Shrine of the Rat Cult

Here is another adventure in my Ruins of the Undercity campaign, played using the Labyrinth Lord rules.

Plague

Shortly after Nameera, Somteva and Zareef return to Cryptopolis the city is struck by a minor outbreak of the plague known as the Fatal Boils. People who catch the disease are afflicted with disfiguring boils and die within twelve weeks.

Nameera, Somteva and Zareef all save successfully versus death.

Fortunately none of the adventurers catch the disease.

Onzir the travelling peddler

The adventurers meet a travelling peddler named Onzir, who has travelled to Cryptopolis with a caravan from the city of Ezar to the south. He is selling potions and scrolls but is not asking for less than 200 gold pieces for any of them, so the adventurers bid him good-day and say they hope to meet him again if they are richer by the time he returns to Cryptopolis.

New party members

The adventurers go to Aliam’s Babuschs to collect the babuschs (shoes) that they ordered before going on their previous adventure. Then they search the dingy khiva shops for anyone who wants to join them for another expedition into the Undercity. They find three new party members.

Akram

Formerly a holy beggar devoted to the Red Goddess, Akram is now a cleric of that deity.

Azmi

Azmi was formerly a town crier and is now a wizard. He understands the language of flinds.

Nisma

Nisma was formerly a prostitute. After one of her clients robbed her she stole her money back from him, and discovered that she was good at getting into places. She is now a thief.

The Undercity

The adventurers go to the abandoned house near the Temple of the Red Goddess, where there is a stairway leading down into the Undercity.

All characters are moving at a rate of 30′ per turn (exploring movement).

SAM_1287

The party make their way to the moldy wooden door that gives entrance to the corridor of lanterns (34). They rest at the door for a while.

First to sixth turns elapsed.

Check for wandering monsters: none.

Akram lights a new torch (19 left).

They go through the door and make their way down the corridor beyond which is illuminated by a row of glass lanterns on the right-hand wall.

Has the covered pit trap 20′ deep in this corridor been covered again? No.

They make their way carefully around the pit in the corridor and go down a side passage (85) discovered previously but not explored.

First to third turns elapsed.

91: Cesspit

The passage ends at a door of moldy wood, which is unlocked. Going through Nisma (at the front of the party) finds herself in a small circular room 10 feet in diameter, with no exits. The floor is strewn with rotting refuse and a putrid smell fills the air.

Nisma fails to detect the covered cesspit.

Somteva follows Nisma into the room. The two adventurers tumble into a cesspit in the middle of the floor that was hidden beneath the refuse.

Nisma succeeds in climbing out of the cesspit.

Nisma climbs out of the cesspit and lowers a length of silk rope down into the pit so that Somteva can climb out. They clean themselves as best they can using rags from the floor of the room.

The party leave the room and rest in the passage outside.

Fourth to sixth turns elapsed.

Check for wandering monsters: four zombies.

Akram lights a new torch (18 left).

Zombies

Akram has just finished lighting a new torch and the party are ready to leave when four rotting zombies appear at the entrance to the side passage and advance towards them.

The zombies have hit points and weapons as follows (d4: 1 – hand axe, 2 – mace, 3 – scimitar, 4 – short sword):

  1. First zombie: hand axe, 5 hit points
  2. Second zombie: hand axe, 6 hit points
  3. Third zombie: mace, 10 hit points
  4. Fourth zombie: short sword, 9 hit points

The party has the initiative.

Somteva fails to turn the zombies and in the ensuing combat Nisma is killed and Azmi and Somteva are wounded before all the zombies are destroyed. Somteva partially heals herself with Cure Light Wounds and Akram completely heals Azmi with the same spell. Somteva and Akram perform the rites of the Red Goddess over Nisma’s corpse.

Somteva has 8 hit points left.

First to third turns elapsed.

The party return to the main corridor and go left, following the corridor for 30 feet before resting again.

Fourth to sixth turns elapsed.

Check for wandering monsters: none.

Akram lights a new torch (17 left).

SAM_1288.JPG

87: Standard masonry corridor

The corridor beyond is no longer illuminated with lanterns. They follow the corridor for another 30 feet before going down a side passage which branches off at 45 degrees.

First and second turns elapsed.

92: Refuse-strewn chamber

The passage ends in a large, square chamber strewn with refuse and with no other exits. They return to the main corridor which they follow for another 30 feet.

Third and fourth turns elapsed.

88: Torch-lit corridor

They follow this corridor until it turns to the left. They rest at the turn.

Fifth and sixth turns elapsed.

Check for wandering monsters: none.

Akram lights a new torch (16 left).

They follow the corridor for another 30 feet.

First turn elapsed.

89: Rough masonry corridor

They follow this corridor for another 30 feet and come to the door to the chamber where Nameera, Somteva and Zareef found a hoard of gold coins. They take the side passage on the left.

Second and third turns elapsed.

93: Corridor of lanterns

Corridor illumination: row of lanterns, fragile glass.

Corridor type: rough masonry and dirt floor.

Corridor features: dank and moldy.

They follow the corridor of lanterns for 60 feet before resting.

Fourth to sixth turns elapsed.

Check for wandering monsters: none.

Akram lights a new torch (15 left).

94: Shrine of the Rat Cult

The corridor ends in a chamber of rough masonry with a dirt floor, and illuminated by the same glass lanterns. There are 16 giant rats, each at least three feet long, feeding on the remains of food which appears to have been given to them on clay plates as offerings. The chamber is apparently the shrine of some bizarre cult that worships rats. Scattered around the chamber there are seven rotting sacks amidst human bones and scraps of leather armour. The sacks appear to be filled with silver coins.

The sacks contain a total of 4,000 silver pieces.

The rats have the initiative and attack.

Zareef is attacked by four rats with 4, 4, 4 and 3 hit points.

Somteva is attacked by three rats with 3, 1 and 3 hit points.

Azmi is attacked by three rats with 1, 2 and 4 hit points.

Akram is attacked by three rats with 3, 3 and 4 hit points.

Nameera is attacked by three rats with 3, 4 and 1 hit points.

I decide that any ‘overflow’ damage from a successful hit against one rat can be shared between the other rats within range of the hit.

The adventurers kill 13 of the rats and three of them flee, but not before Azmi has been killed and all of the adventurers have been wounded.

Akram: 2 hit points left.

Nameera: 8 hit points left.

Somteva: 3 hit points left.

Zareef: 6 hit points left.

The adventurers quickly fill their sacks with silver coins and then leave the chamber, heading back towards the stairway to the abandoned house. Zareef is now the mapper for the party.

Each adventurer takes 600 silver pieces.

89: Rough masonry corridor

Returning to the turn in this corridor they rest.

First to sixth turns elapsed.

Check for wandering monsters: none.

Akram lights a new torch (14 left).

85: Rough masonry corridor

Returning to this corridor they rest.

First to sixth turns elapsed.

Check for wandering monsters: none.

Akram lights a new torch (13 left).

12: Rough masonry corridor

Returning to this corridor they rest.

First to sixth turns elapsed.

Check for wandering monsters: 28 kobolds 40 feet from the party, coming from the entry corridor.

Akram lights a new torch (12 left).

Kobolds

The kobolds are uncertain. Since the previous group of kobolds encountered by the party were indifferent, I decide that these kobolds will be hostile.

A group of kobolds enters the corridor from the entry corridor. Their numbers are difficult to determine but there appear to be at least 20 of them. The two kobolds in the front rank have javelins ready to throw. They bark at the adventurers and gesture for them to drop their sacks.

The adventurers decide to comply with their demands and place their sacks on the floor of the corridor. The kobolds advance to inspect the sacks. The adventurers hope that they will be satisfied with the hoard of silver coins.

Are the kobolds satisfied? Yes.

The party leave the kobolds to squabble over the silver and head back up the corridor. They pass the intersection.

13: Slimy corridor

Past the intersection slime coats the floor of the corridor and they have to watch their footing. They pass a putrid chamber strewn with refuse (14) and enter a corridor free of slime (38). They reach a side passage (39) which ends in a rubble obstruction. They decide to get some sleep here as they have been exploring for eight hours now. Zareef sits on watch while the others lay out their bedrolls and settle down to sleep.

First to sixth turns elapsed.

Check for wandering monsters: none.

Zareef lights a new torch (11 left).

Akram, Nameera and Somteva will sleep for eight hours.

First hour elapsed.

Check for wandering monsters: three giant carnivorous flies 60 feet from the party, with 11, 12 and 14 hit points.

Zareef lights a new torch (10 left).

Giant carnivorous flies

Three giant carnivorous flies enter the side passage. Zareef quickly wakes the others.

The flies have the initiative.

The adventurers kill all of the flies but not before Nameera has been wounded.

Nameera has 6 hit points left.

The adventurers are now exhausted but they decide to leave the Undercity. No doubt the kobolds will have returned to their lair by now.

12: Rough masonry corridor

Returning to this corridor they rest.

First to sixth turns elapsed.

Check for wandering monsters: none.

Akram lights a new torch (9 left).

They return to the abandoned house and to Cryptopolis without further incident.

 

 

 

 

 

 

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