Barrowmaze: Of Where-Rats and Mongrelmen.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Sigrid
"Good sir," Sigrid says conferring him the ironic title,knowing him to be anything but good, "Tell us of your master and we shall accede to your kind suggestion. I will be agreeable, if you are."
"Good sir," Sigrid says conferring him the ironic title,knowing him to be anything but good, "Tell us of your master and we shall accede to your kind suggestion. I will be agreeable, if you are."
- Craigers07
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Rum
Rum grabs the charmed priest by his neck to lead him around. He points his battleaxe at the 1st room to the north.
"Let's bring him in here for some further questioning."
[1d8]=6 alcove search
Rum grabs the charmed priest by his neck to lead him around. He points his battleaxe at the 1st room to the north.
"Let's bring him in here for some further questioning."
[1d8]=6 alcove search
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Exploring the Mongrelmen Crypts
Rum enforces his physical authority, Sigrid her mental prowess. The surviving priest is dealt with in a strong and forthright manner, roughly taken for further questioning into the nearest crypt rather than the quarters he pointed to.
The crypt entered (the bottom one on the right hand side), is a simple twenty foot square chamber with a single open coffer in the centre of the room. The coffer occupant is a rotten skeleton, dressed in ragged raiments and bereft of any valued accruements bar rusted belt buckles, much dented helm and a greatsword broken into several pieces. A moulded tapestry hangs upon the far wall, the design blemished by purple fungi stains that have spread out from the damp fabric to mottle the plasterwork and flagstone floor. It gives off a heady, sweet scent which contrasts to the usual fetid and damp rot that pervades the other crypts and labyrinth passages. Several mossy clumps of the fungi seem well nibbled by the rats which scurry about, flitting into burrows in the corners at your sudden intrusion. The room is otherwise vacant.
You can remember one or two things spoken about before, such as this which was mentioned when the Mongrelmen were first encountered.
You gather the following:
The priest is named Balaam, they serve a cult that is dedicated to 'the Underworld Angarach', worshipping aspects of each of the three known deities of Nergal, Set & Orcus.
The senior priests are named using titles rather than actual names: His deceased colleagues were Acolytes, while he himself is an actual priest. He is subordinate to a higher arch-Vicar, the Shrouded One About a dozen others of the faith plus 'adherents both living and dead' dwell in nearby crypts, seeking knowledge of the Afterlife through various meditational rituals and sacrifices.
The Shrouded One is a necromancer of some esteem and possibly indwelt by an evil spirit. Sundance might wince at this, having been possessed herself by the malign spirit of Sister Magdalena.
They have a 'tool' in the form of the broken limb of the Gargoyle statue. Using a ritual, they can cause the statue to awaken and it can give knowledge of various happenings in other portions of the Barrowmaze.
They are excavating a tunnel which leads to a sacred crypt that contains a precious relic.
actions: ask any further specific questions.
Callan keeps guard with one MM at the upper passage junction. Other Mongrelmen go to aid Veryn with searching the alcoves behind each curtain before retreating back up the vertical corridor.
Veryn sneaks: [1d100]=53 Mongrelmen sneak: [1d100]=69Burial alcoves: searches vs 1 [1d8]=6[1d8]=8[1d8]=2[1d8]=5
None are particularly quiet, inadvertently scuffing floors or dropping trinkets from the burial alcoves that smash into pieces if earthenware or tinker noisily if pewter or tin. There are four alcoves along the south, each covered by a thick 'blackout' curtain. Each alcove is a small ten foot square cubby with a back wall of inset burial alcoves, each a small box size that might own a skull or set of bones, a minor trinket, old melted candles, a faded portrait, a momento of base worth. Casual searches turn up nothing on first inspections.
actions: detailed searches can take a turn of time rather than a round, possibly giving you more chance to locate items of worth but also open you open to more random encounters.
Alcove search noises alert: vs 1 [1d6]=2
So far the hurried exploration does not alert any others to the vicinity, giving you time to explore these alcoves or the two crypts in more detail.
action: Veryn, decide where you explore and search next.
Rum enforces his physical authority, Sigrid her mental prowess. The surviving priest is dealt with in a strong and forthright manner, roughly taken for further questioning into the nearest crypt rather than the quarters he pointed to.
The crypt entered (the bottom one on the right hand side), is a simple twenty foot square chamber with a single open coffer in the centre of the room. The coffer occupant is a rotten skeleton, dressed in ragged raiments and bereft of any valued accruements bar rusted belt buckles, much dented helm and a greatsword broken into several pieces. A moulded tapestry hangs upon the far wall, the design blemished by purple fungi stains that have spread out from the damp fabric to mottle the plasterwork and flagstone floor. It gives off a heady, sweet scent which contrasts to the usual fetid and damp rot that pervades the other crypts and labyrinth passages. Several mossy clumps of the fungi seem well nibbled by the rats which scurry about, flitting into burrows in the corners at your sudden intrusion. The room is otherwise vacant.
Sigrid presses her charmed new friend. The priest fears both the present threat of personal violence and being hacked in half by the strengthened dwarf and perhaps worse than purgatory suffering in any after death afterlife should he betray 'the Master'."Tell us of your master and we shall accede to your kind suggestion. I will be agreeable, if you are."
You can remember one or two things spoken about before, such as this which was mentioned when the Mongrelmen were first encountered.
The priest is named Balaam, they serve a cult that is dedicated to 'the Underworld Angarach', worshipping aspects of each of the three known deities of Nergal, Set & Orcus.
The senior priests are named using titles rather than actual names: His deceased colleagues were Acolytes, while he himself is an actual priest. He is subordinate to a higher arch-Vicar, the Shrouded One About a dozen others of the faith plus 'adherents both living and dead' dwell in nearby crypts, seeking knowledge of the Afterlife through various meditational rituals and sacrifices.
The Shrouded One is a necromancer of some esteem and possibly indwelt by an evil spirit. Sundance might wince at this, having been possessed herself by the malign spirit of Sister Magdalena.
They have a 'tool' in the form of the broken limb of the Gargoyle statue. Using a ritual, they can cause the statue to awaken and it can give knowledge of various happenings in other portions of the Barrowmaze.
They are excavating a tunnel which leads to a sacred crypt that contains a precious relic.
actions: ask any further specific questions.
Callan keeps guard with one MM at the upper passage junction. Other Mongrelmen go to aid Veryn with searching the alcoves behind each curtain before retreating back up the vertical corridor.
Veryn sneaks: [1d100]=53 Mongrelmen sneak: [1d100]=69Burial alcoves: searches vs 1 [1d8]=6[1d8]=8[1d8]=2[1d8]=5
None are particularly quiet, inadvertently scuffing floors or dropping trinkets from the burial alcoves that smash into pieces if earthenware or tinker noisily if pewter or tin. There are four alcoves along the south, each covered by a thick 'blackout' curtain. Each alcove is a small ten foot square cubby with a back wall of inset burial alcoves, each a small box size that might own a skull or set of bones, a minor trinket, old melted candles, a faded portrait, a momento of base worth. Casual searches turn up nothing on first inspections.
actions: detailed searches can take a turn of time rather than a round, possibly giving you more chance to locate items of worth but also open you open to more random encounters.
Alcove search noises alert: vs 1 [1d6]=2
So far the hurried exploration does not alert any others to the vicinity, giving you time to explore these alcoves or the two crypts in more detail.
action: Veryn, decide where you explore and search next.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
Question, the attire that the deceased acolytes wears, what does it looks like? Does it looks the same as what Balaam wears?
Some questions i want to ask, sir Balaam. Do you sleep on your own or with your fellow servants? Also, do you have a secret code that needs to be said amongst your brethen to weed out the false among you?
After hearing his answer, Veryn will check the other crypts, from the bottom left, upper left and finally upper right. Searching for trap and potential of rigged doors and if there are, try to remove it before opening it.
find trap vs 20% [1d100]=24 remove trap vs 25% [1d100]=66
do i need to roll two more or is this sufficient?
Question, the attire that the deceased acolytes wears, what does it looks like? Does it looks the same as what Balaam wears?
Some questions i want to ask, sir Balaam. Do you sleep on your own or with your fellow servants? Also, do you have a secret code that needs to be said amongst your brethen to weed out the false among you?
After hearing his answer, Veryn will check the other crypts, from the bottom left, upper left and finally upper right. Searching for trap and potential of rigged doors and if there are, try to remove it before opening it.
find trap vs 20% [1d100]=24 remove trap vs 25% [1d100]=66
do i need to roll two more or is this sufficient?
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
, no. I will update once others have posted as you check out the opposite crypt first.do i need to roll two more or is this sufficient?
- Craigers07
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Rum
Rum squeezes the priest's neck harder.
"Can you tell us more about the Shrouded One, your higher arch-Vicar? What powers or abilities do they possess, and what role do they play within the cult? What is this relic you're seeking?"
"Ya best be talking if you don't want to end up sliced in half."
Rum squeezes the priest's neck harder.
"Can you tell us more about the Shrouded One, your higher arch-Vicar? What powers or abilities do they possess, and what role do they play within the cult? What is this relic you're seeking?"
"Ya best be talking if you don't want to end up sliced in half."
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Sigrid
"No need to threaten him Rum," Sigrid says giving the priest a warm smile, "He's happy to help us and speak of this Shrouded One, I am certain. Aren't you my friend?"
"No need to threaten him Rum," Sigrid says giving the priest a warm smile, "He's happy to help us and speak of this Shrouded One, I am certain. Aren't you my friend?"
- Craigers07
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Rum
Rum loosens his grip and releases the neck of the priest. He stands to the side of him and keeps his bloody battleaxe ready if needed.
Rum loosens his grip and releases the neck of the priest. He stands to the side of him and keeps his bloody battleaxe ready if needed.
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Exploring the Mongrelmen Crypts
Purple Moss animation vs 25% [1d100]=16
Balaam acquiesces to the 'bad cop, good cop' interrogating, "Our quarters are just a bunk room for the brethren. We share all things in common.", he answers, "I have some books, personals in my chest. If we are to leave, I would like to take them. There are some valuables in a pouch too for your trouble." He reaches into a cloak pocket and pulls out a small key, offering it to the rogue Veryn so he can retrieve his goods.
"There are no secrets but words come easy to those who bind themselves to the gods." He suggests the acolytes and devotees might share certain greetings and somatics to differentiate themselves. He doesn't volunteer any specific greeting which might disguise you.
"The Hierarch seeks relics of the New Gods. These tombs were built long before they were worshipped. Knights of the Futurus came delving to banish the aspects of the Underworld deities that had strongholds here; but it was they who were vanquished and scattered. He seeks their relics to mould into new purposes."
He doesn't know the exact nature or specific beyond 'a relic of power', suggesting it to be a weapon of some kind or some enchanted object with a specific purpose. Various relics have been located and retrieved from the crypts or Barrow mounds such as 'the gauntlet of Palanthus' which Amos wears and Sir Dewey carries the Sunshield.
As the priest talks, Sigrid and Rum can notice that the large purplish fungi that carpets the tapestry and wall in a mossy stain is actually growing slightly, spreading out like an increasing ink blot to not inky cover the wall but also slowly inch across the floor towards the open coffer where you all stand. It gives off this sweet, heady scent; a fragrance that is at once numbing and soporific.
actions: everyone in the room needs a Saving Throw vs Breath Weapons (rather than poison) but you can modify the roll with a +1 for each point of Constitution based hp bonus.
Veryn, if you take the keys and leave with the Mongrelmen to check out his quarters, you are absent from the room at this moment.
The priest coughs and sniffs the air, choking in his words and yawning, collapses over the side of the coffer. Sundance drops too, sprawled on the floor, her firebrand torch at her feet.
Balaam 16+ save vs BW [1d20]=9 Sundance 15+ [1d20]=14
actions please
Purple Moss animation vs 25% [1d100]=16
Balaam acquiesces to the 'bad cop, good cop' interrogating, "Our quarters are just a bunk room for the brethren. We share all things in common.", he answers, "I have some books, personals in my chest. If we are to leave, I would like to take them. There are some valuables in a pouch too for your trouble." He reaches into a cloak pocket and pulls out a small key, offering it to the rogue Veryn so he can retrieve his goods.
"There are no secrets but words come easy to those who bind themselves to the gods." He suggests the acolytes and devotees might share certain greetings and somatics to differentiate themselves. He doesn't volunteer any specific greeting which might disguise you.
"The Hierarch seeks relics of the New Gods. These tombs were built long before they were worshipped. Knights of the Futurus came delving to banish the aspects of the Underworld deities that had strongholds here; but it was they who were vanquished and scattered. He seeks their relics to mould into new purposes."
He doesn't know the exact nature or specific beyond 'a relic of power', suggesting it to be a weapon of some kind or some enchanted object with a specific purpose. Various relics have been located and retrieved from the crypts or Barrow mounds such as 'the gauntlet of Palanthus' which Amos wears and Sir Dewey carries the Sunshield.
As the priest talks, Sigrid and Rum can notice that the large purplish fungi that carpets the tapestry and wall in a mossy stain is actually growing slightly, spreading out like an increasing ink blot to not inky cover the wall but also slowly inch across the floor towards the open coffer where you all stand. It gives off this sweet, heady scent; a fragrance that is at once numbing and soporific.
actions: everyone in the room needs a Saving Throw vs Breath Weapons (rather than poison) but you can modify the roll with a +1 for each point of Constitution based hp bonus.
Veryn, if you take the keys and leave with the Mongrelmen to check out his quarters, you are absent from the room at this moment.
The priest coughs and sniffs the air, choking in his words and yawning, collapses over the side of the coffer. Sundance drops too, sprawled on the floor, her firebrand torch at her feet.
Balaam 16+ save vs BW [1d20]=9 Sundance 15+ [1d20]=14
actions please
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Sigrid
Sigrid is listening intently to Balaam speak when she suddenly notices the odious fragrance coming from the tapestry. Covering her lips with her hand she retreats away from it.
Save Vs. Breath: [1d20]=18+2=20
Sigrid is listening intently to Balaam speak when she suddenly notices the odious fragrance coming from the tapestry. Covering her lips with her hand she retreats away from it.
Save Vs. Breath: [1d20]=18+2=20
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
I assume that if Veryn take the key and get the belongings. He wouldn't aware of the purple fungi putting everyone to sleep right?
I assume that if Veryn take the key and get the belongings. He wouldn't aware of the purple fungi putting everyone to sleep right?
Re: Barrowmaze: Of Where-Rats and Mongrelmen.
yes, at least not straightaway until called.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.
Veryn
"Got it, i'll fetch your belongings then.
He takes the key, get out, takes the dead acolyte robe and wears it as a disguise and sneak his way to check the left corridor to the Balaam's quarters. He will ask Rum to cover his back (hope with this, Rum doesn't have to roll save against purple fungus).
Veryn sneaking up quietly vs 15% [1d100]=93
"Got it, i'll fetch your belongings then.
He takes the key, get out, takes the dead acolyte robe and wears it as a disguise and sneak his way to check the left corridor to the Balaam's quarters. He will ask Rum to cover his back (hope with this, Rum doesn't have to roll save against purple fungus).
Veryn sneaking up quietly vs 15% [1d100]=93