12.05.2006
  Knives To The Throat
Yeah, I'm sorry guys. Holds, Sleeps, and Charms are no fun, especially when the remaining characters dance around until they die at -14. Paul, you and I both know that that -14 thing is going to kill you someday.

In the meantime, though, the priests sense your weakened state and can use you for other purposes. They continue to attack you to subdue. No one's sanctuaried yet.

Thaka, I don't care what you say about 'not allowing them to move Azoth'. All you can really do is stand around and try not to get clobbered. You can't put up a fight or oppose any checks.

First round, Theodore shoots and wounds a priest. Three misses on the priestly front (BR 14, 4, 13).

Next round, well there we go. No shit, BR 20, 3, 19. Thaka, you take 14 (subdual), so you're offically out but not dead.

...

Revision. One wounded priest sanctuaries, then gets the Ambassador and other priest, and goes behind the altar. The other two priests hide behind Azoth and Thaka, so they're no longer targets. The priests pull out knives and put them to Azoth's and Thaka's throats.

The Hold Persons wear off, as it's been about seven rounds (the duration).

"Okay friends," one of the priests calls. "You see what we've got here. Toss your weapons to the side and come on through. We're going to take you all alive. Or if you'd prefer, your two companions here can be bled."

...

Everyone got that? Dag, Theodore, Tut, and Threnody are conscious and on the other side of the gate. (The lock is jammed and will require some retooling or force.)

Azoth and Thaka are out cold, with knives to their necks. Their prone bodies provide full cover to the priests, and if you want to continue arrow fire, you'll most likely kill your friends first.

Move to you.
 
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Descent into Depths is an old school 1st Edition AD&D adventure run by the Infinity Group.

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