Barrowmaze: Of Where-Rats and Mongrelmen.

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Spearmint
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#141 Post by Spearmint »

How far are the muggers that grabs Martell from Vann Hector, the last time we saw him?
so from the original description, the two tree-muggers (Kampfult type creatures), were either side of the graves. When Vann got entangled by one, it started taking him away at 30'ft per round and the other has dragged Martell in the opposite direction, so they are 120'ft apart.

Tamson will follow your directions and use his bow on any dangers he finds.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#142 Post by Kenjosephus »

Veryn

Veryn replies to Tamson: No, you stay here and save Martell. I'll go and check Vann Hector. You're good with your bow, i'm good with my stealth.

Veryn will go to Vann Hector's location stealthfully. He will stop if he sees any threat as he does not want to engage things alone. If he has any movement left in this turn after seeing Vann Hector's condition, he will go back to the party.

Veryn sneaking up quietly vs 15% [1d100]=78
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#143 Post by Craigers07 »

Rum

Rum pursues the tree that has Martell and will attack with his longsword.

Longsword melee: [1d20+1]=3+1=4 damage [1d8+1]=7+1=8 Shield Bash [1d20+1]=9+1=10
Last edited by Craigers07 on Thu Nov 02, 2023 11:59 am, edited 1 time in total.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#144 Post by Hadarai »

Callen

Callen continues the pursuit, swinging at the tree once more.

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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#145 Post by Spearmint »

Exploring the Barrow Mounds Graveyard.

Tamson: longbow [1d20+1]=12+1=13[1d6]=1 [1d20+1]=2+1=3[1d6]=5

Rum collects his thrown hammer lest it be dragged away by the roots or lost in the mist among the graves. Ears still reverberating from the sonic boom, 'loud enough to wake the dead' an allegory hopefully rather than a truth. Sadly the effect not enough to stun the sinewy tree-mugger from dragging away the entangled Martell and slowly by slowly, tightening its grip upon his limbs, neck and body. With a coiled branch around each of his body parts, he can only hang limp and restrained as his life is throttled from him. Each constriction further ebbs life away, cutting off his breath and blood supply. Rum and Callan try to come to the rescue but it is s forlorn hope, neither can hack through the grasping branches or fell the thick bodied trunk. With loud bone snapping spinal cracks and a last gasp, Martell dies. -5hp

Tamson "He is dead, we cannot help him now. To Vann and Veryn, they could be troubled too." he says and once the squire's fate is sealed, hurries to follow the footsteps of Veryn in the opposite direction.

Veryn himself has sneaked towards to shout of alarm from Vann Hector. You are only a round of movement to where he was left, cutting himself free of the deceased mugger a couple of rounds before. You quickly move through the grave yard, scuffing stones and snapping twigs underfoot. You arrive to see four raggedly robed figures leaning over the unconscious body of the elf. Vann is alive and cut free of his entangling branches. The figures frisk through his goods and body, taking advantage of his comatose state.

Mongrelmen rob Vann Hector: vs 70% [1d100]=31 [1d100]=43 [1d100]=23 [1d100]=52

Each one has a prized trinket. The figures look pleased with their haul and while a personal disaster for Vann, at least they haven't robbed him of his life. They are alerted to Veryn's approach as his stealth movement is given away. They look in his direction and immediately stop their thievery. Veryn could try to chase them off, threatening them with his loaded crossbow; they in turn can threaten Veryn by clearly showing if he comes any closer they will give his comrade a good stabbing. So a compromise is silently agreed and they shrink back into the mist rather than engage in conflict, leaving the bedraggled elf lying upon the floor bereft of his boots, sword, ring and shoulder satchel.. He will recover within a couple of rounds, groggily standing and grasping the consequences of the encounter.

Actions Callan, Rum, Vann & Veryn.

Health Status:

Vann Hector: 1/16hp
Callan: 7/8hp
Veryn: 5/6hp
Rum Lightbender: 11/11hp

Martell: deceased.
Tamson:10/10hp












.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#146 Post by Kenjosephus »

Veryn

Veryn quickly checks on Vann Hector for new wounds, his pulse, his windpipe. Perhaps he can find what causes Vann Hector to be in his current state of unconsiousness.

Wisdom check to see what causes Vann Hector to be comatose [4d6]=14 vs 12
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#147 Post by Spearmint »

he has four hollow point blow-darts sticking in his neck or shoulder. The poison in his system, not fatal but causing temporary sleep paralysis.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#148 Post by Kenjosephus »

Where does these hooded men footprints headed to?
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#149 Post by Spearmint »

away from the graveyard and towards a nearby Barrow.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#150 Post by Kenjosephus »

Veryn

Veryn will call out Tamson, Rum, and Callan. He will tell them what he sees with Vann Hector and point them out of where these hooded men headed to that particular Barrow, while trying to get Vann Hector back to consciouness
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#151 Post by Stirling »

Vann Hector

Once awakened, I am going to presume Veryn takes the darts out of my neck, I will curse the Mongrelmen and my own stupidity in "unprintable expletives", especially when I learn that Martell has been slain.

"What a s@#£ show, a right f@@king sπ@£ show!"

My longsword: gone! "ffs!"

My ring of undead invisibility: gone "ffs! though I should be grateful since it is cursed and turning me undead / invisible which each manifestation.

My satchel: gone it has my anti-lycan silvered manacles and my Thieves Toolkit. "Ffs!"

My boots: gone barefoot! I will bend over and show them my bare arse! "Mo-fo's".

Like written, I could have been stabbed to death while restrained, so I live to fight another day.

items removed from inventory.

I will wait any conclusion of Veryn's actions. At the very least locate Martell and I guess track the Mongrelmen to their lair.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#152 Post by Craigers07 »

Rum

Rum assists with Vann Hector with removing the darts. At the same time, he will listen intently to what Veryn saw and where the mongrelmen headed.

"We should all be lucky to be alive after that. Let's try to get our strength back and pursue those thieves."
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#153 Post by Kenjosephus »

Veryn

After picking the needle dart from Vann Hector's body, Veryn would like to search for the javelins from the broken tree-mugger
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#154 Post by Spearmint »

Exploring the Barrow Mounds Graveyard.

Vann Hector is rescued, barefoot and bereft but at least he still has his modesty intact (would have been trousers next!).

Martell is not rescued however, the squire turned knight-in-training to Lord Krothos and seconded as the Duchy representative to the Adventurers Guild has been strangled to death and dragged away for the sinewy tree-mugger to slowly feast upon as his body corrupts and decays. The creature 'passes without trace', the prehensile 'walking roots' disguising its trail as it drags the body deeper into the misty graveyard.

Callan picks up the Squire's dropped battleaxe. He gives it to Rum Lightbender suggesting he will make most use of it.

Rum (equip: Mongrelmen Champion's battleaxe +1).

Tamson checks the Mongrelmen's footprint. The small steps lead south-east away from the graveyard towards a distant barrow mound. He can follow the trail well enough.

Veryn you can equip the three javelins, taken from a hollow tree niche.

Vann Hector pulls himself together, loading his two quick-draw handheld crossbows.

The team slowly, inexorably whittled down in terms of health, spells, resources. Adventuring in this accursed clime is a continual attrition.

Actions & decisions please.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#155 Post by Kenjosephus »

Veryn

We need to heal Vann Hector first. He is our best member in the party after all.

Also, just wanted to point out that the copper coins that are put on the nearby places of interest might've been a warning to fellow mongrelfolks for dangers abound.

Also also, our setback are mostly comes from our lack of scrutiny on things (me on not using a hammer on a skeleton and the tree killer). Again, not blaming anyone here, but we probably need to think about our chase and how we can fare against the mongrelfoks. Best case scenario, we fight them 5 v 4 which is still a worrisome engagement, knowing that these folks are in their home turf. Worst case scenario, these four have more companies, both their kind or not.

Nevertheless, Veryn will gives the broadsword that he got just few hours ago to Vann Hector.

Think you can use this? If not, i got something similiar (longsword) that you can use, although not as robust as yours.

Question to GM, how many hours left before Veryn's demise?
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#156 Post by Stirling »

The team slowly, inexorably whittled down in terms of health, spells, resources. Adventuring in this accursed clime is a continual attrition.
It is and Vann Hector would express his concern as our cleric Callan is out of healing options until tomorrow, I am down to a single hp and Veryn is slowly corrupting from the Huecueva diseased touch. Plus Martell's death is a big blow.

So I am going to leave the decisions to a group vote; we can follow these Mongrelmen to their Barrow Mound and try to press on with my original thoughts to befriend them or seek the other group who are delving inside the subterranean labyrinth and hope one of the characters who can heal diseases is available to minister to Veryn.

At the risk of losing my boots and sword, etc, I would choose option two in preference but everyone else is in good health (as far as current hp) so the choice ought to be yours.

A longsword is better for me as I gain an extra proficiency bonus with it.

seems we are cross posting, but I agree with your sentiments.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#157 Post by Spearmint »

Veryn
The Huecuva in this campaign, evil undead priest types that normally single out lawful or good priests in preference to attack; they carry a diseased touch.

So you take the damage as normal and suffer from the failed vs poison save. The Constitution save is in regard to the disease progression which failing on a 3d6, means it will prove fatal unless healed within a couple of days.

All is not lost, divine healings and magic is out there and though I cannot prompt him, Stirling should remember two of the Guild members can Cure Disease if you can locate them. which he did ✓

Contracting disease also affects Charisma, so you lose -1 Charisma temporarily.
So you have until between sunrise to midday, the day after tomorrow. (July 12th, today is the 10th). Getting healed later rather than sooner may mean the Charisma scarring is more permanent and not redeemable.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#158 Post by Kenjosephus »

Veryn

I vote we find the other group to fix my disease first and maybe trade information or goods and then decide what to do next from there. We got some weapons and treasures although the cost might exceed the gain in which i dread Lord Krothos reaction to one of his knight fell by the tree creature.

Are the member from the other party and the druids the only options to cure my disease?

-1 longsword (given to Vann Hector)
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#159 Post by Spearmint »

Are the member from the other party and the druids the only options to cure my disease?
Veryn only knows what Vann has spoken.

This was actually Callan's prognosis
Checking the injured rogue, Callan can assess his grievous wounds which go more than skin deep. His Wisdom check success identifying that the Huecuva's touch has inflicted a necrosis into Veryn and apart from diminishing some Charisma temporarily, it will accelerate his atrophy and rot him completely through the disease's rapid onset.

"The outlook is poor. He will die unless a greater healing can be found."

Basically Veryn's failed save vs poison made him subject to the diseased touch effect and his failed Constitution check limited his ability to withstand the disease progression. By midnight tomorrow he will be dead unless a Cure Disease is administered.
Here is Vann Hector's assessment:
Here are my thoughts on Veryn. If he is slowly dying as the disease takes effect, we need prioritise his health above all.

Whilst I know Vicar Othar back in Helix could cast a Cure spell, my experience with him is he would need 'payment' (either an offering of gold or some form of tribute) or he may just flatly refuse. Indeed he may cause Veryn to be quarantined under militia 'house arrest' until he dies or naturally gets better. So going back is out. (Sorry if fellow St Ygg priest Callan is offended by my view of his senior clergyman).

There is a druid who healed a fellow comrade, Dalin of Mummy Rot. But he lives in Crooked Yew, which is a day's trek westwards.

Bjornark is another druid, who lives a similar distance away eastwards in a moathouse ruin on the banks of the Moorwash. But he is possibly half were-bear and certainly half mad, just as likely to heal you of disease but inflict you with lycanthropy (just an unverified rumour allegedly). I think both of those are too stretched to do if we only have one day.

Therefore I say we try to find the other adventure group here, one of whom has a magic trinket which she could use to bless Veryn with, the other is a paladin but he blessed another Guild-member the other day and probably needs a few days prayer and fasting to regain the gift .
reasonably you have a full 24 hours then each subsequent hour will take away Strength or Con until deceased from rotting sepsis and necrotizing fasciitis.
Last edited by Spearmint on Sat Nov 04, 2023 7:17 pm, edited 1 time in total.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#160 Post by Kenjosephus »

Sorry for not putting details, i was asking to Vann Hector.
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