Barrowmaze: Of Where-Rats and Mongrelmen.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
I will wait on Callan a day before I update as the action is at a critical point.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Callen
The priest engages with the last undead who dropped Martell, hoping to smite the creature so that he may aid the others soon.
*Fingers Crossed*
The priest engages with the last undead who dropped Martell, hoping to smite the creature so that he may aid the others soon.
*Fingers Crossed*
Former GM:Adventures in the Old World (WFRP, 1e)
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Barrow Mound.
Undead pilgrims.
Vann Hector runs through the zombie, his longsword going through the man's guts and out through his spine. Rum Lightbender stabs the same one, thrusting his longsword through the zombie's spine, his blade exiting between ribs and sternum. One swipes right, the other left and the zombie is cloven in half.
Tamsom pings another shaft into the Huecuva, -6hp. The arrow impaling it from behind as it reaches out to the prone Veryn. Before it can drain his soul through its dread touch, the abomination jerks as the silvered arrow tip penetrates its heart. It crumples over the stricken rogue who bleeds out a little more. -1hp.
Tamson: longbow [1d20+1]=15+1=16[1d6]=6 [1d20+1]=2+1=3[1d6]=4
Martell is prone and unconscious, knocked out the fight temporarily. Callan intercedes, again swinging his Morningstar with might and malice, -6hp. The lone creature staggers,
Zombie attacks: vs Callan: [1d20]=10[1d8]=4
grasping but failing to reach the priest in return. This last zombie, a tougher cookie than his undead counterparts it seems.
Everyone pitches in again but only a single arrow wounds the creature, -2hp, Veryn bleeds more, -1hp
Rum: longsword melee: [1d20+1]=11+1=12 damage [1d8+1]=2+1=3 Shield Bash [1d20+1]=1+1=2
Vann: longsword melee: [1d20+1]=2+1=3 damage [1d8+1]=2+1=3 Tamson: longbow [1d20+1]=1+1=2[1d6]=4 [1d20+1]=19+1=20[1d6]=2Callan: Morningstar [1d20]=3 damage [2d4+1]=7+1=8Zombie attacks: vs Callan, Vann or Rum: [1d3]=3 [1d20]=1 [1d8]=1
Finally a heavy barge and a whack, the zombie is halted for good, sliced open by Rum
Rum: longsword melee: [1d20+1]=13+1=14 damage [1d8+1]=2+1=3 Shield Bash [1d20+1]=15+1=16
It means Callan can minister grace and a Cure spell to Veryn +8hp and Vann can assist Martell to stand as 'walking wounded' rather than walking dead.
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.
Next actions please
Health Status:
Vann Hector: 9/16hp
Callan: 6/8hp
Veryn: 4/6hp
Rum Lightbender: 11/11hp
Martell: 1/12hp
Tamson:10/10hp
Undead pilgrims.
Vann Hector runs through the zombie, his longsword going through the man's guts and out through his spine. Rum Lightbender stabs the same one, thrusting his longsword through the zombie's spine, his blade exiting between ribs and sternum. One swipes right, the other left and the zombie is cloven in half.
Tamsom pings another shaft into the Huecuva, -6hp. The arrow impaling it from behind as it reaches out to the prone Veryn. Before it can drain his soul through its dread touch, the abomination jerks as the silvered arrow tip penetrates its heart. It crumples over the stricken rogue who bleeds out a little more. -1hp.
Tamson: longbow [1d20+1]=15+1=16[1d6]=6 [1d20+1]=2+1=3[1d6]=4
Martell is prone and unconscious, knocked out the fight temporarily. Callan intercedes, again swinging his Morningstar with might and malice, -6hp. The lone creature staggers,
Zombie attacks: vs Callan: [1d20]=10[1d8]=4
grasping but failing to reach the priest in return. This last zombie, a tougher cookie than his undead counterparts it seems.
Everyone pitches in again but only a single arrow wounds the creature, -2hp, Veryn bleeds more, -1hp
Rum: longsword melee: [1d20+1]=11+1=12 damage [1d8+1]=2+1=3 Shield Bash [1d20+1]=1+1=2
Vann: longsword melee: [1d20+1]=2+1=3 damage [1d8+1]=2+1=3 Tamson: longbow [1d20+1]=1+1=2[1d6]=4 [1d20+1]=19+1=20[1d6]=2Callan: Morningstar [1d20]=3 damage [2d4+1]=7+1=8Zombie attacks: vs Callan, Vann or Rum: [1d3]=3 [1d20]=1 [1d8]=1
Finally a heavy barge and a whack, the zombie is halted for good, sliced open by Rum
Rum: longsword melee: [1d20+1]=13+1=14 damage [1d8+1]=2+1=3 Shield Bash [1d20+1]=15+1=16
It means Callan can minister grace and a Cure spell to Veryn +8hp and Vann can assist Martell to stand as 'walking wounded' rather than walking dead.
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.
Next actions please
Health Status:
Vann Hector: 9/16hp
Callan: 6/8hp
Veryn: 4/6hp
Rum Lightbender: 11/11hp
Martell: 1/12hp
Tamson:10/10hp
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Callen
The Half-Elf retrieves a small pouch from his belt and offers it's contents to the group.
"Here, before we decide on our next course of action, partake of one of these wafers and your pains will be relived some what."
Taking a wafer will restore 1HP for your character.
The Half-Elf retrieves a small pouch from his belt and offers it's contents to the group.
"Here, before we decide on our next course of action, partake of one of these wafers and your pains will be relived some what."
Taking a wafer will restore 1HP for your character.
Former GM:Adventures in the Old World (WFRP, 1e)
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Health Status:
Vann Hector: 10/16hp
Callan: 7/8hp
Veryn: 5/6hp
Rum Lightbender: 11/11hp
Martell: 2/12hp
Tamson:10/10hp
-4 wafers.
Vann Hector: 10/16hp
Callan: 7/8hp
Veryn: 5/6hp
Rum Lightbender: 11/11hp
Martell: 2/12hp
Tamson:10/10hp
-4 wafers.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Vann Hector
Well this start is not the most auspicious. Injuries abound, spells being used up, a comrade not just wounded but decaying.
It is good the Wisdom check was passed otherwise we might carry on and notice Veryn getting sicker too late to help. So well done and at least the healing has him on his feet.
I have never encountered the diseased undead priest types before. Zombies yes but not this type of Undead. I will carefully examine the body, gloves on, trying to inspect any unholy symbols, compounds, religious stuff the Huecuva has.
"Martell behead these figures lest another rises them up again. Tamson, search the area." I give a couple of team orders.
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 the senior clergyman).
There is a druid who healed a fellow comrsde, 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 eastwards in a moathouse ruin on the banks of the Moorwash. But he is half were-bear and 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.
how does that appraisal sound?
Well this start is not the most auspicious. Injuries abound, spells being used up, a comrade not just wounded but decaying.
It is good the Wisdom check was passed otherwise we might carry on and notice Veryn getting sicker too late to help. So well done and at least the healing has him on his feet.
I have never encountered the diseased undead priest types before. Zombies yes but not this type of Undead. I will carefully examine the body, gloves on, trying to inspect any unholy symbols, compounds, religious stuff the Huecuva has.
"Martell behead these figures lest another rises them up again. Tamson, search the area." I give a couple of team orders.
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 the senior clergyman).
There is a druid who healed a fellow comrsde, 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 eastwards in a moathouse ruin on the banks of the Moorwash. But he is half were-bear and 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.
how does that appraisal sound?
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
Veryn will take a wafer and eats it as he stands up to his feet
-1 wafer +1 HP
Thank you, priest.
He then ask Vann Hector in a annoyed tone
Excuse me, not meant to question your decision, but why do we start a fight with the dead that doesn't seems to pick a fight again? We could've avoid this if we just pass through and keep our wits ahead of us. Our task is to befriend the mongrelman, not undead hunting, yes?
Also, the necrotic wound i got, is it at specific body part or is it all over me right now? Because if its the former, amputation can be an option.
Foe the appraisal offer, do we just going to go around looking for the other adventuring party or do we go straight towards the mongrelfolks?
Veryn will take a wafer and eats it as he stands up to his feet
-1 wafer +1 HP
Thank you, priest.
He then ask Vann Hector in a annoyed tone
Excuse me, not meant to question your decision, but why do we start a fight with the dead that doesn't seems to pick a fight again? We could've avoid this if we just pass through and keep our wits ahead of us. Our task is to befriend the mongrelman, not undead hunting, yes?
Also, the necrotic wound i got, is it at specific body part or is it all over me right now? Because if its the former, amputation can be an option.
Foe the appraisal offer, do we just going to go around looking for the other adventuring party or do we go straight towards the mongrelfolks?
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Vann Hector
I can understand any annoyance,
It is not something I am unaffected personally by too. I will show Veryn my own left arm. From elbow to fingertips, it is almost invisible except for the internal bones and ring on my finger. I am possibly incrementally turning Undead myself which each Undead I encounter.
Without the onset of Veryn's disease, I would press on in search of Mongrelmen to contact. We can still do that but it risks you not surviving. I know one person may, no guarantee mind, that she could cast a Cure Disease spell.
The expedition she is involved with should have left Helix after us and may have gone into the labyrinths below the Mounds.
Hope that gives some clarity.
I can understand any annoyance,
but the idea we could just wave them by, letting them go to their own business is not feasible. Yes, if we saw them first, hide, let them by without being seen but we came upon them within 30 or 60'ft and I believed conflict was inevitable. I triggered the attack to take initiative before they did.Excuse me, not meant to question your decision, but why do we start a fight with the dead that doesn't seems to pick a fight again? We could've avoid this if we just pass through and keep our wits ahead of us. Our task is to befriend the mongrelman, not undead hunting, yes?
a life saving option maybe but not one I look forward to considering. (Maiming a character player permanently surely should be the players decision). I hope it doesn't come to such and will have to trust in Callan's greater Wisdom to watch the disease's progress.Because if its the former, amputation can be an option.
It is not something I am unaffected personally by too. I will show Veryn my own left arm. From elbow to fingertips, it is almost invisible except for the internal bones and ring on my finger. I am possibly incrementally turning Undead myself which each Undead I encounter.
Without the onset of Veryn's disease, I would press on in search of Mongrelmen to contact. We can still do that but it risks you not surviving. I know one person may, no guarantee mind, that she could cast a Cure Disease spell.
The expedition she is involved with should have left Helix after us and may have gone into the labyrinths below the Mounds.
Hope that gives some clarity.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
So, we can go to the labyrinth then? To see if the woman can cure us. Do we go to the same way towards the labyrinth initially or is it on the different direction of where we are heading?
So, we can go to the labyrinth then? To see if the woman can cure us. Do we go to the same way towards the labyrinth initially or is it on the different direction of where we are heading?
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Vann Hector
So reasonably not too far but we are in a very misty place do visibility and distances get a bit confused. You are talking about a few hundred feet not miles away.
The Mongrelmen graveyard shoukd be close by here or a bit more north east.
I believe the other group wanted to access the barrowmaze through the barrow mound with the block & tackle unit where we met the Nameless Crew half-orcs. By my reckoning of the Barrow Mounds and relative to where we are now, it should be about 5 hexes northwest of us, north of the Nergal Obelisk mound.So, we can go to the labyrinth then? To see if the woman can cure us. Do we go to the same way towards the labyrinth initially or is it on the different direction of where we are heading?
So reasonably not too far but we are in a very misty place do visibility and distances get a bit confused. You are talking about a few hundred feet not miles away.
The Mongrelmen graveyard shoukd be close by here or a bit more north east.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Okay then, i think we should check out the mongrelman first before we search for the group.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Callen
"Very well, if that is our best hope to see Veryn cured of this disease, then we should take it.
I'll march alongside the wounded and offer assistance,
lead on Sir Hector."
"Very well, if that is our best hope to see Veryn cured of this disease, then we should take it.
I'll march alongside the wounded and offer assistance,
lead on Sir Hector."
Former GM:Adventures in the Old World (WFRP, 1e)
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Exploring the Barrow Mounds.
There is some aftermath discussions, Veryn is assessed, his wounds grievous but for now he is stable and crucially for any diseased, he is not contagious.
Figuring comrades in nearby barrow crypts might be sought for help later rather than sooner, the decision is made to press on with the mission objective of locating and befriending the Mongrelmen.
Whilst a search of the zombies provides nothing of interest, the Huecuva body does have a few interesting items. It wore a ragged belt and in one of the pouches are several decorative scarabs, each about the size of a palm but slim and flat underneath. You note that in shape, they could fit together like a small jigsaw to create a larger scarab.
The Huecuva also wore a long chainmail shirt under his robes which though rusty and having some broken links, it feels lighter and less restrictive than its heavier counterpart.
It also carries an old goblet, made of some metal alloy that is embossed with a knight design. It is dull and in need of a polish but otherwise clean, making a nice trinket.
decide how who takes those.
Barrow Mound random and even more random [1d6]=2 [1d6]=3 [1d6]=2
After the encounter with these Undead wanderers, the group continue scouting the area. Vann Hector directs another search, repeating the same pattern of sweeping the area as trialled before, working the way in a general north-easterly direction.
let me know if you are still stretcher bearing another body. The former adventurer, a zombie or the Huecuva or none at all.
Looming upon you a large grassy mound. The tumuli is a single hillock, plain of any permanent features such as menhirs, obelisks or a ring of standing stones. It does however have a set of spears planted in the ground, each with a fluttering pennant rustling in the breeze. Two men stand by the spears, flaming torches in hands, seemingly on guard duty.
The hill is about a hundred feet in diameter and probably eighty high at the peak of its crest. So not too difficult to climb up. Arriving out of the mist at the foot of the burial mound you are spotted by the guards who see your own illumination at the same time you notice them. Unaware of your intentions, one points his crossbow in your direction.
They herald you, in common and in dwarven. As you stop you can hear from the other side of the mound the noises of any excavation taking place.
actions everyone please
add any skill rolls to hide or sneak about and a [4d6] which I will use to resolve any checks
There is some aftermath discussions, Veryn is assessed, his wounds grievous but for now he is stable and crucially for any diseased, he is not contagious.
Figuring comrades in nearby barrow crypts might be sought for help later rather than sooner, the decision is made to press on with the mission objective of locating and befriending the Mongrelmen.
Whilst a search of the zombies provides nothing of interest, the Huecuva body does have a few interesting items. It wore a ragged belt and in one of the pouches are several decorative scarabs, each about the size of a palm but slim and flat underneath. You note that in shape, they could fit together like a small jigsaw to create a larger scarab.
The Huecuva also wore a long chainmail shirt under his robes which though rusty and having some broken links, it feels lighter and less restrictive than its heavier counterpart.
It also carries an old goblet, made of some metal alloy that is embossed with a knight design. It is dull and in need of a polish but otherwise clean, making a nice trinket.
decide how who takes those.
Barrow Mound random and even more random [1d6]=2 [1d6]=3 [1d6]=2
After the encounter with these Undead wanderers, the group continue scouting the area. Vann Hector directs another search, repeating the same pattern of sweeping the area as trialled before, working the way in a general north-easterly direction.
let me know if you are still stretcher bearing another body. The former adventurer, a zombie or the Huecuva or none at all.
Looming upon you a large grassy mound. The tumuli is a single hillock, plain of any permanent features such as menhirs, obelisks or a ring of standing stones. It does however have a set of spears planted in the ground, each with a fluttering pennant rustling in the breeze. Two men stand by the spears, flaming torches in hands, seemingly on guard duty.
The hill is about a hundred feet in diameter and probably eighty high at the peak of its crest. So not too difficult to climb up. Arriving out of the mist at the foot of the burial mound you are spotted by the guards who see your own illumination at the same time you notice them. Unaware of your intentions, one points his crossbow in your direction.
They herald you, in common and in dwarven. As you stop you can hear from the other side of the mound the noises of any excavation taking place.
actions everyone please
add any skill rolls to hide or sneak about and a [4d6] which I will use to resolve any checks
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Vann Hector
Vann Hector charisma check vs 9 [4d6]=16. Reactions [1d100]=42
(I am fine dispensing with the idea of carrying a body around).
At the head of the group with Tamson.
"We are not foes or Undead wanderers. Fellow explorers. We mean you no harm." I will gesture either side of me, counting myself and Callan, Rum, Martell and Tamson, figuring Veryn as an able sneak might get to hide and cover our rear. "May we approach without fear of being shafted by your goodfellow?"
I will ask the two guards and gesture again towards the sound of digging hoping they volunteer what is happening.
Vann Hector charisma check vs 9 [4d6]=16. Reactions [1d100]=42
(I am fine dispensing with the idea of carrying a body around).
At the head of the group with Tamson.
"We are not foes or Undead wanderers. Fellow explorers. We mean you no harm." I will gesture either side of me, counting myself and Callan, Rum, Martell and Tamson, figuring Veryn as an able sneak might get to hide and cover our rear. "May we approach without fear of being shafted by your goodfellow?"
I will ask the two guards and gesture again towards the sound of digging hoping they volunteer what is happening.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
Hide check vs 15 [1d100]=91
Veryn will take the decorative scarabs and old goblet. He will let the other takes the light chainmail if the chainmail prove to be an encumbrance to him or hinders his sneak by it's rattle.
When the party meets the guard, Veryn will stay put 10 feet behind and try to keep a low profle and not make any move that attract his attention
[4d6]=12
Hide check vs 15 [1d100]=91
Veryn will take the decorative scarabs and old goblet. He will let the other takes the light chainmail if the chainmail prove to be an encumbrance to him or hinders his sneak by it's rattle.
When the party meets the guard, Veryn will stay put 10 feet behind and try to keep a low profle and not make any move that attract his attention
[4d6]=12
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Callen
The Cleric places the stretcher over the nameless adventurer's corpse as a form of speedy burial. "My apologies brother, but this is as far as we can take you." He recites a prayer for the fallen and leaves a lit candle on the "grave."
***
As Vann Hector speaks with the guards, Callen keeps close to the injured Martell, should things go awry.
The Cleric places the stretcher over the nameless adventurer's corpse as a form of speedy burial. "My apologies brother, but this is as far as we can take you." He recites a prayer for the fallen and leaves a lit candle on the "grave."
***
As Vann Hector speaks with the guards, Callen keeps close to the injured Martell, should things go awry.
Former GM:Adventures in the Old World (WFRP, 1e)
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Barrow Mounds.
Searching for Mongrelmen, the group find another eclectic group of ruffians.
The dwarf, levelling his crossbow cautiously watches over the group. "And yer man at the back. Don't be afraid, no need to go sneaking about." he says. Veryn might consider his poor roll exposes his position. The team huddle together, heads counted.
You can advance and find these two are indeed watchmen, an outpost to a larger crew digging an excavation on the other side of the barrow. A team work, labouring with picks and shovels to clear an area of earth, uncovering the fossilized structure of an old boat. You are far from the river but centuries past one cut the across the forested region prior to the Moor being created.
"Wenceslas" introduces himself, sizing up the newcomers. He is a stern looking man of middling age, wearing the apparel of a warrior; mail shirt, sword at his side, gauntlets in his hands. A 'beef' shadows him, the archetypal shaven headed thug who looks as likely to hit first rather than question. Another gives scribbles notes, seated on a barrel at an ad-hoc table made of a shield balanced upon javelins stuck in the ground. The labourers appear common types, skilled at swinging spades and brawling in taverns.
They have done well, partially exposing the fossilized hull of an ancient craft.
"If you are looking for work I have spades aplenty? Sort them out Prince, stick them at the prow end, add that fellow to the outposts." he says. He inspects a helm recently dug up, rubbing off the dirt and examining the trophy. The man doesn't look like he is up for much negotiations.

you can join his crew to labour, ask any questions or try to move on. actions please.
Searching for Mongrelmen, the group find another eclectic group of ruffians.
The dwarf, levelling his crossbow cautiously watches over the group. "And yer man at the back. Don't be afraid, no need to go sneaking about." he says. Veryn might consider his poor roll exposes his position. The team huddle together, heads counted.
The question is raised. The two guards conflab then one gestures you up the incline. "Sheath your swords mind, too many brigands about to trust everybody, even priests.""May we approach without fear of being shafted by your goodfellow?"
You can advance and find these two are indeed watchmen, an outpost to a larger crew digging an excavation on the other side of the barrow. A team work, labouring with picks and shovels to clear an area of earth, uncovering the fossilized structure of an old boat. You are far from the river but centuries past one cut the across the forested region prior to the Moor being created.
"Wenceslas" introduces himself, sizing up the newcomers. He is a stern looking man of middling age, wearing the apparel of a warrior; mail shirt, sword at his side, gauntlets in his hands. A 'beef' shadows him, the archetypal shaven headed thug who looks as likely to hit first rather than question. Another gives scribbles notes, seated on a barrel at an ad-hoc table made of a shield balanced upon javelins stuck in the ground. The labourers appear common types, skilled at swinging spades and brawling in taverns.
They have done well, partially exposing the fossilized hull of an ancient craft.
"If you are looking for work I have spades aplenty? Sort them out Prince, stick them at the prow end, add that fellow to the outposts." he says. He inspects a helm recently dug up, rubbing off the dirt and examining the trophy. The man doesn't look like he is up for much negotiations.

you can join his crew to labour, ask any questions or try to move on. actions please.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Vann Hector
Coughs slightly.
"I am Hector out of Ironguard, these are my comrades. We had some trouble nearby. "
I will make a basic introduction. I don't mind sheathing my sword but will make sure my Crossbows are loaded and easy to quick draw.
"We have no wish to partake in your labours. That looks a fine specimen. A helmet of the Mercian barbarians? Anyway, we don't wish to intrude. Godspeed and good health to you though, our intentions lie elsewhere."
I am not sure about formal speech but I am not going to volunteer to dig for him, enroll on his labour force or be intimidated into getting press ganged.
Coughs slightly.
"I am Hector out of Ironguard, these are my comrades. We had some trouble nearby. "
I will make a basic introduction. I don't mind sheathing my sword but will make sure my Crossbows are loaded and easy to quick draw.
"We have no wish to partake in your labours. That looks a fine specimen. A helmet of the Mercian barbarians? Anyway, we don't wish to intrude. Godspeed and good health to you though, our intentions lie elsewhere."
I am not sure about formal speech but I am not going to volunteer to dig for him, enroll on his labour force or be intimidated into getting press ganged.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Callen
"We've an important matter to tend too that we cannot delay, may the Saint watch over you and your discovery."
Callen will make the sign of his god and mutter a prayer for good fortune before preparing to depart.
"We've an important matter to tend too that we cannot delay, may the Saint watch over you and your discovery."
Callen will make the sign of his god and mutter a prayer for good fortune before preparing to depart.
Former GM:Adventures in the Old World (WFRP, 1e)
- Craigers07
- Pathfinder
- Posts: 365
- Joined: Sat Mar 26, 2016 2:48 am
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Rum
Rum raises his voice in dwarven.
"Nice to meet you Wenceslas, but we're not going to be sorted by your stooge. We're passing through and will be on our way."
Rum also does not look like he is up for negotiations.
[4d6]=8
OOC: It doesn't look like I missed too much, but I came down with the flu on Monday and have been sick all week
Rum raises his voice in dwarven.
"Nice to meet you Wenceslas, but we're not going to be sorted by your stooge. We're passing through and will be on our way."
Rum also does not look like he is up for negotiations.
[4d6]=8
OOC: It doesn't look like I missed too much, but I came down with the flu on Monday and have been sick all week