Escape from / Assault of ... the Slavers Temple
Re: Escape from / Assault of ... the Slavers Temple
Brick
Brick rushes to help his closest companion in melee.
Bastard Sword [1d20+2]=9+2=11 to hit [2d4+5]=4+5=9 s/m damage [2d8+5]=7+5=12 lg damage
Brick rushes to help his closest companion in melee.
Bastard Sword [1d20+2]=9+2=11 to hit [2d4+5]=4+5=9 s/m damage [2d8+5]=7+5=12 lg damage
- OGRE MAGE
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Re: Escape from / Assault of ... the Slavers Temple
Mortar moves again as he shouts out to the orc in their uncouth tongue.
"You must stop the others from waking the sleepers. THEY NEED TO REST!!!"
He throws his dagger at one, despite his current unfavorable position.
Thrown Dagger Attack [1d20+1]=9+1=10 Dam [1d4]=4
"You must stop the others from waking the sleepers. THEY NEED TO REST!!!"
He throws his dagger at one, despite his current unfavorable position.
Thrown Dagger Attack [1d20+1]=9+1=10 Dam [1d4]=4
Re: Escape from / Assault of ... the Slavers Temple
Edel
Bursts out of the Crypt, immediately flicking a Magic Missile at one of the remaining crossbow wielding orcs.
Magic Missile [2d4+2]=5+2=7
Bursts out of the Crypt, immediately flicking a Magic Missile at one of the remaining crossbow wielding orcs.
Magic Missile [2d4+2]=5+2=7
Re: Escape from / Assault of ... the Slavers Temple
Vennar
Vennar will attack the ogre again.
Morning Star: [1d20+1]=11+1=12 Dmg SM:[_2d4+1]=(4+4)=8+1=9 L:[1d6+2]=1+2=3
Vennar will attack the ogre again.
Morning Star: [1d20+1]=11+1=12 Dmg SM:[_2d4+1]=(4+4)=8+1=9 L:[1d6+2]=1+2=3
Re: Escape from / Assault of ... the Slavers Temple
Memorial Garden: Crypt Siege.
Time: 4.05pm
Illumination: sunlight.
Memorial Gardens: random allotment 1-3 vs cemetery intruders [1d6]=4 no manifestations
Olleg: shield bash [1d20]=14 melee [1d20+1]=17+1=18 [1d8+1]=3+1=4Elwita: broadsword melee [1d20+1]=16+1=17 [2d4+1]=5+1=6
The Crypt fills with more smoke making any breathing inside all but impossible except for the undead Ogre Bullgryn and the enchanted medallion wearing Galadria. Vennar could try to stay inside and quickly slay the Ogre whilst it remains bound by the token whip coil, but the smoke would now be so dangerous to inhale that the cleric is forced to withdraw or endure injurious breathing difficulty.
Durrant offers the last of his lantern oil, throwing the flasks and lantern to pool in a fiery blast around the fiend and immolate it once and for all. Ogre gets slain.
With Jacupo they can shut the Crypt doors behind and exit into the cemetery garden where the Giant Ants summoned by the cemetery Haunt continue to harass the Turned zombies that fled into the undergrowth amid the headstones.
The ongoing melee combat is brought to a swift end with Dwarves Elwita & Olleg triumphing 2-0 over their Orcish foes.
Edel slays one of the Orc Watchmen on the walls with a Magic Missile, Mortar suggests his hypnotized minion quell the other remaining Orc guard from waking those who sleep. "By any means necessary, including using 'extreme prejudice'." Such is the coercion to 'let sleeping Orcs lie', the guard picks up his crossbow and shoots the other in the back before he can awaken the troop Sgt. He then can succumb to any further suggestion, such as joining the sleeping colleagues and doze off while on duty. Olleg can use his Jump feature on his ring to leap upon the walls and see to each guard in turn while others take stock of the situation.
It then means that with all current aggressors being put out of action, the characters can successfully break the Crypt siege and exit the Memorial Garden before Turned Zombies can reactivate their attacks upon the group.
In summary, a dozen Orc crossbowmen were slain or asleep. The six 'tool-shed' guards and Orc 'witchdoctor' slain, two Undead Ogres slain, eleven Orc zombie guards plus a zombie Esther were turned. Furthermore you drove off the robed Gruumsh priest and his guards except for the pikeman with Goran's head and also ignored the Harpy crones charmless singing; all achieved vs Rogger alone being slain.
A favourable result if you can make good on either escaping the Temple altogether or continue to assault the compound while you have momentum.
The double doors exiting the Memorial Garden stand open, here is a previous description on that area.
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
Spells available:
Mortar: DM & RM, any 0/4 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

Next Actions please.
Time: 4.05pm
Illumination: sunlight.
Memorial Gardens: random allotment 1-3 vs cemetery intruders [1d6]=4 no manifestations
Olleg: shield bash [1d20]=14 melee [1d20+1]=17+1=18 [1d8+1]=3+1=4Elwita: broadsword melee [1d20+1]=16+1=17 [2d4+1]=5+1=6
The Crypt fills with more smoke making any breathing inside all but impossible except for the undead Ogre Bullgryn and the enchanted medallion wearing Galadria. Vennar could try to stay inside and quickly slay the Ogre whilst it remains bound by the token whip coil, but the smoke would now be so dangerous to inhale that the cleric is forced to withdraw or endure injurious breathing difficulty.
Durrant offers the last of his lantern oil, throwing the flasks and lantern to pool in a fiery blast around the fiend and immolate it once and for all. Ogre gets slain.
With Jacupo they can shut the Crypt doors behind and exit into the cemetery garden where the Giant Ants summoned by the cemetery Haunt continue to harass the Turned zombies that fled into the undergrowth amid the headstones.
The ongoing melee combat is brought to a swift end with Dwarves Elwita & Olleg triumphing 2-0 over their Orcish foes.
Edel slays one of the Orc Watchmen on the walls with a Magic Missile, Mortar suggests his hypnotized minion quell the other remaining Orc guard from waking those who sleep. "By any means necessary, including using 'extreme prejudice'." Such is the coercion to 'let sleeping Orcs lie', the guard picks up his crossbow and shoots the other in the back before he can awaken the troop Sgt. He then can succumb to any further suggestion, such as joining the sleeping colleagues and doze off while on duty. Olleg can use his Jump feature on his ring to leap upon the walls and see to each guard in turn while others take stock of the situation.
It then means that with all current aggressors being put out of action, the characters can successfully break the Crypt siege and exit the Memorial Garden before Turned Zombies can reactivate their attacks upon the group.
In summary, a dozen Orc crossbowmen were slain or asleep. The six 'tool-shed' guards and Orc 'witchdoctor' slain, two Undead Ogres slain, eleven Orc zombie guards plus a zombie Esther were turned. Furthermore you drove off the robed Gruumsh priest and his guards except for the pikeman with Goran's head and also ignored the Harpy crones charmless singing; all achieved vs Rogger alone being slain.
A favourable result if you can make good on either escaping the Temple altogether or continue to assault the compound while you have momentum.
The double doors exiting the Memorial Garden stand open, here is a previous description on that area.
The corridor looks empty, the Temple hierarchy must have been convinced they despatched enough resources to deal with you intruders. You tread warily, expecting the state of alert to be high.turns around the top of the corridor to the left into a passage that ends after thirty feet. On both sides are ornate double doors set into stone arched doorways. Each set of doors are covered in scratch marks and dried stains mark the flagstones between them, bloody footprints and a drag mark. Memorial Gardens is inscribed upon the panels of the left pair of doors, scrawled underneath in graffiti warning are orcish words that read as 'go beyond these doors and you will only be a memory ...'
The north set of doors are also open wide. This room may at one time have been some type of porch or antechamber, a twenty foot square room with a vaulted ceiling and another pair of exterior double doors that lead out into Highport. (These doors were noted by Mortar on his excursion around the Temple boundary at the very start of your reconnaissance. They are barred from the inside).
The room itself is a ramshackle chamber, cluttered with a variety of tools and junk. There are many hammers, chisels, axe handles, slabs of stone, and warped boards, suggesting it is used as a tool shed. The walls though are covered with many different types of holy symbols, some of evil and some of good religions. Most of these look as if they have been pegged or nailed in place. Several religious symbols such as pentagrams, ankhs and crucifixes have been drawn repeatedly upon the floor in lines of melted wax where extinguished stubby candles mark upon corner points.
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
Spells available:
Mortar: DM & RM, any 0/4 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

Next Actions please.
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Re: Escape from / Assault of ... the Slavers Temple
Edel
The Wizard takes a moment to recover his bearings - "Amazingly well done everyone" - he nodded to his companions - "Now we need to push through those doors. But first..." - his lips already going through another incantation.
Want to cast Detect Magic - not sure if I can keep it active (2 rounds/level, correct), and use it to quickly survey the downed foes - mainly interested in the pikeman and the witchdoctor, and taking care not to stray from the garden path. Once that is done, he calls Pallas to him.
The Wizard takes a moment to recover his bearings - "Amazingly well done everyone" - he nodded to his companions - "Now we need to push through those doors. But first..." - his lips already going through another incantation.
Want to cast Detect Magic - not sure if I can keep it active (2 rounds/level, correct), and use it to quickly survey the downed foes - mainly interested in the pikeman and the witchdoctor, and taking care not to stray from the garden path. Once that is done, he calls Pallas to him.
Re: Escape from / Assault of ... the Slavers Temple
Brick
Brick will do a quick search of the witch doctor for anything valuable or unusual looking.
Brick will do a quick search of the witch doctor for anything valuable or unusual looking.
Re: Escape from / Assault of ... the Slavers Temple
- OGRE MAGE
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Re: Escape from / Assault of ... the Slavers Temple
"Sleeeep........sleeeeeeeeep!"
Still invisible, Mortar will sneak out through the door to investigate the hallways outside this room, trying to regain his bearings of this place.
If the way back down into the lower chambers is clear, he will return to inform the others.
Still invisible, Mortar will sneak out through the door to investigate the hallways outside this room, trying to regain his bearings of this place.
If the way back down into the lower chambers is clear, he will return to inform the others.
Re: Escape from / Assault of ... the Slavers Temple
Galadria
Will follow along with the group...
Will follow along with the group...
Re: Escape from / Assault of ... the Slavers Temple
Brick
Brick looks around for Mortar. "Wheres Mortar?"
Brick looks around for Mortar. "Wheres Mortar?"
Re: Escape from / Assault of ... the Slavers Temple
Vennar
Vennar will get out of the smoke and after getting his bearings will follow the group.
Vennar will get out of the smoke and after getting his bearings will follow the group.
Re: Escape from / Assault of ... the Slavers Temple
Memorial Garden: Ruined Temple
Time: 4.06pm
Illumination: sunlight.
Memorial Gardens: random allotment 1-3 vs cemetery intruders [1d6]=5
Despite the end to immediate hostilities, a feeling of oppression and eeriness still pervades; large black Dire Squirrels and turned zombies tear chunks from each other, long creeper vines stretch ominously across the path like snares in waiting. Despite a lack of strong breeze, crooked boughs creak and sway.
Elwita joins Brick in lifting the heavy trunk from the smashed body of the Orc 'witch-doctor', (a tribal priest that mixes tradition Gruumsh worship with animistic occultism). Edel pulls what remains of the body free; an arm, upper torso, pancaked head and a gut wrenching trail of entrails.
Under inspection of the Detect Magic, the mage can note two items that radiate as enchanted. The man wears a gilded vambrace that fits from wrist bone to elbow, made of intricately fashioned iron with a coppery sheen. The other must be on the arm torn off the body and still under the tree trunk, so I need another bb/lg attempt to retrieve that.
The other item is a bizarre death mask, a carved bone decorated with scales, teeth and tusks, surrounded by a mane of exotic feathers.
I have put a picture of both items in the illustrations thread.
Durrant, Vennar & Galadria exit the Crypt and ward the group. Olleg sticks to his grim task of silencing the sleepers, ditching the dead bodies off the wall into the garden cemetery.
Jacupo tracks Mortar with his beady eye. The gnome steps into the Temple corridors, unseen. This is to his advantage for as soon as he enters and goes to investigate the area, Mortar immediately spots that several Orcs shelter within the toolshed. They hide behind cabinets, inside a wardrobe, under a table; trying to keep out of view but watching into the memorial garden themselves, intent on ambushing the first through the double doors.
You can hear their whispered muttering, readying crossbows to surprise any intruders. "Get that dwarf bitch ... I'll target that oaf, he's too big to miss .... vengeance for Didzy n' Kuntz n' Snarky ... beware those Spellcasters ..." and so forth.
You count six heads and can wave or gesture towards Jacupo to alert the party to the prepared ambush waiting for them.
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
Spells available:
Mortar: DM & RM, any 0/4 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
next actions everyone.
Time: 4.06pm
Illumination: sunlight.
Memorial Gardens: random allotment 1-3 vs cemetery intruders [1d6]=5
Despite the end to immediate hostilities, a feeling of oppression and eeriness still pervades; large black Dire Squirrels and turned zombies tear chunks from each other, long creeper vines stretch ominously across the path like snares in waiting. Despite a lack of strong breeze, crooked boughs creak and sway.
Elwita joins Brick in lifting the heavy trunk from the smashed body of the Orc 'witch-doctor', (a tribal priest that mixes tradition Gruumsh worship with animistic occultism). Edel pulls what remains of the body free; an arm, upper torso, pancaked head and a gut wrenching trail of entrails.
Under inspection of the Detect Magic, the mage can note two items that radiate as enchanted. The man wears a gilded vambrace that fits from wrist bone to elbow, made of intricately fashioned iron with a coppery sheen. The other must be on the arm torn off the body and still under the tree trunk, so I need another bb/lg attempt to retrieve that.
The other item is a bizarre death mask, a carved bone decorated with scales, teeth and tusks, surrounded by a mane of exotic feathers.
I have put a picture of both items in the illustrations thread.
Durrant, Vennar & Galadria exit the Crypt and ward the group. Olleg sticks to his grim task of silencing the sleepers, ditching the dead bodies off the wall into the garden cemetery.
Jacupo tracks Mortar with his beady eye. The gnome steps into the Temple corridors, unseen. This is to his advantage for as soon as he enters and goes to investigate the area, Mortar immediately spots that several Orcs shelter within the toolshed. They hide behind cabinets, inside a wardrobe, under a table; trying to keep out of view but watching into the memorial garden themselves, intent on ambushing the first through the double doors.
You can hear their whispered muttering, readying crossbows to surprise any intruders. "Get that dwarf bitch ... I'll target that oaf, he's too big to miss .... vengeance for Didzy n' Kuntz n' Snarky ... beware those Spellcasters ..." and so forth.
You count six heads and can wave or gesture towards Jacupo to alert the party to the prepared ambush waiting for them.
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
Spells available:
Mortar: DM & RM, any 0/4 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
next actions everyone.
Re: Escape from / Assault of ... the Slavers Temple
Edel
The Magic User turned the curious mask around in his hands - "Intriguing..." - he whispered, then tried it on.
Figured we will need every single resource we can get our hands on, so I'll risk it
Maybe it is a useful item.
The Magic User turned the curious mask around in his hands - "Intriguing..." - he whispered, then tried it on.
Figured we will need every single resource we can get our hands on, so I'll risk it

Maybe it is a useful item.
- OGRE MAGE
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- Joined: Tue Mar 04, 2014 3:16 pm
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Re: Escape from / Assault of ... the Slavers Temple
Mortar does indeed signal his findings to the priest behind him as he continues his investigations towards the south.