The Great Bekkars-Duggins Reversal
Good questions Thaka. You ponder these things as a brutal fight breaks out around you.
You were hired on as the Prince's Guards back home on Onze. From there, you went around, rather uneventfully, to a few other islands, before finally arriving in Gorgos, where the Prince was to complete his tour by visiting the temple of Plutus- Mareznoch, which is where you are now.
Your understanding was that there would be a formal ceremony, recognizing the Prince as the heir to the House of Onze, and then you'd all return to Onze and live happily ever after. In fact, there was informal discussion of being retaining by House Onze as adventuring persons of leisure, who'd go out and have merry old times, much like those admirable fellows the Chums of Charon.
There was no mention of obscene rituals or prince juice at any time.
There are no signs of previous battle.
The symbols on the priests and holy warriors appears to be the symbol of Plutus: a series of stacked coins, decreasing in size. It looks like a tower of Hanoi, or maybe a conch shell.
Mr. Duggins is the assistant and special friend of the Ambassador to Gorgos, Ambassador Garimon Bekkars. (Sorry for the previous name confusion. Posts have been changed throughout for consistency.) These are the two guys who directly hired you all for House Onze and were essentially your bosses. Gary Bekkars being an official and family member of the House, Duggins was the guy who dealt with you lot while Bekkars took the Prince around.
Duggins answers your silent question with a curse. "Oh darn. I thought you guys were- you were supposed to be dead! To show up now of all times, Christ. Well, I guess we'll just have to quicken your departure. Guys, get 'em."
...
Thren, the sanctuary spell goes off top o' the round. You drop a sleep... only one of the two Holy Guards goes down! That comes after both their attacks.
Thren, you can't get to the Prince, as there's a giant iron grill locked door in the way. Feel free to try to open it. Then again, you saw Duggins pocket the key...
Round Two. Holy Warrior 1 rushes Theodore and attacks. It's his 2 attack round... 1 and a 17. Hmm. You take 5 Theo, and get a crit fumb before taking that damage, which'll put you at zero hp. Theo, you also act first in the round before his init.
Duggins, looking awful, CLWs himself. Partially healed. He also kicks the other Holy Warrior awake, who wakes up for his action. That happens at the top of the round.
Go ahead everyone. It's going to get rough...