Age of Wonders, Issue 3c: Temple of the Rat God [with game notes]

art by Roland Brown (drawhaus.com)

Kami’s first thought upon glimpsing the scene beyond the curtain was that all her companions were soon going to die. Even, she suspected, the great cat Destiny. Probably not Kami herself, because she was not certain she could die any longer. Yet all the rest were doomed.

Alone, the primitive, stunted ratfolk were not particularly dangerous, much like rats themselves. Yet, also like commonplace rats, it seemed they were rarely alone.

The group had moved warily and quietly through a tunnel, following Destiny’s lead, to where the panther said the ratfolk were gathered. They’d reached a wide opening, blocked by not one but two tattered blankets arrayed side by side. Though so far Emah’s torch had been their only light in the underground warrens, surprisingly light flickered from behind the edges of the cloth. Not only light, though… Beyond the doorway they could hear the chittering and squeaking of what sounded like dozens of ratfolk. Perhaps more. The smell here was almost overpowering as well, like wet animals and feces crawling into her nose and down her throat. She stopped breathing, something she only recently realized she could do. The implications of not needing to breathe unnerved her, but it was—like so many other events from recent weeks—something left contemplated for a later time.

As they pushed the cloth gently aside, the group was confronted by an enormous chamber, perhaps fifty or more strides across and deep, and half that high. The walls of the place were packed hard, almost sculpted, and great wooden scaffolding was arrayed to support the ceiling and walls. Four wooden pillars, severed tree trunks with carved markings of some kind across their entire length, stood sentinel from floor to ceiling, giving the place the feeling of a temple or grand amphitheater. It was difficult to tell whether the ratfolk horde had found this place and built their warren around it, or whether this vast space had been their most ambitious work. Either way, it was an impressive gathering hall, especially so deep below the surface.

Against the wall to their left sat a raised, earthen dais, and atop it was a large wooden carving like the one they’d seen in the ratfolk bedchamber: A naked man with the head and tail of a rat. The statue stood fully twice as high as Kami, roughly hewn but impressive still in its menace and power. At the statue’s base stood a ratfolk in tattered robes, waving its furred and clawed hands rhythmically as it chittered. Two torches had been thrust into the earth on either side of the robed creature. Between them, at the ratfolk’s feet, sat the bejeweled box Kami had seen in Sami Suttar’s home. The torchlight caused the gems and gold to glitter hypnotically, casting dancing shadows all around the vast chamber.

Filling the chamber from the base of the dais throughout the rest of the room was a horde of ratfolk, arms raised and chittering in unison with the figure on the stage. A handful of other robed figures stood swaying closest the dais, and behind them amassed creatures like the ones they’d fought and killed several times the past day—each the size of a child, hunched and furred, with rat-like heads and beady eyes, claws tipping their long fingers and toes. They wore stained scraps of clothing, none alike. Finally, littered at the perimeter of the crowd, were several of the more hulking creatures like the one that had tackled Maly outside of the jail the previous day. Everything about these other ratfolk was stronger, larger, and more savage, almost like comparing a wolf to a domesticated dog. Unlike everyone else in the room, these rat-brutes prowled the crowd, black eyes overlooking their shorter brethren and scanning the chamber.

In all, it was a dizzying and overwhelming scene. Kami would not have been surprised to discover that a hundred in all of the creatures were in this chamber, this temple to some rat god far below Oakton. She could not even begin to fathom what it all meant, or what ritual or rite the robed priest atop the dais was performing. Kami wondered, in a brief flicker, what lay in the opened bejeweled box that she could not see, and why these primitive creatures had been so willing to die to obtain it.

Then she had no time to consider anything but survival.

If Kami hadn’t fumbled her attempt to deal with the sentries in the last installment, the party would have had some time to formulate a plan against this bizarre and bonkers scene. Instead, the ratfolk looked briefly for the intruders and, not finding them, doubled their guard during this sacred ritual. So, unfortunately, for Kami and her companions, they now must react instead of plan.

First, let’s get organized. In the chamber there are roughly 60 ratfolk worshippers that I’ll arrange into 10 mobs of 6 each, and each with a 10 Fight score. I’ll say there are 6 total lieutenants with the same stats as the one they fought outside the jail way back in Issue 1b: Physique 12 Prowess 12 Alertness 14 Psyche 10. There are also 4 new types of lieutenants, ratfolk priests: Physique 9 Prowess 10 Alertness 14 Psyche 15 with a “spell” that acts like Psychic Attack.

The ratfolk up on stage is a Rank 1 Villain, who I’ll call Tatter, the High Priest. Time to make another NPC!

Origin: I’m pretty open to who this high priest is, so let’s just roll on my variant tables and see what happens. I roll 85 or 58, which is either a non-powered Spy/Assassin/Thief/Guide or a Wyrding – Power Endowment. The latter makes more sense to me. This is a ratfolk that was granted otherworldly power by the recent Wyrding and thus became the high priest of this society.

In this specific scene, I’m not too worried about Tatter’s history vis a vis the ICONS Origins tool, but I’ll do a couple of rolls here. Tatter is female, relatively young, social ratfolk who values herself and her friends more than anything else. Okay, interesting… so she’s a bit like a “child avatar,” a normal ratfolk teenager equivalent who was granted power and thrust into the role of high priest. I don’t know if that will matter in the story, but it’s fun.

Powers: As a Rank 1 character, Tatter gets 3 Power rolls. They are:

Roll 1: 33, which is choose or invent my own!

Roll 2: 41 or 14, which is Flight, Armor, Psychic Sense, Emotion Control, Fire Mastery, Energy Blast, Detective or Acrobat.

Roll 3: 21 or 12, which is Energy Blast, Armor, Mind Control, Emotion Control, Energy Blast, Alchemist, or Acrobat.

The ones that most stood out to me given Tatter’s role and station were Mind Control and Emotion Control, so I’m going to focus my attention there. I’ll use the first and third role for Mind Control with an Improvement: Collective Mind Control. She can basically make people (and even crowds with a united purpose, like the ratfolk horde) do what she wants. I’ll use the second roll, then, for Emotion Control. I’ll say that she can induce emotions with the same parameters as her Mind Control powers.

Attributes & Motivation: As a Rank 1 Villain, she gets 10 Attribute points to spend, same as our PCs. I’ll give her the array of Physique 10, Prowess 10, Alertness 14, Psyche 16. This also means that her Vitality is 30 (Physique x3). Motivation-wise, I’m not going to overthink this and just call her a Leader. Why are the ratfolk doing all this stuff from the previous installments? The answer seems to be because Tatter is making them do it. This also means that taking Tatter out will dramatically change the crowd’s attitudes.

Here’s Tatter’s character sheet:

Okay, despite the fumble I’m not crazy enough to kick off a combat with all these forces at once. Instead, I’m going to say that the room is focused on Tatter and her ritual, and only the closest guards will sense the PCs and act against them. For now, I’ll say that’s 1 brute-lieutenant and 1 mob of 6 ratfolk. The savage brute will attack, and the mob will use their action to alert more of the audience. At the end of each turn, I’ll make an Alertness roll to see if Tatter notices what’s happening (at which point all hell will break loose).

Initiative-wise, then, we have for Round 1:

  • Maly (Alertness 15)
  • Brute Lieutenant 1 (14)
  • Kami & Emah (each 13)
  • Destiny (12)
  • Ratfolk mob 1 (10)

The party absolutely does not have to make this an epic, large brawl, and fleeing is absolutely an option. Let’s see how this goes…

Maly will get instruction from Destiny (what’s the plan? Stay tuned!) and try and move before the action really begins. She’ll roll Prowess against the first mob, but not to attack and instead to move through them. With her Prowess of 13 and the mob’s Fight of 10, that’s a 65% chance of success. She rolls 58 and makes her way into the crowd. I’ll say one more success next round and she can be at the dais relatively unmolested.

The brute lieutenant has a choice between attacking Emah and Kami. I roll odds and it’s Emah. With her sword, Emah can defend melee attacks with a Prowess of 20 versus the brute’s score of 12. That’s a 90% chance of success and she rolls 15, parrying the attack easily.

Now’s the big decision: Do Emah and Kami run or fight or do something else? Hm. Let’s bust out the Mythic GM Emulator and insert some randomness into the action! Normally I’d do this for NPCs but I am curious how this might play with my PCs. I’ll roll twice on the Character Actions table: I get “Normal” and “Messy.” That leads me to believe that they’ll follow their normal tendencies, which for Emah will be to stay and fight for her friend and for Kami is to end the mission (which means exterminating the ratfolk) and free herself of her contract. For both, this will certainly get messy.

I’ll roll attacks for Emah (80% chance to hit the brute: 58. Hit and killed!), Kami (50% to hit the mob: 11. Critical hit! I’ll say she not only does her 30 damage, crushing half of the rats in one go, but manages to do so quickly and quietly), and Destiny (60% versus the mob: 13. Hit! 17 damage).

The first ratfolk mob only has 2 members left, one very injured. And, because of Kami’s crit, I’ll say the action doesn’t alert nearby lieutenants and mobs. The party might get some time to plan, after all! The only obstacle is Tatter, who gets an Alertness roll to see if she spots the activity in the back of the temple on her own, since she’s the only one facing them. I’ll give it a Hard difficulty in Round 1, dropping in difficulty each round. With her Alertness of 14, that’s a 45% chance: I roll 01. Oh boy. She definitely notices. Yikes.

The nearest large, savage ratfolk whipped its head towards them as they gathered beyond the curtained doorway. Then, with a snarl, it leapt at Emah. The Kaleen warrior raised her sword in a flash, intercepting the attack and sidestepping. Meanwhile, the ratfolk nearest them turned away from the chanting upon the dais and began chittering excitedly, pointing and moving closer to them.

“What!?” Maly whispered harshly, though no one had spoken. Kami guessed that the woman was once again having a one-sided conversation with the great, black cat. “You’re crazy! Okay. Okay! Just… Keep them safe and I’ll be back!”

Then, to Kami’s shock and horror, the pale-skinned woman dove into the onrushing crowd, tumbling and disappearing within the horde.

She had no time to ask what the fool mercenary was thinking or to help. Instead, at the speed of thought her arms lengthened wide. Like a mother embracing her oncoming children, Kami’s arms enfolded three of the nearest creatures, then closed tight. She could feel their small, furred bodies crack in her grip. They shrieked and shuddered briefly before falling still, and Kami dropped them to the dirt floor.

Near her, Emah pulled a blood-slicked blade from the side of the hulking ratfolk that had been grappling with her, its body now lifeless. The panther Destiny was savaging two of the smaller creatures, one already dead in its jaws and another squirming weakly beneath its claws.

That was fast, Kami thought proudly. The other ratfolk near them had their backs turned still, swaying and chittering and focused on the dais. Perhaps we can all survive this room, after all. If we can stay silent back here, we can make a plan. But… where is Maly?

Her eyes scanned the crowd, amazed that she could miss the Stone Islander amidst a sea of small, furred ratfolk. Kami thought that perhaps she spied a jostle of movement in the weak, flickering light, rats chittering in surprise as they were pushed aside. But before she could be sure, the robed figure on the dais stopped its swaying. Its dark, beady eyes focused on the back of the crowd, where Kami, Emah and the panther stood, and pointed a clawed finger. More loudly than it had been chanting, the figure chittered something defiant and sharp.

The entire crowd turned as one to regard them.

“Well… shit,” Emah gulped.

Next: Issue 3 Reflections!

2 thoughts on “Age of Wonders, Issue 3c: Temple of the Rat God [with game notes]

  1. Pingback: Age of Wonders, Issue 3b: Into the Warrens [with game notes] – My Hero Brain

  2. Pingback: Age of Wonders, Issue 3 Reflections – My Hero Brain

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