Sneaking into the Ruined Temple

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Re: Sneaking into the Ruined Temple

#101 Post by Edeldhur »

Edel

Nodding in appreciation at Galadria's flawless use of the silencing spell, Edel could feel his own magic urging to be released. The time had come to end this conflict quickly, and he wasn't about to waste it. He had been itching to call upon the arcane for some time now, the energy buzzing just beneath his skin, ready to burst forth. With a flick of his fingers and a whispered incantation, he cast the spell, hoping to put the kobolds out of the fight entirely.

A wave of his hand and a small, controlled motion as if gently pushing the air around him, the spell took form, its power latching onto the nearest threats. Edel knew the fickle nature of the spell - it could as easily affect the men in the cage as the kobolds - but he was willing to take that risk. They were at a critical juncture, and the faster this was done, the better - "Let us finish this and be gone"

Casting Sleep, according to the OOC chat :D

Sleep (number of creatures affected): [4d4]=10
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Re: Sneaking into the Ruined Temple

#102 Post by Scott308 »

Durrant Winterflame - Human Magic User

With no real offensive spells he can use without getting into the silenced area, Durrant stays near Esther, attempting to keep her calm. "Our warriors are skilled and should make quick work of these creatures."
OGRE MAGE wrote: Fri Nov 29, 2024 5:38 pm Mortar
Eventually arriving, he whispers to any nearby friends to let them know he is still invisible. “Hey gang! I think I found one of those people we were supposed to save, over near the wall I was looking at. He’s in that cage!”

“Oh, by the way, going around the outside of the wall is not a great option.”
Looking in the direction of the disembodied voice, the mage replies to his illusion-wielding companion. "Oh, hey, Mortar! I take it this is your doing, then? Nice!
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson
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Re: Sneaking into the Ruined Temple

#103 Post by Straither »

Sneaking into Highport

The Silence drowns out the screams, barks and whinnies. Mayhem and murder at morning's first light. Fawkes expertly tags a runaway Kobold, skewering his skull and ending his terror of ghost voices.

Vennar bludgeons one that ducks under Brick's scything. He misses one Kobold but beheads two more, heads rolling in the gutter. Goran snipes two from the top of the cage. The rest looks to flee, decimated by the sudden ambush of the wagon. They all fall within a stride as Sleep overcomes them. Olleg can make amends for his misses by slaying the sleepers into an eternal slumber.

Durrant takes Esther across the road into the ruins that predominant this city quarter. He hears unseen Mortar, calling the gnome.

Brick: bend bars: [1d100]=91 Goran: open locks [1d100]=13 Fawkes: open locks [1d100]=1

What brute force cannot do, sleight of hand and some expertly twiddled lock picks get Jacopo & Rogger free from the prisoner cage. The priest of Boash can minister some divine Thanksgiving to his first rescuer, +5hp to Mortar.

Jacopo: ministers a Cure Light Wounds [1d8]=5

Edel & Galadria can lead the pony and wagon off the main road and across the rubble strewn waste. There are not too many moments for testimonials and introducing each other. The city folk will soon rise and the Kobold bodies found. You hope the initial 'gangland related' motive might cover your tracks as you meander through the ruined cityscape. Those poor huddled in the alleys and backstreets pay no heed, interested in their own misery.

Highport: random encounter vs 1 [1d6]=5

You find a rickety shanty cabin, tucked away in an overgrown yard that backs upon a patch of churned up earth littered with broken headstones. A graveyard now as disrespected and forgotten as much as those interred in the ground beneath. The view from this tin roofed hovel across the graveyard looks towards the destination Temple. Esther can confirm that around the far side is the main guarded gatehouse, Jacupo can point out the derelict chapel that has the Orcish sanctuary inside.

Actions, decide how you want to try and enter the ruin. Any further exploring, scouting.

Interact with the NPC's, especially if you want to recruit them as aides or torchbearers.

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Stirling
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Re: Sneaking into the Ruined Temple

#104 Post by Stirling »

Fawkes

"We made it, but let's not rush where angels might fear to tread "

Didn't someone mention undead guards too? So I wonder if the graveyard between us and the Temple might be of 'grave concern'. So from some advantage point, perhaps climbing a wall or tree, I want to get a better view of the ruined Temple, spot any guards and determine if the graveyard waste ground seems safe enough for us to cross.
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Re: Sneaking into the Ruined Temple

#105 Post by OGRE MAGE »

Mortar quickly introduces himself as the priest he saved brings him back around to full health again.

"Thank you Jacopo, I needed that almost as much as you needed me to walk past just at the right moment, eh?" The gnome mimes a throat cutting action with his thumb across his neck, knowing the priest can see him.

"How would you like to remain with us on our mission. Are you and Rogger both able to summon healing prayers?"

At the shack, the unseen Mortar looks around as the others get their bearings. "While we decide how to get inside, I could take a quick walk around the entire premises, to get a better look at what we are dealing with."
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Re: Sneaking into the Ruined Temple

#106 Post by Edeldhur »

Edel

The elf places his hand on Esther shoulder for support, as his vision shifts to Pallas - the owl takes flight, doing a circular scouting from above around the Temple, looking for alternative methods of ingress.
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Re: Sneaking into the Ruined Temple

#107 Post by Scott308 »

Durrant Winterflame - Human Magic User

"Excellent idea, Mortar! Between you and Pallas, we have an excellent opportunity to scout the location without being noticed.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson
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Re: Sneaking into the Ruined Temple

#108 Post by Ythgar »

Goran, Halfling, 16/16

Goran searches the slain kobolds with particular attention to any that appear better attired or equipped.
one arrow appears salvageable
He then looks to determine where the kobolds emerged from, and carefully searches that area.

Last edited by Ythgar on Sat Dec 07, 2024 2:52 pm, edited 2 times in total.
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Re: Sneaking into the Ruined Temple

#109 Post by Howman »

[Olleg, Dwarf, 31/33]

Content to leave the scouting to the more stealthy members of the group, Olleg remains in the cabin. Turning to the others he says, While we know about a secret entrance that may have been used by those sent before us, unless we have no other options, I would be against using it. Since they have not returned, there are good odds the enemy inside now knows about that way in.
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Re: Sneaking into the Ruined Temple

#110 Post by gurusql »

Vennar

Vennar will stay with the "noisy" second wave. "Good luck!"
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Re: Sneaking into the Ruined Temple

#111 Post by Straither »

Sneaking around the Temple Ruin.

5.20am.

The group split into investigative activities.

Goran stays behind for a few moments to frisk the dead Kobolds, gathering only minor copper and silver pieces, adding a meagre +60sp for his troubles. These Kobolds emerged from a huddle of canvas tents sited along a ditch on the North-South boulevard. He can see from their number that many more dwell in the community and wisely you withdraw, trying to cover your tracks and those of the wagon wheels in the rutted ground as much as you can. Goran arranges the Kobolds to look as though the ambush upon them was conducting by inter-city rivalry, and pose a body to point with outstretched arm down the alley you exited earlier.

Highport: patrol: vs 1-2 [1d6]=3

Fawkes and Brick remain vigilant and on guard by the prison wagon. The two half-orcs looking totally in place not out of place, unlike Olleg who shields himself inside the shanty cabin. Fawkes can climb on top of the wagon roof, getting a view of the ruins from across the graveyard. It is as shown the the picture. Durrant takes opportunity as the group take a respite to concentrate his arcane knowledge and studies upon the waterskin he filled from the druidic standpipe, gaining the revelations as to some usages the blessed water may be good for.

Edel gets a bird's-eye view, sending Familiar Pallas to swoop in for a closer inspection. The screech owl takes to the highest point of crumbling walls that formerly held the dome of the Temple erect.

looking at the picture provided:

The Temple is built of large stone blocks, quarried from the Drachensgrab Hills centuries ago. The stone is naturally weathered and eroded and showing signs of the more recent siege and razing of the city. The exterior walls are generally sound, up to the first storeys height but then lots of crumbling and loose stonework has fallen away to make patrolling the wall an unstable activity. Particularly over the Temple section proper, the high walls and facade are cracked in many places and these are home to many buzzing hornets that swarm about, in and out of crevices and a large nest hangs in the uppermost arch of the greater balcony. Thorny creeper vines overhang in many places which enable climbing the wall to be an easy task though anyone doing so risks either encountering one of the patrolling guard groups that shuffle precariously along the wall ramparts or with a more ghastly group of figures that clamber in and out of the ruins from under a rickety thatched section of roofing to the west.

The ruined Temple is just that. Partially restored into usable chambers and a larger sanctuary for the worship of Gruumsh. The middle of the ruin has an overgrown waste ground of broken walls and rubble piles. Former rooms now caved in entirely and open to the elements. Two more cultured sections do exist, both landscaped gardens of high trees and bushes; one has a small mausoleum as a central feature. Between them there an open courtyard that doubles as a parking lot for wagons or a parade ground judging by the number of guards stationed on duty there. The north of the courtyard has a large portcullis and either side a gatehouse tower.

The screech owl flies in for a closer look, taking to one of the branches of the garden trees. As the owl flutters in to perch, he lands among a thick canopy of leaves, sheltered from the persistent rain. Turning his head 270° he his surprised to see an outstretched arm tempting him with petty morsels and hears a soft voice cooing for him to come closer. The bird takes an involuntary step along the bough and the hand holds out a large juicy eyeball and dangling optic nerve. A tasty treat that the owl gobbles greedily and Edel gags, swallowing also and tasting the rancid and chewy gelatinous organ. If that was not enough to make him puke, then the grotesque and leering face that emerges from the nest, lips pursed to kiss the owl as it toys with the Familiar would be enough to get the regurgitation coming. An ugly crone with a spread of vulturine wings entices the owl to come closer.

[1d20]=13Edel: charm by proxy vs 90% resistance [1d100]=61

She is an alarming sight and dangerous enough for the mage and lest his Familiar get charmed by the Harpy's touch or even he himself getting an affection by proxy, he shrieks and calls Pallas back to himself, coming to in the cabin.

Mortar Whizzbang takes another solo tour. He goes to walk around the Temple perimeter. Going clockwise from the southwest corner. The rear (or south facing) wall is full of alcoves, each contains a statue. Most display some vandalism but are still set in place. There are no obvious signs of anyone entering or exiting from behind an alcove's secret door and without climbing up to one of the ten insets, you are not sure which holds the concealed portal.

Mortar: gnome race skill in detecting unsafe walls and masonry vs 70% [1d100]=51

He can appreciate however the original building's foundations are soundly laid, unlike the upper tiers which are derelict and broken. Some attempts at refurbishment are in place and the eastern wall seems to be undergoing some whitewashing. Set into the wall are two large wooden doors which stand slightly ajar. Mortar tries to creep along to check inside but halfway he is almost jumped upon as two figures leap up from the surrounding undergrowth dragging the corpse of a badger with them. The pair scramble up a vine, hauling their prize to the glee and howls of delight from several other reeking figures who lurk in the rafters of a chamber above. Glad to remain undetected, he waits a moment to move on lest any inadvertent snapping of twigs underfoot or scuffing of a stone might alert the ghoulish figures to his presence below.

He peers through the set of barn style doors, into another dark chamber that reeks also, this one of more mundane aroma, that of a stable in need of cleaning out. A group of Orcish stable grooms sit on upturned buckets around a table playing at cards. Carrying on around, the gnome comes to another set of ancient oak carved doors. These are closed and warning signs telling folk to "Keep Out!" in less polite languages are pinned to the exterior. Further along this northern wall is the guarded gatehouse. The portcullis is a twin affair of heavy double gates linked by well greased chains. The external gate is raised halfway and a group of figures are gathered there.

Mortar: found by a hound? vs 50% [1d100]=81

You naturally swerve them. An armoured veteran figure in plated mail and visored helm holds a huge black, feral mastiff on a long chain. The hound gnaws viciously at a giant rat, the rodent just a morsel in its fang toothed jaw. The hound shakes it like a ragdoll and tears it open, licking up the blood before breathing a gout of hot flaming breath to roast the rat meat. The hound has hellish red eyes and as you pass, it must sense your footsteps. Unnervingly, it pulls upon its leash, barking in your direction before the master pulls harshly upon its collar restraining it. The man is speaking to several well dressed merchants in flowing robes and turbans. He gestures welcomingly to them, accepting a velvet pouch that jingles of coins before he shakes their hands and together they step inside, the outer gate dropping behind them before the inner gate is raised. You glimpse a courtyard beyond that has a number of uniformed guards standing to attention as if on parade.

Further along, the north-east corner of the temple looks more ruinous, many larger blocks of stone strewn at the foot of the walls, fallen from the crumbling levels above.

The two scouts, owl and Gnome return to the main group to give their report.

Vennar & Galadria can sweep the nearby graveyard, checking the area free of stranger danger and undead. However the graveyard is very overgrown and rubble strewn. Walking by a tottering headstone, Galadria steps into a rabbit hole and twists her ankle with a sinister snap. The ankle bone breaks in her boots and she cries aloud, hobbling on Vennar as a crutch. Once the initial shock is over, she ministers a healing prayer for herself though the bone remains partially fractured and the injury penalises her dexterity -4hp, but +3hp meaning she receives a -1 Dex penalty going forward.

Vennar & Galadria sweep graveyard: vs 10% [1d100]=24[1d100]=100Galadria: ankle break in rabbit hole [1d6]=4
Galadria: casts Cure Light Wounds upon herself [1d8]=3

Jacupo, Rogger & Esther share their stories, as told earlier.

Esther: reactions to stay with group [1d100]=86 Rogger reactions: [1d100]=61

The rescued slave determines to accompany the group, feeling that without her slave collar and 'papers of freedom' , she will be less able to move about the city alone without incurring some wrath and trouble. The junior Boash'i' is uncertain whether to involve himself too deeply, keen to escape the city after his near death experience. He looks to his senior, Jacupo who has committed to help the group in its mission.

"A man has a second life. Let him use it wisely." he says. Both will continue as extra torchbearers with you.

Image

Health status & conditions:

Galadria: 16/17hp
Vennar: 19/19hp
Fawkes: 17/17hp
Goran: 16/16hp
Olleg: 31/33hp
Brick: 18/18hp
Mortar: 10/10hp
Durrant: 7/7hp
Edel: 11/11hp (14/14hp with Pallas the Owl:
3/3hp)
Esther: 3/3hp.

Armour Class:

Fawkes: 7/7/7
Galadria: 3/4/4
Vennar: 0/4/1
Goran: 3/7/3
Olleg: 4/6/6
Brick: 2/3/3
Mortar: 8/10/8
Durrant: 9/9/9
Edel: 7/7/7
Pallas the owl: 7/7/7
Esther 10/10/10

5.20am:
Illumination: cloudy moonlight, infravision.

Spells Available:

Galadria: DE cantrip, any 3/4 x 1st, 1/2 x 2nd lvl
Vennar: DE cantrip, any 4/4 x 1st, 3/3 x 2nd lvl
Fawkes: DE cantrip, any 2/2 x 1st lvl

Mortar: DM & RM, any 4/4 x 1st, 2/3 x 2nd
Durrant: DM & RM, any 4/4 x 1st, 3/3 x 2nd
Edel: DM & RM, any 3/4 x 1st, 3/3 x 2ndl


Actions, discussions and choices please everyone.
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Re: Sneaking into the Ruined Temple

#112 Post by Stirling »

Fawkes

"Sounds like the captain of the guard enjoys taking a bribe to let slave merchants in. Risky to go charging in. We need convince the priests and a few volunteers to go back into the cage and be pretend slaves."

A ruse to get us in the gates and sudden rush to silence the guards?

Or:

"Take pony and wagon to stables. Have a couple of us hidden under the wagon bed. Get in, deal with grooms, shut stable door behind us. " another suggestion.

"Or last option to locate secret door and proceed as first planned?"
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Re: Sneaking into the Ruined Temple

#113 Post by gurusql »

Vennar

"If I am understanding correctly - If we can find the secret door is the best option. If we tried the other options we would still have to find the secret door to go down."
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Re: Sneaking into the Ruined Temple

#114 Post by Ythgar »

Goran, Halfling

Goran breaks off a piece of a tallow candle and begins to work it in his hands with a bit of oil until it's a bit softer, and then fashions it into small plug shapes which he offers to the others, keeping a pair for himself.
He wraps his pair in a bit of fabric, rolls them, and carefully puts them in his ears.

"Should those harpies show up."

He then goes over - for anyone who will listen - some basic hand signals for left, right, forward, back, stop, go, harpy, enemy, friend, number 10 (a closed fist), and "get the Dwarf something to drink".
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Re: Sneaking into the Ruined Temple

#115 Post by OGRE MAGE »

Still unseen, Mortar watches the molded wax process nodding his little head, taking some for himself as he easily programs the hand signals into his memory.

He tugs on the arm of Brick. "Okay big fella. It looks like you and me need to step up here. You know the routine."

He turns to the group. "We can go look quick. If I can't locate the secret door, we will come back and try something else."

He pulls a tiny bag from his belt pouch, retrieving a small paper packet filled with what he calls his magic dust. He carefully sprinkles the dust onto his friend, hoping it will last longer that way. (Rex willing, of course)

Timing out any patrols just in case, even though they are invisible, Mortar leads them back to the area with the alcoves and begins searching one after the next.
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Re: Sneaking into the Ruined Temple

#116 Post by Stirling »

Fawkes

"Pixie dust?" he watches with interest as Brick vanishes into thin air.

Thinking the two might need help with any traps or triggers, he will sneak across the graveyard to the SW corner so he can have view up both west and along the south walls of the complex. He listens for any wolf-whistle which might signal him to go assist Mortar and Brick with anything they discover.

I will try to keep my loitering about as discreet as possible.

Fawkes: Hide in Shadows attempt vs 15% [1d100]=99 :oops:
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Re: Sneaking into the Ruined Temple

#117 Post by Ythgar »

Goran, Halfling

Goran's Halfling and thief sensibilities puzzled by the gnome's approach, he says to Olleg,

"sir dwarf, let me scout ahead and then motion for you to follow each bit. Your sensibility with stonework is needed."

He signs to Fawkes in Thief Cant:
hope nothing hears or smells them
Pressing some earplugs into Olleg's hands and putting his own in place, he moves off within Fawkes' cover toward the alcoves.

He will move forward toward the temple wall, and periodically motion to Olleg to follow up. He keep the sound of the half-orc gnome attempt within range so he can aid if needed



Last edited by Ythgar on Sat Dec 07, 2024 3:56 pm, edited 5 times in total.
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Re: Sneaking into the Ruined Temple

#118 Post by Howman »

[Olleg, Dwarf, 31/33]

Recognizing the sense in the halfling's words and eager to put his expertise with stonework to good use, Olleg replies, "Good thinking, master thief. I'm none too quiet, so I'll follow your directions in approaching the alcoves. " He then puts the makeshift plugs into his ears and waits for the first of Goran's and Fawkes' directions.

Olleg will follow the two thieves, as they give him directions. Once he is close enough to the alcoves, he will begin inspection of the stonework. This includes new construction, sliding or shifting walls, and traps with pits, falling blocks or stonework.
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Re: Sneaking into the Ruined Temple

#119 Post by Scott308 »

Durrant Winterflame - Human Magic User

Durrant will take a pair of the earplugs, putting them in place. He will wait to hear how the search for the secret door goes.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson
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Re: Sneaking into the Ruined Temple

#120 Post by Straither »

Sneaking into the Temple

The group consider the wisdom of the suggested strategies and decide to concentrate upon locating the secret door in preference to announcing their presence as Slave Merchants to either grooms or guards.

Brick & Mortar

Mortar Whizzbang digs deep into his reserves, taking a pouch of specialized metal grains that he sprinkles carefully over his comrade Brick. Taking time to coat him sufficiently, the sticky flakes actually reflect light in remarkable ways, and though still standing right in front of everyone's eyes, to all the world it looks as though the warrior is slowly turning invisible as the dust is applied. Even Jacupo struggles to perceive him, the enchanted dust resisting his own augmented eyesight.

Brick dust: [1d10+10]=8+10=18

"You'll be good for about three hours and benefit better than mere spells." (the invisibility does not wear off when offensive actions take place!) the gnome states and the pair trudge off over the wasteland graveyard towards the rear wall of the Temple Ruin. There are ten insets alcoves in the wall, each tall and wide enough to hold a human sized statue of some ancient Saint.

The logical approach is simply to start at one end and work your way along. This they do, choosing to start on the western end and proceed along towards the Orc Sanctuary side on the east. The method is for Mortar to physically stand in the alcove and check the curved walls and arched stonework while Brick can check over each statue; pushing, pulling, twisting the bases, outstretched limbs and heads. Half an hour in, the pair find one statue is slightly looser upon its stand, able to be turned 90° and then moved a few inches to the side. Doing so releases a latch behind the secret door and with a little effort, Mortar can push it open enough to peer into the passage beyond.
A narrow passage, barely a handful of feet wide and only high enough for a human to hunch over. The gnome has no trouble squeezing inside mind unlike his bulky comrade. The passage cuts through the thickness of the exterior wall, ten feet in all before ending in another wall. This one has the faint outline of a door having been recently opened and its layer of dusty seams disturbed. A large set of spikes, such as from the head of a large Morningstar stick menacingly through the panel of the internal secret door. Dried blood are on the spikes ends and you can conclude that on the other side of the door a spring-triggered trap may have been set up to smash with a heavy blow upon the first unfortunate who tried to open it. One of the Icons getting a faceful for their troubles. This internal door opens inwards into the temple and a corridor beyond, but the sprung spike presses weightily against it hampering its free movement. Mortar makes way and Brick can get through to push it open, the spring trap resetting against the ceiling but leaving the access clear. Peering about, your infravision picks out no movement or threat in the corridor beyond. A splintered door is to the left while the corridor turns to the right side. map posted in the illustrations thread.

All this exploration takes about forty minutes before you return to share with the others.


The Others ...

Try to organise some way to keep in communication with the two scouting ahead. Rather than wait patiently for their return, Fawkes sneaks along to act as a guard and keep watch. His loitering about however is not as unseen or unheard as the two invisible ones and he finds that due to the area of ground at the foot of the Temple having been cleared of rubble and stone blocks, is little place for him to secrete himself unless he withdraws back into the overgrown graveyard area. Already on his circuit around, Mortar had noted two Ghouls dragging a badger corpse from this nearby wasteland to their own den in the Temple rafters. As Fawkes lurks so visibly by the Temple corner, the cleric-rogue is
disturbed by another couple of Ghouls who also drag another victim along with them. Instinctively to protect himself, Fawkes invokes a rebuke but his words are not heeded and as he presents his holy symbol, the Ghouls scoff at him (verbally at least for they drag a goblin to actually scoff between them). To keep their prize, one rakes Fawkes with claws covered in drool and venom, the touch inflicting a minor wound, -1hp. The Half-orc resists the paralyzing effect however and can ready himself to defend any further debilitating touches and being dragged off himself. He signals to his comrades to disengage and stay hidden rather than expose themselves with an unnecessary conflict over the Ghouls breakfasting habits. Deciding not to interfere further, Fawkes backs away which allows the Ghouls to clamber up the vine creeper, along the wall and into their lofty nest in the ruins above the wall.

Goran, Olleg, Vennar & Durrant are crossing the graveyard and can see the sudden encounter as the Ghouls run from the graveyard overgrowth to the Temple. It makes them uncomfortable but thankfully no other creatures are lurking about and they can remain hidden from view.

Goran takes opportunity to sneak to the barn doors, listening in the the Orc grooms inside the stable area. You can pick out the whinnying of a couple of horses, some clucking from chickens in a couple, the morose jabbering of the half-dozen grooms playing cards or about chore duties. No significant information is heard that might obstruct or alter your mission.
A waiting game is played, Goran by the stable doors, Fawkes by the Ruin's corner, others huddled in the graveyard or shanty cabin, listening for the signals that alert you to Brick & Mortar's success. Eventually, with no other incidents, the group can consolidate together and in single file, quickly squeeze one after another through the secret door, the last in line turning the statue back to face outward again and close the doors seamlessly behind.

You stand in the corridor, narrow in width but ten feet high. There are two doors, one to each end, both splintered in places but closed. The area is quiet, musty, only minute rays of morning light begin to filter through the smallest of gaps in the derelict ceilings.

Actions you have made it into the Temple with the freed slave Esther and two rescued priests Jacupo & Rogger. The wagon and pony left freestanding in the shanty cabin.

How do you proceed?

Image


Health status & conditions:

Galadria: 16/17hp
Vennar: 19/19hp
Fawkes: 16/17hp
Goran: 16/16hp
Olleg: 31/33hp
Brick: 18/18hp
Mortar: 10/10hp
Durrant: 7/7hp
Edel: 11/11hp (14/14hp with Pallas the Owl:
3/3hp)
Esther: 3/3hp.
Jacupo: 10/10hp
Rogger: 5/5hp

Armour Class:

Fawkes: 7/7/7
Galadria: 3/4/4
Vennar: 0/4/1
Goran: 3/7/3
Olleg: 4/6/6
Brick: 2/3/3
Mortar: 8/10/8
Durrant: 9/9/9
Edel: 7/7/7
Pallas the owl: 7/7/7
Esther 10/10/10
Jacupo 9/9/9
Rogger 10/10/10

5.20am:
Illumination: cloudy moonlight, infravision.

Spells Available:

Galadria: DE cantrip, any 3/4 x 1st, 1/2 x 2nd lvl
Vennar: DE cantrip, any 4/4 x 1st, 3/3 x 2nd lvl
Fawkes: DE cantrip, any 2/2 x 1st lvl

Jacupo: DE cantrip, any 3/4 x 1st lvl, 2/2 x 2nd lvl.
Rogger: DE cantrip, any 2/2 x 1st.

Mortar: DM & RM, any 4/4 x 1st, 2/3 x 2nd
Durrant: DM & RM, any 4/4 x 1st, 3/3 x 2nd
Edel: DM & RM, any 3/4 x 1st, 3/3 x 2ndl
Attachments
Interior of Ruined Temple via secret door
Interior of Ruined Temple via secret door
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