General battle plan:
Go invisible when we come into range of the tower.
Have Ast scout the base & set alarm spells where prudent.
The others will fly up and scout the general layout (via the arrow slots, much as possible) as well as scout the airship (just looking for obvious things like patrols, etc.)
Move to the hold of the airship, avoiding as much as possible, but subduing anyone we have to.
If we are spotted at any point, neutralize them, taking any steps to prevent a general alarm.
If the alarm is raised before we find the coffins, find a choke point and hold the enemy up while the best scout determines if they are behind us. If they aren't, we push the enemy out of the way.
IFF the coffins are in the hold, make preperations to move them (depends on weight and general layout of the place).
[This raises a good question - assuming the coffins are man-sized and weight, we could be talking about 200-300 lbs each, and we dont' know how many there are - we need some way to get moved efficiently...]
If possible, make ready to take down the ramp to prevent the enemy from getting back tot he ship (if the alarm hasn't been raised, we may hold off on this - in case the noise would rouse them, but that's situational).
If we don't find them in the ship, we move down, floor by floor.
If the alamr has been raised while we are up top, we may want to take out the ship/ramp and move down the the lower level and assulte upwards - catch them off-guard while they are rushing up.
Another question - how would you disable the ship?
IIRC, most airship are controled via a Wheel of Wind and Fire (or some such magical focus). If I'm correct, moving or destroying this item should be sufficent to kill the ship, but I'm not 100% on that.
Releasing the elemental may be an option, but a very bad one we should only consider as the last resort.
Go invisible when we come into range of the tower.
Have Ast scout the base & set alarm spells where prudent.
The others will fly up and scout the general layout (via the arrow slots, much as possible) as well as scout the airship (just looking for obvious things like patrols, etc.)
Move to the hold of the airship, avoiding as much as possible, but subduing anyone we have to.
If we are spotted at any point, neutralize them, taking any steps to prevent a general alarm.
If the alarm is raised before we find the coffins, find a choke point and hold the enemy up while the best scout determines if they are behind us. If they aren't, we push the enemy out of the way.
IFF the coffins are in the hold, make preperations to move them (depends on weight and general layout of the place).
[This raises a good question - assuming the coffins are man-sized and weight, we could be talking about 200-300 lbs each, and we dont' know how many there are - we need some way to get moved efficiently...]
If possible, make ready to take down the ramp to prevent the enemy from getting back tot he ship (if the alarm hasn't been raised, we may hold off on this - in case the noise would rouse them, but that's situational).
If we don't find them in the ship, we move down, floor by floor.
If the alamr has been raised while we are up top, we may want to take out the ship/ramp and move down the the lower level and assulte upwards - catch them off-guard while they are rushing up.
Another question - how would you disable the ship?
IIRC, most airship are controled via a Wheel of Wind and Fire (or some such magical focus). If I'm correct, moving or destroying this item should be sufficent to kill the ship, but I'm not 100% on that.
Releasing the elemental may be an option, but a very bad one we should only consider as the last resort.