Escape from / Assault of ... the Slavers Temple
Posted: Sun May 04, 2025 10:04 am
Memorial Garden Cemetery: Crypt
13.30pm:
Illuminatio: dimmed lanterns and minor sunlight through stained glass window.
Conditions: the only ongoing condition will be Brick's partial deafness due to Ear-Seekers.
Temple Random response: (every two turns) Crypt siege. vs 1 [1d6]=3 [1d6]=3 [1d6]=6Temple Random response: (every two turns) Crypt siege. vs 1 [1d6]=6 [1d6]=3 [1d6]=6Temple Random response: (every two turns) Crypt siege. vs 1 [1d6]=5 [1d6]=3 [1d6]=4Temple Random response: (every two turns) Crypt siege. vs 1 [1d6]=1 [1d6]=6 [1d6]=3
Potion of Healing to Elwita [2d4+2]=5+2=7Potion of Healing [2d4+2]=2+2=4Potion of Healing [2d4+2]=3+2=5
The three potions of healing are shared out, Elwita refusing to consume all the healing draughts as others also have needs and roles to play. I have updated the potion use in the tally below.
Amazingly, the Orc guard of the Temple are happy enough to besiege the Crypt for almost three hours before they determine to approach and announce some parlay. The guards on the walls of the cemetery number up to a dozen crossbowmen with a Sgt type figure barking watch orders. At all times, at least a quartet of guards have weapons loaded and levelled at the Crypt entrance door.
Memorial Gardens: random allotment 1-3 vs cemetery intruders [1d6]=6
Edel can see all of this courtesy of Pallas, the little Screech Owl so at home in the high boughs of a nearby tree. With his ability to turn head almost 270° in rotation, he can have a good view of the gardens and any intrusion towards the Crypt itself, forewarning you of some encounter.
During those three hours, the Wizard Locked coffer still holds secure, after much banging, those guards below have withdrawn from the immediate vicinity though no doubt lie in wait in the passages. Three hours is a good rest but not enough to cover any period of spell replenishment. So another quiet period is needed before prayers and study can be made.
After three hours, the double doors at the top of the cemetery open and a number of Orcs enter, flanking a robed figure. The guards look nervously about as if expecting trouble to assail them from the undergrowth but only breeze blown leaves stir and a pack of jet black Squirrels chatter and squeak in objection, baring large teeth and a feral demeanour. A few scattered nuts and treats seem to pacify them. A couple of the Orcs bear a litter stretcher and they go to the slain weasel garden whose body has been dragged off the path where he was killed by some entangling roots and nibbles upon by giant Ants. They pick his remain up very unceremoniously, throw a blanket over him and exit. The other Orcs approach the Crypt and using a simply cone to amplify his voice, the robed figure requests those inside the Crypt to surrender.
"Come, give yourselves over. You are proud infiltrators, the cream of the crop. But are cornered and cannot make it out alive if you fight. Gruumsh is merciful to those who now the knee."
You get a usual diatribe of unconvincing mercy, that you will be treated well and sold off to prime markets where your talents and skills might buy you freedom and fortune over the current sentence of death in struggling to escape. "No one has ever escaped alive!" is the discouraging mantra.
In a further effort to flag your spirits, one guard approaches with a pike which he plants in the ground before the door. Upon the pike head is impaled the unmistakable form of Goran's head.
Olleg: 16/33hp
Brick: 18/18hp
Mortar: 10/10hp
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 0/4 x 1st, 1/3 x 2nd
Durrant: any 0/4 x 1st, 0/3 x 2nd
Edel: RM, any 0/4 x 1st, 1/3 x 2nd
Galadria: DE cantrip, any 0/4 x 1st, 0/2 x 2nd lvl
Vennar: DE cantrip, any 1/4 x 1st, 1/3 x 2nd lvl
Jacupo: DE cantrip, any 0/4 x 1st lvl, 1/2 x 2nd
Rogger: DE cantrip, any 0/2 x 1st.
Next Actions everyone please how do you wish to respond?
13.30pm:
Illuminatio: dimmed lanterns and minor sunlight through stained glass window.
Conditions: the only ongoing condition will be Brick's partial deafness due to Ear-Seekers.
Temple Random response: (every two turns) Crypt siege. vs 1 [1d6]=3 [1d6]=3 [1d6]=6Temple Random response: (every two turns) Crypt siege. vs 1 [1d6]=6 [1d6]=3 [1d6]=6Temple Random response: (every two turns) Crypt siege. vs 1 [1d6]=5 [1d6]=3 [1d6]=4Temple Random response: (every two turns) Crypt siege. vs 1 [1d6]=1 [1d6]=6 [1d6]=3
Potion of Healing to Elwita [2d4+2]=5+2=7Potion of Healing [2d4+2]=2+2=4Potion of Healing [2d4+2]=3+2=5
The three potions of healing are shared out, Elwita refusing to consume all the healing draughts as others also have needs and roles to play. I have updated the potion use in the tally below.
Amazingly, the Orc guard of the Temple are happy enough to besiege the Crypt for almost three hours before they determine to approach and announce some parlay. The guards on the walls of the cemetery number up to a dozen crossbowmen with a Sgt type figure barking watch orders. At all times, at least a quartet of guards have weapons loaded and levelled at the Crypt entrance door.
Memorial Gardens: random allotment 1-3 vs cemetery intruders [1d6]=6
Edel can see all of this courtesy of Pallas, the little Screech Owl so at home in the high boughs of a nearby tree. With his ability to turn head almost 270° in rotation, he can have a good view of the gardens and any intrusion towards the Crypt itself, forewarning you of some encounter.
During those three hours, the Wizard Locked coffer still holds secure, after much banging, those guards below have withdrawn from the immediate vicinity though no doubt lie in wait in the passages. Three hours is a good rest but not enough to cover any period of spell replenishment. So another quiet period is needed before prayers and study can be made.
After three hours, the double doors at the top of the cemetery open and a number of Orcs enter, flanking a robed figure. The guards look nervously about as if expecting trouble to assail them from the undergrowth but only breeze blown leaves stir and a pack of jet black Squirrels chatter and squeak in objection, baring large teeth and a feral demeanour. A few scattered nuts and treats seem to pacify them. A couple of the Orcs bear a litter stretcher and they go to the slain weasel garden whose body has been dragged off the path where he was killed by some entangling roots and nibbles upon by giant Ants. They pick his remain up very unceremoniously, throw a blanket over him and exit. The other Orcs approach the Crypt and using a simply cone to amplify his voice, the robed figure requests those inside the Crypt to surrender.
"Come, give yourselves over. You are proud infiltrators, the cream of the crop. But are cornered and cannot make it out alive if you fight. Gruumsh is merciful to those who now the knee."
You get a usual diatribe of unconvincing mercy, that you will be treated well and sold off to prime markets where your talents and skills might buy you freedom and fortune over the current sentence of death in struggling to escape. "No one has ever escaped alive!" is the discouraging mantra.
In a further effort to flag your spirits, one guard approaches with a pike which he plants in the ground before the door. Upon the pike head is impaled the unmistakable form of Goran's head.
Olleg: 16/33hp
Brick: 18/18hp
Mortar: 10/10hp
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 0/4 x 1st, 1/3 x 2nd
Durrant: any 0/4 x 1st, 0/3 x 2nd
Edel: RM, any 0/4 x 1st, 1/3 x 2nd
Galadria: DE cantrip, any 0/4 x 1st, 0/2 x 2nd lvl
Vennar: DE cantrip, any 1/4 x 1st, 1/3 x 2nd lvl
Jacupo: DE cantrip, any 0/4 x 1st lvl, 1/2 x 2nd
Rogger: DE cantrip, any 0/2 x 1st.
Next Actions everyone please how do you wish to respond?