Escape from / Assault of ... the Slavers Temple

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Re: Escape from / Assault of ... the Slavers Temple

#41 Post by Edeldhur »

Edel
Straither wrote: Sun May 18, 2025 5:42 pm the spell dynamics say a 30'ft diameter circle. So that would cover pretty much everyone currently in the garden if you stood in the doorway to cast it into an area you can see.

On one hand, I am not sure you can cast it via Pallas vision to affect those guards stationed on the left wall that as Edel, you cannot see physically yourself.

Although you might argue that you can physically see them (via warging into the Owl's Familiar link, and that the mage could reach the walls with his spell in normal circumstances, as they are within range, 30'ft + 10'ft per level of where you are.

You know what, I have not been asked to consider it before but I think to say yes.
Thank you Straither, then that is what Edel will do. It sounds pretty cool, and I will try not to abuse it. If I survive.

Focusing his vision through the eyes of Pallas, Edel summons an incantation to put the orcs to sleep, targeting those on the walls armed with crossbows first.

Casts Sleep.
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Re: Escape from / Assault of ... the Slavers Temple

#42 Post by OGRE MAGE »

Mortar was about to get into position to cast a spell at the orcs on the wall, but he reconsiders once Edel shows interest in that faction of the enemy.

Satisfied that the crossbow orcs are all fooled by his illusion, he will reposition his make believe dwarf to charge directly at the orc guards protecting the Witchdoctor near the doorway this time, hoping to get a reaction from that group next.

(since concentration requirements for the IP are minimal, I wonder if that would be considered his full action? If not, I would take another action here. I just wanted to see what the others will do before I decide where to focus)
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Re: Escape from / Assault of ... the Slavers Temple

#43 Post by Straither »

I wonder if that would be considered his full action? If not, I would take another action here
You cannot cast another spell but you can take another action. So visualise you stretching out your left arm to charge with the phantasmal dwarf and with your other arm, drink a potion, light a torch, throw caltrops, melee with a dagger if a zombie comes within reach, etc
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Re: Escape from / Assault of ... the Slavers Temple

#44 Post by gurusql »

Vennar

Vennar will be attempting to turn the zombies, but not turning himself into a crossbow target in the process.

Turn Undead:Attempt-[1d20]=12 # turned-[1d12]=1 Duration-[3d4]=9
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Re: Escape from / Assault of ... the Slavers Temple

#45 Post by OGRE MAGE »

But I can cast a spell if I stop concentrating in the illusion, correct? If so…

While commanding his armored Dwarf to charge the Witchdoctor, Mortar gets himself into position to cast a spell towards the crossbow orcs.

If the Sleep spell doesn’t bring them all down, he fears a similar result to his last spell, where others will simply replace or awaken any who fell.

IF that should happen, he will let his phantasm attack mercilessly, knowing it will still function for a couple rounds after he’s stopped concentrating, and use his Color Spray spell on any remaining orcs on the wall.

Sorry for the delay on this, I seem to have come down with some nasty sickness that’s really fogging my brain the last couple days.
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Re: Escape from / Assault of ... the Slavers Temple

#46 Post by Straither »

But I can cast a spell if I stop concentrating in the illusion, correct? If so…
yes, I think the Improved Phantasm carries on for two more rounds.

I will update the scene tomorrow evening as I prompted others for actions before the weekend
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Re: Escape from / Assault of ... the Slavers Temple

#47 Post by corum »

Galadria

Attempts to turn undead from the doorway, but can't make it count through the narrow window of opportunity...

or in other words, crap dice :-)

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Re: Escape from / Assault of ... the Slavers Temple

#48 Post by Straither »

Memorial Garden Cemetery:

Crypt Siege:


4.02pm:
Illumination:
inside: dimmed lanterns and minor sunlight through stained glass window.
outside: bright sunlight.


The assault of the Crypt by the Temple Orcs and Undead rabble erupts. Characters make (or fail to make) critical actions which could sway the combat to their advantage.

Memorial Gardens: random allotment 1-3 vs cemetery intruders [1d6]=2 Gardens delight: random cemetery option: [1d8]=8
8. A tree will fall across the path, attempting to strike a random party member. The tree will attack once as an 8 HD monster and will do 4-24 points if it hits.
Yew uproots on random [1d20]=9 [4d6]=14

Spells and Prayers. Arcane magists and devout believers each call upon the Names or Runes of power that they put their faith and trust in. Chief among the Orc troop and the guiding hand behind the Undead throng, the Witch-doctor invokes his Prayer, a spell to bless his own and to curse his enemies. Perhaps he ought to have known better since the Memorial Garden is already perceived to be an accursed place and calling upon Gruumsh for deliverance only seems to provoke the spirit of the deity that was once worshipped in these Temple courts. By random fate or divine providence ... the tree that Pallas shelters within suddenly uproots itself and topples headlong to crash upon the prostrate priest as he kneels in worship. The tree trunk hits him like a hammer to a nail only he gets bent crookedly and squished as the timber falls rather than neatly pinned into the earth. Witchdoctor -14hp, deceased.

The guards accompanying him quake and are suddenly beset as three dwarven warriors launch themselves among them. One, the Phantasm driven onwards by Mortar, another is Olleg who surges forward from the crypt, triggering his Ring of Spell Storing: Jump to leap high over the Undead and land plumb in the midst of the guards.

Olleg: shield bash [1d20]=12 melee [1d20+1]=8+1=9 [1d8+1]=5+1=6Elwita: broadsword melee [1d20+1]=1+1=2 [2d4+1]=3+1=4Orc guard: Polearms: vs Elwita [1d20]=12 [1d10]=1 [1d20]=2 [1d10]=4 vs Olleg [1d20]=19 [1d10]=7 [1d20]=6 [1d10]=6

The last is Elwita who braves running around the slower moving Undead to try and secure the cemetery exit for the group. None of the characters actually make successful attacks but the fearful Orcs, fighting as a coordinated and well drilled unit, pair up on the three dwarves and wounding Olleg -6hp . The Phantasm takes another wound, reacting accordingly, but still visually rages and snarls and the guards have no reason to disbelieve it to be anything other than a real berserker. To the extent that one guard believes his own life cut short as a phantasmal blade seemingly hacks through his defences and stabs him in the chest. His heart attacked and pounding only a single dramatic beat before bursting inside his chest. -5hp, deceased.

Dwarven berserker phantasm: (striking equal to Mortar in melee) [1d20]=17 [1d8]=5

Edel invokes his Sleep spell, inducing the crossbowmen and the Orc Sgt on the west and north wall to all fall prone on the wall, wilting to collapse in exhausted heaps. -7 Orcs

Sleep spell effectiveness: [4d4]=7 Colour Spray effectiveness: [1d6]=2

A lurid fan of mesmerising colours streak from the bushes. The unseen source Mortar invoking his Colour Spray to dazzle two of the remains crossbow men. -2 Orcs.

Orcs: light crossbow bolts [1d20-4]=19-4=15 [1d6+1]=2+1=3 [1d20-4]=3-4=-1 [1d6+1]=6+1=7 [1d20-4]=3-4=-1 [1d6+1]=5+1=6

The three teaming crossbowmen try to take a beam upon the start of the rainbow magic, loosing bolts. Even factoring in a further bonus from any thin trunk the gnome shelters in, one shaft finds a lucky hit and Mortar takes a wound, -3hp.

Galadria & Vennar try to boldly rebuke the Undead. The two resurrected Ogres pay no attention and close in to the Crypt, the Orc guard Undead, steadfast to serve in death as in life. Only the Undead Esther heeds the rebuke and the zombie slave flees panicking into the cemetery undergrowth.

Brick tries to stall the undead from breaching the Crypt threshold, his huge bulk and raised shield though only a momentary bar to the Undead.

I will take your actions as trying to fend the Undead off and this round the Ogres oppose you on a strength vs strength basis rather than roll melee attacks and resolve it as you keep them at bay but a single round.

More smoke rises to fill the Crypt atmosphere causing everyone inside bar Galadria to take a -1 to hit penalty due to the increasingly difficult breathing conditions.

Olleg: 15/33hp
Brick: 18/18hp
Mortar: 4/10hp
Vennar: 17/19hp.
Galadria 16/17hp
Durrant: 7/7hp
Edel: 11/11hp (14/14hp with Pallas the Owl:
3/3hp)
Elwita: 12/54hp.
Jacupo: 7/15hp
Rogger: 10/10hp.

Spells available:

Mortar: DM & RM, any 1/4 x 1st, 0/3 x 2nd
Durrant: DM & RM, any 1/4 x 1st, 1/3 x 2nd
Edel: DM & RM, any 3/4 x 1st, 1/3 x 2nd

Galadria: DE cantrip, any 4/4 x 1st, 0/2 x 2nd lvl
Vennar: DE cantrip, any 3/4 x 1st, 1/3 x 2nd lvl

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


Then mayhem and brutal close quarters combat ensues as Undead rabble enter the Crypt to melee with the beleaguered defenders.

next actions everyone please
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Re: Escape from / Assault of ... the Slavers Temple

#49 Post by Rex »

Brick

Brick attacks the nearest foe.

"Get to the exit gate if you can!"

Bastard Sword 1-handed [1d20+2]=6+2=8 to hit [2d4+5]=8+5=13 sm/m damage [2d8+5]=9+5=14 lg damage
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Re: Escape from / Assault of ... the Slavers Temple

#50 Post by OGRE MAGE »

While drinking his only available potion of healing, Mortar moves from his compromised position in whatever direction he needs to get a better vantage point on the unfolding battle.

Do I roll for that? Can you? :lol:
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Re: Escape from / Assault of ... the Slavers Temple

#51 Post by Edeldhur »

Edel

Seeing Brick facing off against the zombies, Edel hops on the coffin to gain some height, summoning the whip from his Whip Quaal Feather token, and joining the fray!

WHIP - a token which causes a huge leather whip to appear
and be wielded ogainst any opponent desired (+ 1 weapon,
9th level fighter "to hit" probability, 2-7 hit points damage plus
save versus magic or be bound fast for 2-7 rounds) for up to 6
turns. (Cf. Dancing Sword.)

Whip Quaal Feather Token [1d20+1]=3+1=4
Damage [1d6+1]=3+1=4

Of course I roll the same on a d20 or a d6. A 4 hits AC8, in case it matters...
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Re: Escape from / Assault of ... the Slavers Temple

#52 Post by corum »

Galadria

Will use the necklace of adaption, grabs her mace and will engage the nearest zombie/orc/ogre

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Re: Escape from / Assault of ... the Slavers Temple

#53 Post by gurusql »

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Re: Escape from / Assault of ... the Slavers Temple

#54 Post by Straither »

Memorial Garden: Crypt Siege.



Smoke begins to fill the Crypt and rise in acrid streams out of the broken windows, the intensity of the fire below the stone coffer increasing to further impede the defenders inside, (taking a cumulative -1 penalty on to hit/checks each round, so -2 next round)

But the defenders rally and determine to breakthrough the stranglehold tightening around them.

In the Cemetery:

There are no more animations from the Cemetery Haunt. The dwarves press their attacks, Elwita, Phantasm & Olleg each inflicting dire wounds upon their opponents. Two Orcs are slain. The Watchmen with crossbows target the berserker, striking him and the phantasm seemingly falls under one piercing shaft, the image fading in glorious presence to dissipate.

Mortar, consoles himself +9hp, his summoned magic working very well to distract the Orc guards.

(Three guards remain in melee and three crossbowmen remain upon the wall).

Inside the Crypt:

Cramped and with little room, only half the Undead horde can engage.

Vennar & Galadria team up on one Zombie Ogre, striking him for -4hp.

Durrant & Brick team up on the other undead brute. A Magic Missile inflicting -9hp. Brick cannot defend the diminutive mage and the undead Kharnak grabs Durrant around the neck, throttling him, -3hp..

Edel jumps on the smoke covered coffer, but his animated whip lashes blindly to crack the air sharply.

Rogger tries to club several zombie Orcs that threaten to overwhelm him. He falls prone and they pile in on top of his body, tearing him limb from limb and bowel from bowel. Jacupo has no time to mourn his brother Boash'i' , rebuking the Undead Orcs and driving them out of the Crypt to scatter in fear into the cemetery undergrowth. Only the Ogres remain in melee in the Crypt.
Olleg: 15/33hp
Brick: 18/18hp
Mortar: 10/10hp
Vennar: 17/19hp.
Galadria 16/17hp
Durrant: 4/7hp
Edel: 11/11hp (14/14hp with Pallas the Owl:
3/3hp)
Elwita: 12/54hp.
Jacupo: 7/15hp
Rogger: deceased

Spells available:

Mortar: DM & RM, any 1/4 x 1st, 0/3 x 2nd
Durrant: DM & RM, any 0/4 x 1st, 1/3 x 2nd
Edel: DM & RM, any 3/4 x 1st, 1/3 x 2nd

Galadria: DE cantrip, any 4/4 x 1st, 0/2 x 2nd lvl
Vennar: DE cantrip, any 3/4 x 1st, 1/3 x 2nd lvl

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


Next actions everyone please
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Re: Escape from / Assault of ... the Slavers Temple

#55 Post by Rex »

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Re: Escape from / Assault of ... the Slavers Temple

#56 Post by Edeldhur »

Edel

Continues his attack!

"We need to push out" - he urges his companions. even if he knows they are doing their best.

Whip Quaal Feather Token [1d20+1]=14+1=15
Damage [1d6+1]=3+1=4

If that hits, save vs Magic or be bound, and maybe it can be pummeled to death.
Straither wrote: Mon May 26, 2025 8:42 am...the undead Kharnak grabs Durrant around the neck, throttling him...
How many times do we need to kill the same ogre? *grumble, grumble* :)
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Re: Escape from / Assault of ... the Slavers Temple

#57 Post by OGRE MAGE »

Still invisible, Mortar keeps his distance from any dangers on the ground while focusing his attention on the three remaining crossbow orcs on the wall.

He starts droning his speech in their direction, trying to make them susceptible to a future Suggestion.

Casting Hypnotism: Random d6 roll [1d6]=5
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Re: Escape from / Assault of ... the Slavers Temple

#58 Post by gurusql »

Vennar

Vennar will attack the ogre making sure he has an avenue to make a break for it at the right time.

Morning Star: [1d20+1]=7+1=8 Dmg SM:[_2d4+1]=(2+4)=6+1=7 L:[1d6+2]=3+2=5
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