Barrowmaze: Where-Rats III: Redeeming Mongrelmen

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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#41 Post by Spearmint »

Exploring beyond the Mongrelmen crypt.

Those exploring the eastward passage encounter groups of Rat-men, human sized whiskered beasts, feral eyed and delighting in violence. At least six creatures emerge from the room, bearing down upon Rum Lighbender. The dwarf remains steadfast, hacking into the foremost with a near head-splitting swipe.
Veryn you are shielded by the statues, so you can squeeze into a corner and with a successful Hide skill check (+25%), gain surprise advantage upon these Ratmen.
Hide check vs 15 [1d100]=99 (+25% = vs 40% to hide successfully), fails

Veryn tries to withdraw into shadows behind the statues but the head-sacked figures move, tracing the noisy outburst in the passage and this attracts the attention of the rear pair of Rat-men. They turn and spot the rogue about to strike them and dodge away from the blade, each scampering behind a statue to get some cover.

Veryn: broadsword attack [1d20]=5 [2d4]=6

The Mongrelmen see the onrushing group of Rat-men.

Mongrelmen: Rat-men appearance causing morale check vs 25% to retreat [1d100]=67

The giant rodent infestation causes a momentary fear reaction in them, having spoken previously of such creatures being cult servants and hated foes, once Mongrelmen or Adventurers themselves before assuming Skaven form. But the trigger to flight or fight holds in their favour and they draw arms to back up their dwarf champion.

Sir Dewey, Isvand & Sigrid can in similar fashion draw arms to form a larger group and a mass brawl in close quarters breaks out in the tight confines.

Rat-men vs Rum: [1d20]=7[1d6]=6 [1d20]=16[1d6]=3

Rum taking a minor wound as he tends off numerous attacks, -3hp

Sundance, Callan & Copperpiece back up into the curtained alcoves, assessing the dangers and guarding from any outburst of rodent swarms and large rats being summoned to the scene by their humanoid kin.

A mass brawl in close order! actions everyone please.

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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#42 Post by redwarrior »

Isvand twirls his mace and lashes out at the nearest Ratman, trying to make sure that they don't flank us.

Magic Mace THAC0 19 [1d20+1]=12+1=13 damage [1d6+2]=6+2=8
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#43 Post by Kenjosephus »

Veryn

With the reinforcement such as Isvand coming to engage the Ratmen, Veryn takes the opportunity to slice the ratman near him as soon as possible, before they call upon the rats around the party.

Broadsword attack [1d20]=19 for [2d4]=7 damage
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#44 Post by ateno »

After running up and seeing the danger Cosmo is almost relieved that he can use a spell against something besides undead.

He stops at a adequate distance and casts:

Color Spray vs 16 [4d6+1]=8+1=9

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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#45 Post by Darithe »

Sigrid

First cats and now rats, there is symmetry at work here, she thinks. She looks towards the ratman farthest away from melee and speaks in her native tongue as two arrows appear above her, she points with two fingers sending them at the ratman.

1st arrow:[1d4+1]=3+1=4
2nd arrow:[1d4+1]=4+1=5
Chance to retain spell vs 14 Int:[4d6+2]=19+2=21
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#46 Post by Spearmint »

Rat-attack-trap

Continuing with the ongoing melee and encounter in the southern crypts.

Awakening the Restless Dead: vs 25% [1d100]=55

Nothing stirs ominously from the crypt of restless undead. The outbreak of noise and cries echoing loudly in the passages but seemingly not enough to stir the interest of the mindless zombies who shuffle aimless and content within their god-forsaken entombment. Callan watches, ever wary. His guardianship bulwarked by the tooth-trigger skull traps, 'face towards the enemy'. An explosive welcome should the undead horde ever draw open the doors to their abode.

R.O.U.S: agitated to attack : vs 1-3 [1d6]=6

The sudden flaring of rat-squeaks and screams agitated the giant rats that cower from the comrades behind the curtains. The clash of steel upon stone elicits more alarm among them and they begin to scratch and burrow against the back wall of the (middle upper) alcove they shelter in. One leaps upon a knobbly protruding stone peg, grabbing it by a hoary paw and pushing it, the wall opens into a dark void beyond. The rat displays its intelligence for escaping the maze with opening a concealed portal and the giant rats flee squeaking into the secret passage. Sundance and Copperpiece poke heads behind the large curtain to see their whiskery tails depart the scene, descending in leaps down a set of stone steps.

"Look what we found?" the scallywag squire says boldly. Amos & Cosmo rush by, summoned by the sudden melee. The gnome mage quick to invoke some prestidigitation and flash an arc of mesmerising rainbow colours upon the mob of rodent men.

Gnome illusionist 'Colour Spray' effectiveness: [1d6]=1 Rat-men

Aiming for the most fierce of the rodent phalanx members, the largest Rat-man is visually stunned and blinded to such an intense abruptness that he collapses to the floor without so much as a squeak. He doesn't rise as Isvand smites his prone body with a cranium splitting bash, -8hp.


Amos, with a mass of bodies in front, can hardly swing a staff in anger. But he can guard for any dangers and movement coming up from the newly revealed rat cellar. Indeed, his sharp half-elven ears picking up a series of rapid chittering squeaks. Something stirs below.

Sigrid gives two fingers to the Skaven warriors, picking out one figure for her ire and smiting him with two enchanted shafts, -9hp. He took folds, staggered by the blows and is summarily despatched and tossed into the open pit by the Mongrelmen allies.

Rat-men vs Rum: [1d20]=10[1d6]=4 [1d20]=9[1d6]=6

Two Skaven pair up against steadfast Rum Lighbender but they cannot breach his defences. He pushes back against them, bull rushing one into a niche behind an animated statue. Veryn gets in a mighty attack, cleaving an opponent -7hp the Rat-man staggers in his death throes, put out of his misery by a merciless blow from Sir Dewey

The tide initially has turned in the group's favour. Untimely then to see the reinforcement arrive from the southern end of the passage past the pit. Another six whiskered Skaven appear, they brandish spears in hand and form a defensive tightly packed wall across the narrow confines, challenging any group champion to jump the pit and take them on.

Skaven taunting: Mongrelmen or party? [1d2]=2

They focus their ripe jests, war curses and vengeance upon the primary warrior figures within sight.

Actions Rum Lighbender & Sir Dewey each need to make a wisdom modified save vs 'Breath Weapon' please as their audible taunts rile you to charge them. Fail the save, then take your next action to leap the pit and charge at them in a berserk manner. (you do get a bonus +2 to hit in melee but incurr a +2 AC Dex penalty for the impulsive response.

Next Actions please everyone.
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#47 Post by Kenjosephus »

Veryn

Are there any skaven's up north or is just spearmen on the south that we have to worry about right now?
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#48 Post by Spearmint »

there are three Skaven in melee by the north end of the passage, and the newly arrived spear-rats who are south on the other side of the pit.
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#49 Post by ateno »

Cosmos will either

Color Spray vs 16 [4d6+2]=17+2=19

The six across the pit, or if he can’t get there, will be ineffective in throwing daggers in the melee.

Throw Daggers [1d20+1]=5+1=6 Dam [1d4]=1 #2 [1d20+1]=6+1=7 [1d4]=1

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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#50 Post by Kenjosephus »

Veryn

Veryn continues to do his usual tactic, lurks behind the statues as cover before swinging his blade at another of the skaven up north, hoping to catch one of them by surprise.

Hide check vs 15 [1d100]=1

Broadsword attack [1d20]=6 for [2d4]=5 damage

Don't know if this hide check allows for a backstab, if yes, that's 10 to hit.
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#51 Post by Spearmint »

you can't 'Hide in Shadows' once engaged in melee as your presence is known. However I allow a rogue & monk class feature to roll a check vs Move Silently in order to try and dexterously gain a 'rear' attack advantage. So using the above macro would succeed but only improve your THAC0 with +2.
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#52 Post by redwarrior »

Isvand strikes out at the downed lead-rat if he’s already dead, then the nearest

Magic Mace THAC0 19 [1d20+1]=12+1=13 damage [1d6+2]=4+2=6
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#53 Post by Kenjosephus »

Spearmint wrote: Sun Oct 06, 2024 4:37 pm you can't 'Hide in Shadows' once engaged in melee as your presence is known. However I allow a rogue & monk class feature to roll a check vs Move Silently in order to try and dexterously gain a 'rear' attack advantage. So using the above macro would succeed but only improve your THAC0 with +2.
Okay then, fair enough
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#54 Post by Darithe »

Sigrid

Sigrid notes the newly joined rats across the pit, judging their distance and moving if necessary to center on the six. She reaches into her component pouch drawing out a bit of sand, she points at the six and letting the sand slip from between her fingers calls out in her native tongue, "Góða nótt!"

Casting Sleep.

Chance to retain spell vs. 14 Int. [4d6+2]=17+2=19
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#55 Post by Spearmint »

Rat-attack-trap

The combat continues. to move things along I will action those characters not yet responding.

Amos peers into the darkness of the steps, making out the rushing forms of the giant rats that leap up the stairs. They are quickly followed by a larger rodent figure, a man-sized, mangy rat-faced person that snarls and chitters in high squeaks. He drools upon the sharp edges of two curved daggers that he wields, one in each hand. He slices a cut upon his hoary forearm, licking the blood on his rasping tongue.

Amos invokes a minor ward, casting his Shield spell to augment his protection and braces himself, along with Sundance & Copperpiece for the confrontation. The junior squire skewers one of the giant rats as it emerges at the top of the cellar stairs but another leaps by, gnawing at the elf maiden's legs.
Elsewhere more mayhem continues. The six Skaven reinforcements taunt the fighters of the group. Sir Dewey is too wise to be rashly provoked, instead concentrating but failing to swipe at one of those Rat-men in melee. Rum Lightbender does not have such a grasp on his mental faculties and riled beyond anger, he goes berserk to launch himself into a full on charge over the open pit and steam into the rank of rodent spearmen. But as always, the plans of mice and men are fraught with dangers and tainted into recklessness, the dwarf leaps the open pit but only to land heavily upon the floor the other side. Before he can take another step, the floor gives way beneath him as a covered pit trap is triggered by his advance.

Rum Lightbender: pit trap trigger & fall, modified vs Dex 13 [4d6+2]=13+2=15

The dwarf's prodigious leap looks just about enough to save him with a hop to the lip of the pit but unbalanced with his reckless charge, he falls and tumbles headlong to crash several feet below. It is a grievous fall and head over heels, the dwarf crashes with a bone cracking and sickening thud. Unlike Vann Hector's fall from grace, this pit has a decidedly abrupt and solid bottom and Rum Lightbender goes limp and begins to bleed out from his broken bones and internal wounds, -12hp.

The cheering Rat-men and their Taunts are short lived for as they rush forward, intent upon casting spears upon the pit trap victim, they are beset by a dazzling array of Colour Spray and Sleep, invoked by Cosmo & Sigrid. The two mages combine to knock unconscious all six. The Mongrelmen allies cautiously tiptoe around the edge of the open pit and newly triggered secret pit, weapons drawn they will slay the Rat-men without mercy.

At the top end of the corridor, Veryn & Isvand fight off the surviving Rat-men, They slay one but are counter attacked, the Halfling taking a minor wound, -4hp.

Two Skaven warriors remain in melee here

Rat-men vs Veryn[1d20]=7[1d6]=1 vs Isvand [1d20]=18[1d6]=4

Callan the cleric runs down the corridor to buff up the party where needed.

Next Actions please everyone (except Rum who is unconscious and bleeding out).

Also can Isvand & Sir Dewey please read the Festival & Celebrations thread and roll their birthday cake temporary HP bonus and note the anniversary trinkets upon sheets. Thank you.
Thank you Spearmint!
Rum: 3rd Anniversary temp HP [1d4]=3
Health Status:

Isvand: 9/21hp subject to -4hp wound.
Cosmo: 6/14hp +1hp temp
Amos: 14/20hp +1hp temp
Sir Dewey: 13/22hp
Veryn: 6/6hp +2hp temp
Rum Lightbender: 8/11hp +3hp temp
Sigrid: 11/14hp +1hp temp

Callan: 12/12hp (C2)
Sundance: 8/8hp
Copperpiece: 6/6hp

Mongrelmen:
Dogface: 3/3hp
Ratnose: 4/4hp
Bugeyes: 5/5hp
Beanpole: 6/6hp


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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#56 Post by ateno »

Cosmo reaches in his pack and pulls out his 60' of rope and looks to tie it somewhere, so someone can go down and care to Rum.

"Rum's Down!"

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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#57 Post by redwarrior »

Isvand stung by the deep cut on his leg, Swings for all he's worth at the Ratman before he can recover from the blow, swinging the mace all the way around his head before attempting to cave in the thing's chest.


Magic Mace with Easter Egg THAC0 19 [1d20+5]=16+5=21 damage [1d6+2]=6+2=8
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#58 Post by Darithe »

Sigrid

Melee and mayhem all around, the young seiðr was running her options quickly through her head. Then not finding one that pleased her, resorted to her sling. Taking aim at the ratman attacking Isvand she let loose a stone at the weaselly beast.

Attack: [1d20]=11
Damage: [1d6]=1+1
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#59 Post by Kenjosephus »

Veryn

Rum! Hang in there.

Veryn looks at the skaven that fares him right now. Noticing Isvand and Sigrid advancing their strike towards his front. Veryn tries to take this advantage and lurks behind the skaven to gain rear advantage and swing his blade.

Move silently check vs 15 [1d100]=32

Broadsword attack [1d20]=13 for [2d4]=3 damage
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Re: Barrowmaze: Where-Rats III: Redeeming Mongrelmen

#60 Post by Spearmint »

Rat-men Crypts

Rum Lightbender is in a bad way, unconscious and lying in a pool of blood.

Rum Lightbender: negative hp Constitution check vs 15 [4d6]=14

The dwarf is a tough nut to crack though and from 'hard as granite' stock. His internal constitution and fortitude giving him a reservoir of life energy that temporarily buffers his stability. Cosmo lowers himself into the Pit, belayed by a couple of the Mongrelmen. The other pair stick to their murderous task of slaying the blinded and comatose Rat-men in the far side of the pit.

On the north side, melee continues briefly.

Sir Dewey: Flail melee: [1d20+1]=14+1=15 [2d4+2]=5+2=7

A combination of blows from Sigrid, Veryn, Sir Dewey & Isvand whittle their opponents down in short order. Both are slain. But their is no respite as emerging from the secret cellar come several Giant Rats and one grotesque ratty humanoid.

The three NPC's
Sundance, Callan & Copperpiece
chase after the scurrying rats and Amos faces down the lycanthropic afflicted Skaven warrior. They trade blows, the cleric of Arcantryl taking a minor wound, -4hp but giving double in return, -8hp.
Wererat: vs Amos [1d20]=4 [1d4]=4 [1d20]=15 [1d4]=4

Amos: Quarterstaff attack: [1d20]=10 [1d6]=1 Cause Light Wounds touch [1d8]=8 +4 Easter Egg usage.
just a reminder! all character players were gifted an Easter Egg, which gave a +4 bonus vs any attack, skill check or Saving Throw. If you have not yet used yours, please do remember to include it in your next roll before its 'eat by date' expires.
Sundance: longsword melee [1d20+1]=4+1=5 [1d8]=1Copperpiece: Short Sword attack [1d20]=19 [1d6]=4Callan: morningstar [1d20]=15 [2d4]=4
The alcove is far too small to host such a conflict and the rats and combatants spill out into the passageway. The Wererat figure is outnumbered but not outmanoeuvred, and with surprising speed launches himself into the fray once more. This time slicing and stabbing at St Ygg priest Callan, -2hp

Wererat: vs Callan [1d20]=13 [1d4]=1 [1d20]=19 [1d4]=2

Actions the warriors unite! There is but one major opponent left, the Skaven Wererat, so characters may all have at him with any silvered and enchanted weapons. The mages twist arcane somatics to cast Tongues of Fire and other offensive pronouncements. Tooth and claw and duelling sharp blades, the Were-Skaven goes down fighting, slicing new wounds into the quartet around him before he dies under overwhelming blows. "Hoorah!"

Callan & Copperpiece are critically injured, joining Rum in the ranks of unconscious.
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.
Amos from his own near death experience in a Violet Fungi filled pit, knows that the rescued dwarf is in serious life threatening condition, being afflicted by the fungal tendrils that poison Rum's body. The cleric assesses he has hours rather than days to live.

Rum can be lifted out of the pit, his bleeding wounds dressed as are those others wounded with the last of the team 1st Aid kits.

From the Mongrelmens' prayer room in the north through this east wing,down the southern passage and side crypts and along the bottom corridor, this entire maze portion is yours!

Apart from the zombie horde chapel and the unexplored area beyond the rubble strewn centipede pile where more cultists and Skaven minions reside.

At this juncture, the group has to make realistic decisions. Out of healing spells, potions and kits, progressing is a risk especially as there are three unconscious NPC's.

At this point, I am happy to draw a line under the expedition, total up the xp awards and outline what searches of the secret cellar and two Skaven bunk rooms discover.

Withdrawing back to Helix will save lives and give opportunity to regroup and consider further Barrowmaze explorations. With that in mind, I am fine to advance the group's safe return back to the settlement.


Actions, let me know if that is acceptable or you prefer to press on. If I can, I am trying to consolidate all the current expedition groups back to Helix as the campaign goes through a little reboot after my summer hiatus. So then Players can form new expeditions, revisit explored areas or extend explorations into further delves.

Actions & comments, questions please
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