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Discussion for a Kingdom of ashes OOC II

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Okay, so it seems if we get a good plan we are goin in :)

For the invisibility idea: on saturday we had discussed using it there too, and I remeber there was talk of some bubble invisibility? that would have allowed us to see each other, but be invisible to everyone else. We didn't use it since it was a small bubble and not for the entire ship.
Even if we can not see each other, we just need to be invisible through the fall to the roof. Once there we can go back to regular hiding. I just like the invisibility stuff....

For the featherfall- this would be cool, but do we know how far up the anti-magic shield goes? There is still the issue of the sound of the landing though.

As for an exit plan: Why not stick to one area? Instead of trying to get all the way to the docks through bluffing or sneakery -more chance for mistake or problems on the way. Get to bottom of palace and tunnel our way out (through Justice's elemental). We could tunnel straight north and have a ship off the coast ready to get us there, since we can not tunnel (do not want to tunnel) in the direction of New Oceanus. We would also need to somehow collapse the tunnel after us so no pursuers at our backs.
 

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Huge fan of no splitting up!!!! That is the whole reason we are going as a group. I would say though that in that light once in the palace, we should already have a walking/line order, who interrogates, who knocks people out, etc. That way when we hear foot steps there is an automatic reaction of bribers (Justice/Xath) staying in hallway while others hold back/flank. Bribers get them into position and then smash (Kareth/Arfin/Archonus) quickly and cleanly kill/knock out enemies. Then take bodies into rooms, it is already set in place who gets to interrogate, they do thier thing. We move on. Back-up will need to be posted outside or at door in case people go by in hallway or try to go to room.
As Liz said there needs to be stories set-up beforehand, so there is no fumbling with why we are here or where we are going or any such stuff.
 
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Laurel said:
As for an exit plan: Why not stick to one area? Instead of trying to get all the way to the docks through bluffing or sneakery -more chance for mistake or problems on the way. Get to bottom of palace and tunnel our way out (through Justice's elemental). We could tunnel straight north and have a ship off the coast ready to get us there, since we can not tunnel (do not want to tunnel) in the direction of New Oceanus. We would also need to somehow collapse the tunnel after us so no pursuers at our backs.

The problem with staying in one area is that if an alarm goes out, that's where everyone is going to head. If draconids are rushing to the palace, they're probably not going to be paying as much attention and if we kill a squad or two, they will probably not be missed right away. It is somewhat more difficult, but there have been no good ideas on getting away from the area as is. Going over the wall is possible but has all kinds of problems I probably don't need to go into. If I remember from Saturday correctly, Justice's elemental is only around for 15 seconds. That's probably not enough to get us out. I don't know how fast they dig etc. If there's another good way out closer to the palace, I'm all for it. Right now, though, I think going out the harbor is our best bet.
 

Laurel said:
Okay, so it seems if we get a good plan we are goin in :)

For the invisibility idea: on saturday we had discussed using it there too, and I remeber there was talk of some bubble invisibility? that would have allowed us to see each other, but be invisible to everyone else. We didn't use it since it was a small bubble and not for the entire ship.
Even if we can not see each other, we just need to be invisible through the fall to the roof. Once there we can go back to regular hiding. I just like the invisibility stuff....

For the featherfall- this would be cool, but do we know how far up the anti-magic shield goes? There is still the issue of the sound of the landing though.

As for an exit plan: Why not stick to one area? Instead of trying to get all the way to the docks through bluffing or sneakery -more chance for mistake or problems on the way. Get to bottom of palace and tunnel our way out (through Justice's elemental). We could tunnel straight north and have a ship off the coast ready to get us there, since we can not tunnel (do not want to tunnel) in the direction of New Oceanus. We would also need to somehow collapse the tunnel after us so no pursuers at our backs.

Saturday, when we looked up the rules for the elementals, we found out they would only last for like 3 rounds. So, we could make it roughly 90 feet underground.
In order for the elementals to work, we would need a much higher level cleric with like Summon Monster 6 at least.

So, the elemental thing won't be an option.
 

AIM-54 said:
The problem with staying in one area is that if an alarm goes out, that's where everyone is going to head. If draconids are rushing to the palace, they're probably not going to be paying as much attention and if we kill a squad or two, they will probably not be missed right away. It is somewhat more difficult, but there have been no good ideas on getting away from the area as is. Going over the wall is possible but has all kinds of problems I probably don't need to go into. If I remember from Saturday correctly, Justice's elemental is only around for 15 seconds. That's probably not enough to get us out. I don't know how fast they dig etc. If there's another good way out closer to the palace, I'm all for it. Right now, though, I think going out the harbor is our best bet.
I agree with you totally, Jeremiah. And, yes, you're right-- Elemental is only around for a few seconds. They tunnel at their base speed... and, even if they were around long enough to get us out, the actual tunnle would be TINY (I only have access to Summon Monster I).

So, I think that the harbor is the best option. We know we can do it--may even get a second boat out of the deal?
 

The Elemental and Invisibility

The spell you were looking for is Invisibility Sphere, and it suits our purposes very well. Like Invisibility, it lasts 1 minute per caster level. It effects all CREATURES within a 10 foot sphere at the time of casting. Creatures who leave the sphere become visible, but creatures who enter the sphere after the spell has been cast remain visible. Those creatures originally inside the sphere can see each other normally.

Also, for the elemental. If need be, couldn't we get a higher level scroll? Since Liz can cast the spell, she wouldn't even need to roll UMD to use it.

As far as feather fall and noise. Anyone with a sufficient tumble should be able to avoid making noise while landing. I can jump off of my swivel chair and barely make a sound. (I know this from doing stunts, not because I like to jump off of chairs for fun)

And....ok
 

Xath said:
The spell you were looking for is Invisibility Sphere, and it suits our purposes very well. Like Invisibility, it lasts 1 minute per caster level. It effects all CREATURES within a 10 foot sphere at the time of casting. Creatures who leave the sphere become visible, but creatures who enter the sphere after the spell has been cast remain visible. Those creatures originally inside the sphere can see each other normally.

If I remember correctly, we couldn't use that spell during the boat scene because it makes everything inside the shpere invisible... ie, big hole in the ocean... maybe the spell is different than we thought it was, though... *shrugs* Just what I remember hearing.

Xath said:
Also, for the elemental. If need be, couldn't we get a higher level scroll? Since Liz can cast the spell, she wouldn't even need to roll UMD to use it.

That would be cool...

Xath said:
As far as feather fall and noise. Anyone with a sufficient tumble should be able to avoid making noise while landing. I can jump off of my swivel chair and barely make a sound. (I know this from doing stunts, not because I like to jump off of chairs for fun)

This may be, but Gertie the person has more ranks in tumble than the average person... in fact, Gertie may be a 1st level Expert instead of a commoner...

However, I know Justice only has an okay tumble check... like 3 ranks... I just dropped a bottle of contact solution on the ground from approx 3 feet and it was LOUD...

There is very little in this adventure that we can just leave up to the dice rolls--especailly things that not everyone is good at. Justice turns, smashes, and smites... she is capable of being sneaky--but it takes a heck of a roll to make my tumble worth anything at all, especially in a circumstance like that. Everything needs to be inhanced... the last thing we want is to jump down onto the palace roof and be caught instantly. So, we need to find a way to make sure the jumping actually WORKS if, indeed, that is what we are going to do.

Lastly, do we know if the anti-magic stuff on the palace is just to prevent scrying or, the moment we enter the radius of that spell, is our invisibility shpere going to vanish along with all our other magical stuff?
Is it there to prevent scrying or is it like a back hole of magic that is going to prevent the usage of magical items, casting of spells, etc???
 

actual spell

Invisibility Sphere

Illusion (Glamer)

Level: Brd 3, Sor/Wiz 3 Components: V, S, M Area: 10-ft.-radius emanation around the creature or object touched

This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.

Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.
 

Laurel said:
For the featherfall- this would be cool, but do we know how far up the anti-magic shield goes? There is still the issue of the sound of the landing though.
Queen Doppelpoppolis said:
Lastly, do we know if the anti-magic stuff on the palace is just to prevent scrying or, the moment we enter the radius of that spell, is our invisibility shpere going to vanish along with all our other magical stuff?
Is it there to prevent scrying or is it like a back hole of magic that is going to prevent the usage of magical items, casting of spells, etc???

The effect that prevents your scrying is probably not an anti-magic field, or shield, or something similar. Anti-magic fields would prevent the draconids from using their own magic, and unless they're raising the dead and transforming elves into twisted paradies of their former selves with mundane means, there has to be magic in the palace. More likely, it's just an effect that prevents scrying, of which there are many.
 
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Laurel said:
As for an exit plan: Why not stick to one area? Instead of trying to get all the way to the docks through bluffing or sneakery -more chance for mistake or problems on the way. Get to bottom of palace and tunnel our way out (through Justice's elemental). We could tunnel straight north and have a ship off the coast ready to get us there, since we can not tunnel (do not want to tunnel) in the direction of New Oceanus. We would also need to somehow collapse the tunnel after us so no pursuers at our backs.
If you plan on using an elemental, any tunneling you wanted to do would be cramped, and slow...I'm not even sure that Justice could summon one for a long enough time to get you out from underneath the city. To make that plan really work, you'd need something more powerful than Summon Monster I or II, which is all she has access to.

Also, straight north is roughly in the direction of New Oceanus.
 

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