Escape from / Assault of ... the Slavers Temple

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

#61 Post by Rex »

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

#62 Post by OGRE MAGE »

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

#63 Post by Edeldhur »

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

#64 Post by gurusql »

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

#65 Post by Straither »

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.
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.
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.

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


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

#66 Post by Edeldhur »

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

#67 Post by Rex »

Brick

Brick will do a quick search of the witch doctor for anything valuable or unusual looking.
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