Re: Slavers & Sewers: exploration continues.
Posted: Thu Feb 20, 2025 3:35 pm
Tunnels below the Temple Ruin.
Galadria & Esther take a flask of oil each, pouring into the giant ant tunnel before striking a light. The lantern fuel goes up in flames, creating a barrier to stop any drones and red-headed solder ants from spilling into the passage. It burns up those filing forwards and collapsed the Ant tunnel until the creatures burrow a new exit.
They confirm that no other Orc guards, weasels or Ogres came looking for the party after the alarm bursts. The Silence spell cast had created a solid sound barrier. No doubt alarmed Orcs still patrol at ground level in the Ruin corridors.
Brick slays the Giant Ant on Olleg's shoulder. No more come into the passage from the cave Mortar ventured to. The armed giant Giant-Ant creature that guarded the entrance also does not enter into the passage. Whether it still guards his pitch is unknown.
Jacupo & Mortar advance up the right hand of the passage, stopping on the threshold to observe the group's interactions with the Orc guards.
Orc guard: 17+ save vs Charm Person spell [1d20]=6
"Hold, friend. If you damage his property, I don't believe he will have any further interest in doing business here." Durrant insists, casting a Charm Person spell upon the belligerent Orc beefing with Rogger.
Between the two mages, Durrant & Edel coerce the Orc guards to be more mindful. Rogger is released and joins Vennar to watch the negotiations with caution.
Orc guard: reactions to spell casting: [1d100]=97
In this case the Orc guard reacts very positively to Edel's manner and Durrant pacifying the rough housing of the priest. The chinking purse of coins helps sway hearts as well as minds.
Edel holds out a purse of coins -28gp, Pallas on his shoulder hops down, takes the drawstring bag in his beak and flies to perch on the top ladder rung.
The emerging conflict resolved. Now to what you want to do.
The Orc guards remind you the main audience chamber for checking out slaves is above, a room of captives for sale and a reception for public viewing.
Should you wish to go to the more reserved area, you will need a writ stamped which the guard captain can authorise once he has seen your invitation papers. He is in the chambers above.
To advance further beyond this first passage as these guards routinely do on patrols, they cross into the territory of these Insectoids. The Orcs in the Temple and the subterranean Insectoids have established a fragile treaty and the Temple provides bundles of sugar, the fine white grainy substance the Aspis, as they are collectively known, crave for. In return, the Aspis guard trades back the large leaves which are covered in a pungent smearing of gel. This has been formed from the emitted pheromones the Insectoids use as a type of communication, so smeared guards are sniffed and detected as 'friends' whilst unsmeared guards are detected as intruders.
This goes to explain Mortar's initial interaction as the guardian Aspis was checking him out also.
Aspis pheromone leaf parcels in pit? [1d4+1]=1+1=2
There are only two doses of pheromone smearing left in one of the pits. The Orc guards offer them, one each to their new best friends, Edel & Durrant which they say will allow them passage past the cave to the left end of the entrance passage.
There is an exit in this cave where you stand, on the right of the rear wall, which the Orcs say leads deeper into the Aspis nest territory and they do not patrol that area.
They recommend the other party members either go up the ladder or remain in the staircase area for their own safety.
They are not happy more of the group are seen, (Jac & Mor) protesting verbally about their presence not normally being allowed but do not resort to any hostile actions.
Ogre still holds the ladder, looking up at the bribe purse. The Aspis insectoid guarding the pits seems to cock its bug-eyed head to listen in but does not otherwise interfere.
Health status & conditions:
Galadria: 16/17hp
Vennar: 12/19hp
Olleg: 26/33hp
Brick: 15/18hp
Mortar: 7/10hp
Durrant: 7/7hp
Edel: 11/11hp (14/14hp with Pallas the Owl:
3/3hp)
Esther: 2/3hp.
Jacupo: 7/15hp
Rogger: 10/10hp
next actions everyone please
Galadria & Esther take a flask of oil each, pouring into the giant ant tunnel before striking a light. The lantern fuel goes up in flames, creating a barrier to stop any drones and red-headed solder ants from spilling into the passage. It burns up those filing forwards and collapsed the Ant tunnel until the creatures burrow a new exit.
They confirm that no other Orc guards, weasels or Ogres came looking for the party after the alarm bursts. The Silence spell cast had created a solid sound barrier. No doubt alarmed Orcs still patrol at ground level in the Ruin corridors.
Brick slays the Giant Ant on Olleg's shoulder. No more come into the passage from the cave Mortar ventured to. The armed giant Giant-Ant creature that guarded the entrance also does not enter into the passage. Whether it still guards his pitch is unknown.
Jacupo & Mortar advance up the right hand of the passage, stopping on the threshold to observe the group's interactions with the Orc guards.
Orc guard: 17+ save vs Charm Person spell [1d20]=6
"Hold, friend. If you damage his property, I don't believe he will have any further interest in doing business here." Durrant insists, casting a Charm Person spell upon the belligerent Orc beefing with Rogger.
Between the two mages, Durrant & Edel coerce the Orc guards to be more mindful. Rogger is released and joins Vennar to watch the negotiations with caution.
In this case the Orc guard reacts very positively to Edel's manner and Durrant pacifying the rough housing of the priest. The chinking purse of coins helps sway hearts as well as minds.
Edel: purse of coins to bribe Orcs [5d10]=28A knowing smirk played on his lips as he tapped his coin pouch.
Edel holds out a purse of coins -28gp, Pallas on his shoulder hops down, takes the drawstring bag in his beak and flies to perch on the top ladder rung.
The emerging conflict resolved. Now to what you want to do.
The Orc guards remind you the main audience chamber for checking out slaves is above, a room of captives for sale and a reception for public viewing.
Should you wish to go to the more reserved area, you will need a writ stamped which the guard captain can authorise once he has seen your invitation papers. He is in the chambers above.
To advance further beyond this first passage as these guards routinely do on patrols, they cross into the territory of these Insectoids. The Orcs in the Temple and the subterranean Insectoids have established a fragile treaty and the Temple provides bundles of sugar, the fine white grainy substance the Aspis, as they are collectively known, crave for. In return, the Aspis guard trades back the large leaves which are covered in a pungent smearing of gel. This has been formed from the emitted pheromones the Insectoids use as a type of communication, so smeared guards are sniffed and detected as 'friends' whilst unsmeared guards are detected as intruders.
This goes to explain Mortar's initial interaction as the guardian Aspis was checking him out also.
Aspis pheromone leaf parcels in pit? [1d4+1]=1+1=2
There are only two doses of pheromone smearing left in one of the pits. The Orc guards offer them, one each to their new best friends, Edel & Durrant which they say will allow them passage past the cave to the left end of the entrance passage.
There is an exit in this cave where you stand, on the right of the rear wall, which the Orcs say leads deeper into the Aspis nest territory and they do not patrol that area.
They recommend the other party members either go up the ladder or remain in the staircase area for their own safety.
They are not happy more of the group are seen, (Jac & Mor) protesting verbally about their presence not normally being allowed but do not resort to any hostile actions.
Ogre still holds the ladder, looking up at the bribe purse. The Aspis insectoid guarding the pits seems to cock its bug-eyed head to listen in but does not otherwise interfere.
Health status & conditions:
Galadria: 16/17hp
Vennar: 12/19hp
Olleg: 26/33hp
Brick: 15/18hp
Mortar: 7/10hp
Durrant: 7/7hp
Edel: 11/11hp (14/14hp with Pallas the Owl:
3/3hp)
Esther: 2/3hp.
Jacupo: 7/15hp
Rogger: 10/10hp
next actions everyone please