Discussion for a Kingdom of ashes OOC II

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The_Universe said:
I think the Warrior Academy idea is waiting for some definition. I can help with that, or not, depending on how much you all want to do yourselves.

On another note, any ideas on building a wall, or something? At the moment, people can enter and leave camp without being observed VERY easily.

I would like the new wizards that will supposedly be coming into our camp b/c of the amnesty to work on the wall just as much as the carpenters in the city-- it should be magical as well as physical...

Anyone know anything about magical walls? Maybe something about how the wall to the north was built... if we could rig it so that no one without a soul could pass... or no one with scales could pass... that'd be nice...
 

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AIM-54 said:
Your certainly up there on the training rotation, what with your sneakiness and combat ability, but I imagine it will require the combined talents of most of the group to give them training in all the areas they will need, going off my initial suggestion for squad layout:

5 Swordsmen
4 Archers
1 Medic

They will need expert training in their primary weapon (sword or bow), good training in their secondary weapon (ranged or close, depending on specialty), plus some medical training. I'm not sure whether the medic needs to be cleric (White Mage?) or not, though that would certainly help, but the medic does need to be about as combat competent as the rest. Kaereth may also provide some training in unarmed and Xath could certainly impart some lessons in deception. At least as I have it in my head, this is all necessary to some degree or other because they are supposed to be small groups capable of intelligent independent action, capable of acting on their own initiative. Maybe this is too much to ask, but that's how I have it in my head.
I don't think it's too much to ask of them. Here's what I would request for SpecOps (and eventually for line troops, as well):

If you're going to go with 10 man squads, do me a favor and stat up a squad. Either use VERY legible handwriting and character sheets, or do it stat-block style on the computer. Stat them up with the "standard" array for NPC stats as found in the DMG (I forget what page), and show me what a Shadow of the Phoenix squad looks like. These are better than average troops, so make them Effective Character Level 2-3, with one of the members being a corporal. He can have 1 more hit die than the rest of them, but should either be the cleric, an archer, or a swordsman...

They should be mostly elves and half-elves, but there can be some humans, orcs, hobgoblins, etc.

Give them whatever classes you want, and give them feats and skills as if they had been trained as mentioned above. They should have some deception skills, improved unarmed strike as imparted my Kaereth, etc.

Really, you only need four sets of stats:
1) Standard SoP Archer
2) Standard SoP Swordsman
3) Standard SoP Medic
4) SoP Squad Leader/Officer

These then become the blanket stats for your squads. Naturally, some experienced squads will develop different stats and some individual personality as they "adventure" under your orders...
 
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Options for Wallage: (cost shown is per section... one section is = 800 sq. feet)

Adamantine:

Thickness:
6"

Hardness:
20

HP:
240

Break DC:
46

Climb DC:
25

Cost:
3000 gp

Iron:

Thickness:
6"

Hardness:
10

HP:
60

Break DC:
33

Climb DC:
25

Cost:
600 gp

Living wood:

Thickness:
1'

Hardness:
5

HP:
120

Break DC:
26

Climb DC:
21

Cost:
200 gp

Masonry, reinforced:

Thickness:
2'

Hardness:
8

HP:
360

Break DC:
15

Cost:
450 gp

Mithral:

Thickness:
6"

Hardness:
15

HP:
180

Break DC:
41

Climb DC:
25

Cost:
2000 gp

Stone, hewn:

Thickness:
6'

Hardness:
8

HP:
1080

Break DC:
164

Climb DC:
22

Cost:
600 gp

*Hewn Stone may not be an option in our location....


Wood:

Thickness:
1'

Hardness:
5

HP:
120

Break DC:
26

Climb DC:
21

Cost:
100 gp

There are several types of augmentations that can be done to the wall, as well... just a couple of examples...

-Windguard: winds prevent ranged projectile attacks
-Holy Guarding: good characters get bonuses when behind/on top of wall
-Incendiary veil: provides concealment, burns intruders
-Magically treated: +20 to Break DC, doubles hardness and HP

All of these augmentations are pretty pricey, so we need to focus on just getting a wall built first, I think... but, that will be determined when we know how much the wall will actuall cost...

I'm in the process of finding out how large the wall will need to be... just thought I'd share this information with y'all to get some input on what kind of wall you think is best....
 

The_Universe said:
I don't think it's too much to ask of them. Here's what I would request for SpecOps (and eventually for line troops, as well):

If you're going to go with 10 man squads, do me a favor and stat up a squad.

Will do, though after I get this week out of the way.
 
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AIM-54 said:
Will do, though after I get this week out of the way.
That will be soon enough. :)

Also, gender is not an issue--they can be male or female, whatever you want. Think of these guys as something similar to stock units in an RTS game, like Warcraft.
 

PC or NPC?

are the "Shadows" s'posed to be NPC classed or PC classed? cause i'd like to take a crack at writting up their stats as well.
mik aka "opossum junkie"
 

The Shadows should be PC classed. Medics can be clerics, if you'd like. Swordsmen and Archers can have any combination of classes, but Ranger seems a good choice for any of them...officers maybe have an extra level of rogue? I don't really care how you set 'em up, but your Shadows should be more powerful than any of the normal line troops.

Remember that if you decide to make any of the troops more powerful humanoids to adjust their level as such.
 

Queen_Dopplepopolis said:
Options for Wallage: (cost shown is per section... one section is = 800 sq. feet)

Adamantine:

Thickness:
6"

Hardness:
20

HP:
240

Break DC:
46

Climb DC:
25

Cost:
3000 gp

Iron:

Thickness:
6"

Hardness:
10

HP:
60

Break DC:
33

Climb DC:
25

Cost:
600 gp

Living wood:

Thickness:
1'

Hardness:
5

HP:
120

Break DC:
26

Climb DC:
21

Cost:
200 gp

Masonry, reinforced:

Thickness:
2'

Hardness:
8

HP:
360

Break DC:
15

Cost:
450 gp

Mithral:

Thickness:
6"

Hardness:
15

HP:
180

Break DC:
41

Climb DC:
25

Cost:
2000 gp

Stone, hewn:

Thickness:
6'

Hardness:
8

HP:
1080

Break DC:
164

Climb DC:
22

Cost:
600 gp

*Hewn Stone may not be an option in our location....


Wood:

Thickness:
1'

Hardness:
5

HP:
120

Break DC:
26

Climb DC:
21

Cost:
100 gp

There are several types of augmentations that can be done to the wall, as well... just a couple of examples...

-Windguard: winds prevent ranged projectile attacks
-Holy Guarding: good characters get bonuses when behind/on top of wall
-Incendiary veil: provides concealment, burns intruders
-Magically treated: +20 to Break DC, doubles hardness and HP

All of these augmentations are pretty pricey, so we need to focus on just getting a wall built first, I think... but, that will be determined when we know how much the wall will actuall cost...

I'm in the process of finding out how large the wall will need to be... just thought I'd share this information with y'all to get some input on what kind of wall you think is best....
This is a great start--you've got people who can probably help make any of these walls, with the possible exception of "living wood." (That might require some more powerful magic than you currently have at your disposal). The problem will more than likely be material. It's really easy to find wood in the forest, but other types of walls are going to be harder to acquire.
 

Letters--

Letter to King- day 2
Letter to Surrounding Cities- day 2
Letter to High Elves- day 2
Letter to Dwarves- day 2

Letter to Noble's Council- day 5
Letter to Rhynn Family- day 5

Letter to Bluemages- L'Aurel needs a speech (prepared before hand by the group given by someone with more cha.) to the people of hywrl telling them about king and amnesty. Once this is done to the groups satisfaction L'aurel will let it proceed. L'aurel knows they are needed, but we do have magic users here currently and with the stones they are stronger -not high level or anything, but we are not without magic right now.
 

The_Universe said:
This is a great start--you've got people who can probably help make any of these walls, with the possible exception of "living wood." (That might require some more powerful magic than you currently have at your disposal). The problem will more than likely be material. It's really easy to find wood in the forest, but other types of walls are going to be harder to acquire.
Also, we still have the magical thorny wood wall as a fall back inner wall, and I would hope we are keeping guards up there, some of the militia! So yes-the gate is open, but we did not tare down the old wall for Hyrwl.
We might get help from the dwarves with stone...
 

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