Discussion for a Kingdom of ashes OOC II

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Xath said:
Hmm. I looked up permanancy and it doesn't apply to True Seeing. True Seeing itself only lasts for 1min/level. So he either cast it while I wasn't looking, or he's got an item with it. Tricky bum...
Dare I ask, but what were you were pretending to be, or did he just say well you are as beutiful as you look....?...:confused:

As for applying it to New Oceanus, defiantly whoever has it... but it will cost us. And what do we do with the info? This was the problem last time. Do we just kill them for being spies, try to interrogate them, or just keep a watch on them?
 

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Laurel said:
Dare I ask, but what were you were pretending to be, or did he just say well you are as beutiful as you look....?...:confused:

As for applying it to New Oceanus, defiantly whoever has it... but it will cost us. And what do we do with the info? This was the problem last time. Do we just kill them for being spies, try to interrogate them, or just keep a watch on them?
Yes, it will cost us... I posted the stats for the spell on Thursday or Friday of next week... I'll have to dig them up..

However, we can just have it cast on one of us and then, go rounding up people if we need it.

I'd say, we don't just kill them... that is a little... uhh... bad. But, we should lock them up in individual cells and question them before we put them to death... need a trial and stuff like that first. Don't want to condemn them without due process!
 

Laurel said:
Dare I ask, but what were you were pretending to be, or did he just say well you are as beutiful as you look....?...:confused:

Um....let's just say that Xath got a lesson in humility and a much needed reality check.
 

Queen_Dopplepopolis said:
This spell may be helpful with the information gathering...

Prying Eyes, Greater
Divination

Level: Sor/Wiz 8

This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a greater prying eye’s maximum Spot modifier is +25 instead of +15.

True seeing rizocks!
Here's the spell with True Seeing...
 


Lotsa stuff going on, so let me chime in a bit.

First, I agree with Liz, I think we need to do this conventionally...over the wall, from the sea, however. The magic stuff is easy, but expensive and we know they have far more magical assets than we do. Switching up entry and exit methods means they have a less easy time of preparing for us.

Second, the cannon idea is bad. Very bad. All that would do is lose us the cannon. Their aerial assets would simply swoop down and eliminate it. One cannon is also going to take a long time to take down that wall. For now, they serve us better to defend the town. They will also be good for any mass assault, should it come to that.

Third, someone mentioned the barracks (Gertie, I think). Considering how much trouble we're having coming up with a way to get the elves out, the barracks might be a better target. We get in, smash stuff, kill bad guys and get out.

Fourth, Liz mentioned lotsa info gathering still to be done. We can do some of that too, especially if we don't have a four hour hiatus this week :p I think it's important that we take every opportunity to hit the bad guys when we can (ie every session).

Fifth, we are still hideously undermanned, but I believe Jaine mentioned that she will be on that, so something is being done to work on that.

Sixth, we have this special forces squad kicking around. We should probably utilize it, unless we're having them concentrate on training the next squad...?

I think that's it for now.
 

tunnels = fun

we should have as many elementals as we can summon digging tunnels day and night. after awhile it'll add up. the tunnel doesn't have to stretch all the way to New Oceanus, it just needs to stretch from a deserted wharehouse in Oceanus, under no-man's land, past the wall and into the woodline emerging in some seculded grove.
yeah, those are my two cents. i like tunnels cause their not magical, they last, they'll be cheap and they make a good exit/entrance plan.
mik aka "when all else fails"
 

Queen_Dopplepopolis said:
Justice's main thought is that we are horribly and incredibly undermanned.

We've already opened our arms, conditionally, to the wizards... maybe we should do it for the Black Orcs, too...
These guys are the worst of the bad--their skin has been magically darkened--scarred to reflect their crimes againt their tribes, and to the kingdom at large. They are savage, cruel, and evil--and they've been banished to one of the more inhospitable places in all of the kingdom--the southern hills.

With the possible exception fo a few wrongfully convicted orcs (whom you cannot even be sure exist), these guys are unredeemable. However, that doesn't mean that they won't fight for or with you, if the reward is high enough.
 
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AIM-54 said:
First, I agree with Liz, I think we need to do this conventionally...over the wall, from the sea, however. The magic stuff is easy, but expensive and we know they have far more magical assets than we do. Switching up entry and exit methods means they have a less easy time of preparing for us.
On this same train of thought--how many days between the palace raid and the next raid into the city? The more time you give them, the readier they're going to be. If one of your goals is to keep the enemy off-balance, you haven't achieved anything close, yet. The severity (and frequency) of operations will have to increase if you want to buy yourselves some time.

Also, I tend to agree that using a singel cannon to try to knock down the wall is probably just going to cost you a cannon. Such a thing might make a good distraction, but it is by no means going to work as a primary plan.

AIM-54 said:
Third, someone mentioned the barracks (Gertie, I think). Considering how much trouble we're having coming up with a way to get the elves out, the barracks might be a better target. We get in, smash stuff, kill bad guys and get out.
I am not sure whether this would me more or less successful than whatever you already had planned--but if you're going to pursue it instead, I NEED to know. If you spring it on me on saturday, we just won't be able to play, because I do NOT have the barracks ready for play. Just a little meta-gaming, there...
 

Archon said:
we should have as many elementals as we can summon digging tunnels day and night. after awhile it'll add up. the tunnel doesn't have to stretch all the way to New Oceanus, it just needs to stretch from a deserted wharehouse in Oceanus, under no-man's land, past the wall and into the woodline emerging in some seculded grove.
yeah, those are my two cents. i like tunnels cause their not magical, they last, they'll be cheap and they make a good exit/entrance plan.
mik aka "when all else fails"
Remember (as Gertie has already mentioned) that New Oceanus and Hyrwl are more than likely full of spies--how secret will your tunnel be? Also, make sure that there are spellcasters that can make such a thing--do you have access to them, or do you need to "rent" them from the nearby dwarven kingdom? As always, I can help with that, but I want you guys to be reasonably proactive, here.

Lastly, I REALLY need to know what you're doing, what your goal is, and when you're doing it--time is of the essence, and i need to be able to frame what the bad guys have been doing in the time that you have been idle.
 

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