1d20+1]=8+1=9
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#35 Post by Kenjosephus »

Veryn

How many of the ratmen there?
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#36 Post by Darithe »

Sigrid

Sigrid looks to Sir Dewey to make the decision about who they help first. She knows it would be death to split the party at this point and she considers Dewey the leader so she will support him in his choice of assisting whom he chooses.
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#37 Post by OGRE MAGE »

Amos appears happy to follow the lead of Cosmo, quickly exiting the crypt behind the gnome, trying not to breath in any of the mist.

Once out in the hall again, he lets Cosmo try his luck on locking the door before giving it a try himself.

Open Locks (25%) [1d100]=52

"It sounds like the others have found something as well."

If possible, he will attempt to flee this area to help the other group.

If Cosmo can't stop the door from being opened again, Amos will likely try his gauntlet to stop the oncoming threats, blasting them once they are bunched up at the doorway.
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#38 Post by ateno »

OGRE MAGE wrote: Tue Jul 02, 2024 3:49 pm "It sounds like the others have found something as well."

If possible, he will attempt to flee this area to help the other group.

If Cosmo can't stop the door from being opened again, Amos will likely try his gauntlet to stop the oncoming threats, blasting them once they are bunched up at the doorway.
Cosmo agrees and will follow Amos when that happens.

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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#39 Post by redwarrior »

Isvand hefts his boomerang with on hand and his mace in the other and looks to Dewey Near?. Assuming that's the answer, he starts moving in that direction...
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#40 Post by Spearmint »

Exploring beyond the Mongrelmen crypt.

Cosmo & Amos grab a gilded death mask, a singular trophy before the resting dead are disturbed from their restless slumber. A blast of radiance is triggered from the blessed gauntlet of Palanthus, Amos invoking a divine rebuke upon the skeletons. Their must veiled forms shriek as bones fracture from the divine wrath, but relentless they move towards the door. Cosmo is nimble enough to drag the half-elf out the crypt and quickly insert a skeleton key of his own, giving it a twist just as bony hands begin to pull upon the other side.

OL Vs. 44 [1d100]=36

You used the Hoodoo hand to open it and clear the previous disablement, so I will use the previous roll to check the Pick Locks success.

Despite the banging on the other side, the lock is secure. It seems the skeletons have no duplicate key and after a while, their rage subsides, the mist seeping through the cracks under the door fade. Presumably, the trio go back to their plinths.

Hearing the hue and cry from the others, you can both rush up the corridor to join others in the rat-men melee.
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