Discussion for a Kingdom of ashes OOC II

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AIM-54 said:
It's more complex and dangerous than that. I'm talking about spending 24-48 hours (maybe longer if we can hack it) in the city gathering some intelligence, but mostly ambushing patrols and then disappearing to create, if not fear, at least some uncertainty among the ranks. Liz made some good points on the intel side along those lines. The trick will be to stay mobile and not stay too close to where we take down some enemies. Opportunities may arise for striking valuable targets that we are currently unaware of, or at least noting the target for a later strike.

The real value will come from creating a feeling of insecurity within the city itself. Once we've done a raid or two like this, perhaps then we can get our ShadowPhoenixes to continue while we move on to bigger targets, such as the barracks and the city watch compound.
This is good. It just needs some focus, and perhaps to be attached to a couple of specific objectives.
 

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A Question

If we're going into the city conventionally and over the wall, the following question has occured to me. Do we know if the Draconids have infravision or darkvision? This could have serious implications for our operation.
 

AIM-54 said:
If we're going into the city conventionally and over the wall, the following question has occured to me. Do we know if the Draconids have infravision or darkvision? This could have serious implications for our operation.
You're not sure. You'd need to capture one and test.

Also, for those interested, if you wanted to tunnel in, it would take around 18 hours, and would cost no more than 8000 GP.

Sounds like a good option, anyway...
 

The_Universe said:
You're not sure. You'd need to capture one and test.

Also, for those interested, if you wanted to tunnel in, it would take around 18 hours, and would cost no more than 8000 GP.

Sounds like a good option, anyway...

Sounds like a job for Laurel and Co.!

Of course, the tunnel option is pretty good too, whatever mission we choose to undertake.

Along the lines of the 24-48 intel/patrol killing mission, possible objectives for scouting include the City Watch and Barracks, to get a feel for the types of soldiers in and around, patrol routines and the like. A jaunt down to the waterfront might not hurt as well, we may be able to garner some useful intel, cause some destruction etc. Closer examination of the statues might also be in order. All the while ambushing patrols/groups of draconids when possible, as quietly as possible. Any other ideas for objectives?
 

Just to put it out there

okay so forget I even made that last post :) Looking back at it, rushing to a meeting is not the time to write to a board.
 
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Just to put it out there

AIM-54 said:
Sounds like a job for Laurel and Co.!

Of course, the tunnel option is pretty good too, whatever mission we choose to undertake.

Along the lines of the 24-48 intel/patrol killing mission, possible objectives for scouting include the City Watch and Barracks, to get a feel for the types of soldiers in and around, patrol routines and the like. A jaunt down to the waterfront might not hurt as well, we may be able to garner some useful intel, cause some destruction etc. Closer examination of the statues might also be in order. All the while ambushing patrols/groups of draconids when possible, as quietly as possible. Any other ideas for objectives?
Another possible goal/objective:: if we find some of the elves still with houses and stores--there was mention that there are some elves just out and about hiding in thier homes and such--find one for possible future underground railroad/a more happily ended anne frank story)

As for the statutes, the universe should be telling us Friday if we have seen any changes or can tell what they are being changed into :) since we are still scrying the city like crazy.
 
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As it stands, we are planning to enter the city utilizing a more mundane path. We will go over the wall with grappling hooks under cover of invisibility.

Once in the city, we use the sewers and other hide-outs to stay out of sight of the draconids. If we are caught/seen, we use diplomacy/bluff whenever possible but, if we have to kill-- we do it quickly and quietly.

While in the city, we will establish a place for the elemental to tunnel TO... and it'll be a party. In addition, we will be gathering information about the draconids daily routine-- where they go, what they do, how they interact-- all of these things will make the liberation of the elves, as well as the liberation of Oceanus a much easier task.

We are hoping to stay in the city for 48 hours.

The exit can, once again, be mundane or we can teleport out... but, suggestions are welcome... maybe try the Passwall/bring down a part of the wall thing then?
 

Laurel said:
Another possible goal/objective:: if we find some of the elves still with houses and stores--there was mention that there are some elves just out and about hiding in thier homes and such--find one for possible future underground railroad/a more happily ended anne frank story)

As for the statutes, the universe should be telling us Friday if we have seen any changes or can tell what they are being changed into :) since we are still scrying the city like crazy.
As was pointed out to me this evening, you can't scry locations--only people. WHOOPS! You guys have gotten lucky! But, the scrying locations is done for the moment. Think of a new plan!

BTW, you can blame Gertie for pointing out my accidental leniency. :)

Nonetheless, I wil tell you by friday what you know about the statues.
 
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You get by with a little help from your friends....

Here's what some NPCs would suggest:

Approximately 48 hours after your palace experience, you travel on foot (or horse or griffon) to somewhere just beyond the edge of the no man's land. You choose a point of attack, and an agreed upon rendezvous on the other side of the wall.

Then, rather then depending on being able to see eachother, you depend on coordination. A mage of some sort casts invisibility on you, and you begin moving to the agreed upon spot, each with ropes and grapples. You will be unable to see eachother, so timing is of the essence. After crossing the no man's land (as quietly as possible) you all grapple the wall at pre-chosen places, and begin a fast ascent. The grapples (and ropes) may be noticed, so you'll need to ascend with the utmost speed.

[alternatively, you may wish to stagger your ascents so that some characters can provide a distraction while others climb]

Once at the top of the wall, you'll dispatch any opponents you may encounter as quickly as possible, and then move to one of the guard stations/towers as fast as possible. If you've encountered resistence, you'll be visible, so speed and silence are extraordinarily important. Moving to one of the guard posts should aid you, as just trying to cross the inner no man's land will attract undue attention. You'll descend where the draconids do, and move across the inner no man's land imitating them as well as is possible. Xath should be able to help a little, here.

Once into the city proper, initial scouting must focus on locating a temporary headquarters. HQ should be small, out of the way, defensible, and easily hardened against casual patrols and inspection. You'll need to hide right under their noses. Remember, undead, saurian creatures like Yoshi, and Wyverns all roam the area at will, so combat may be unavoidable. Should this be the case, speed and efficiency will be the watchwords of the day--be ruthless, and efficient, and above all, have your results, but not your persons be noticed. Silent weapons are a must--no steeldrakes except as a last resort, here. Justice will have to show restraint with her turning--it is a powerful tool, but easily observed...as long as ity can be done in secret, use it with impugnity.

One of the objectives of this mission is to strike a little bit of fear into our enemies, so any draconids must be made an example of--if the bodies are to be found, they must be terrible, indeed, to strike fear into the hearts of these black-hearted creatures.

After establishing an HQ for further operations, several scouting attempts must be made, all while maintaining a low profile. Primarily, some attempt to map the extent of the sewers must be made--they could serve as a useful tool, indeed. If they are even half as well designed as the city streets, you'll have a veritable network of tunnels from which you may operate, unless the draconids have already taken advantage of them. If they have, you'll find out about it during this part of the mission. Once the undercity has been scouted, a secondary operation must be initiated. For our purposes, we'll call it Operation: Pet Rock (this is the planar ally plan). Communication and supply lines must be established between our forest stronghold, and whatever control point we possess in the city. Operation Pet Rock allows us to do so quickly, quiety, and without notice.

After casing the sewers (or lack thereof), and connecting Oceanus HQ with Forest Base, the next effort must focus on observing movements and major choke points within the city. Where are the draconids sleeping (if indeed they sleep)? How many are gathered in what locations? Do they move in specific patterns? Are they preparing to move? If so, where? During this mission, any time targets of opportunity present themselves, they should be taken, and made an example of. Choose a calling card, and begin to leave it everywhere you have infiltrated.

After having identified major choke points, a secondary (or is it tertiary by now?) plan must be made to hit, and severely damage at least one such point. Your goal must be to hit a target of importance, and wreak such havoc that it will cripple this arm of the invasion, at least until further reinforcements can arrive (or be created). Little planning can be made on this option until our initial intelligence needs have been met. If the target identified requires a larger strike force, acquire and brief said force. Speed will be of the essence, and those people we have trained will be standing by to assist should they be necessary.

Once at least one major target has been hit and disabled (destroyed is preferable), we will have momentary freedom to act while the enemy is off balance. Those of our kin that have already been taken to the palace must be assumed to already be lost to the clutches of our enemies.

The city watch, now serving as a holding cell, must be hit, destroyed, with any free populace within returned to HQ, and through the results of Pet Rock, moved to Forest Base. Once out of the city, our supply conduit (and Oceanus HQ) must be collapsed, and made unuseable for the enemy, unless the resulting escape has been unobserved by the enemy, entirely.

[alternatively, you take a much different track with this last step in the plan. While some characters hit the City Watch (or maybe you have a shadow phoenix force do it), you do something obvious, and get one of the larger units of Draconids to give chase throughout the city. You'll need crowded streets, and you'll need to ditch any subtelty you've developed in the rest of the op to make this one work. Once they give chase (the danger must be seen as small enough to warrant a unit or two, not the whole army giving chase) you take them through a place that is difficult to observe, and cast an illusory switcheroo. Although they should still be chasing you, you'll need to look like Draconids, and they'l need to look like elves. You hit 'em with a few wands of Seeming (or some other mass illusion spell) and take off toward the wall. It now looks like (if you can make it work) a bunch of elves are making a run for it at once--coincidentally, right after a bunch of elves disappear from the city watch. As the good draconids you are, you'll "rouse the alarm" which out to bring your brethren down upon these "elves" with decisive force. Assuming they ever figure out that they're toasting their own people, they'll stop--but not before you've disappeared in the chaos, and left a calling card or two]

With valuable intelligence on the undercity in hand, we ought to have the wherewithal for Pet Rock II, III, and IV (etc.) operations, and have several new allies, as well as new respect from our foe...at best, we can hope that they begin to fear us.

If Pet Rock becomes compromised, it will be collapsed from Forest Base, and escape will have to made on your own terms.

Are there any questions?
 

The above is my attempt to come up with a plan--all by myself (although I did steal from all of you, a bit)! It fits in every major objective I have heard batted around, and does so in a logical way, and a way that can help serve the war effort at large.

From an in-game standpoint, you can assume that the non-italics stuff was a tag-team briefing by Meric Randall, Joshua Preston, and Gaerron Dorn.

What it did NOT include was specific mention of "Passwall" which I think is a good idea--you could substitute its use in several places. Nor did it take away all of the guesswork. Lastly, it also fails to include a mechanism to bring down the wall--any number of variations on Pet Rock should be able to do that, as will a more conventional digm, if you can do it. A wall collapse could serve the alternative elf escape plan very well, if you can manage it. Dig a tunnel under the wall, and then collapse the supports--INSTANT HOLE! Real life sappers did this all the time, although they didn't have earth elementals to speed the process.

It DOES expect you to make a tertiary plan based on information you can get while you're in the city. There's no time limit--you're not expected to return until the mission is over--coming home early is mission FAILURE. It requires you to be resourceful, sneaky, and to out-think the enemy as necessary. It also gives you clear goals, direction, and a few ways to personalize the plan to your own personality.

My word is not law, and I want you to feel free to totally ignore the plan the three old men presented to you. But, you guys were getting awfully bogged down in minutiae, and you kept going back to the objectives phase of planning, when you needed to move on to strategy and tactics. Just wanted to help!

It's perfect by no means, but when I play, I plan like the above.

Liz was the impetus (as well as many of the ideas) for the above. Thanks honey!

As for my suggestion (not as the DM) on who/what to take down--I'd say if you brought home Syvattagor's giant head, you'd really have those Draconids pissed, and unable to think clearly. Hard or no, that's what I'd hit if I were playing.

btw, I am inordinately prowd of the name Operation: Pet Rock. It may be dumb, but I liked it.
 

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