Discussion for a Kingdom of ashes OOC II

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Mik's tunnel idea is an awesome idea. Gotta find out how far the elementals we have access to and for how long..

But-- I think that taking down a part of the wall, then trying to go in over that rubble is a bad plan...
CRASH BANG-- WALL FALLS... guards go... "HUH?" and we are there, trying to jump over the rubble to get into the city... seems like it's just a large spotlight on us...

Sneaky enterance utilizing grappling hooks or tunnels seem like they are the best, and least complicated options.
 

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Elves are an excellent idea-- I think that we should try to do all we can to get them free. However, I don't think they can be an "optional quest" or a "side mission" they need to be made a main objective.

So, if on Saturday we want to try to free some elves, we need to work out a plan in order to do that-- in addition to blowing some stuff up and causing a major shake up in the city.

Try to do 2 things instead of just one... but, we need to be able to do them as a group--without splitting up. It will be complicated-- but, Kennon thinks that we up for it.

So, we need to shift our planning/brainstorming style to include two objectives as opposed to just one, as we have in the past...

What are your guys ideas as to how the free the elves? Keep in mind that we need to be able to take quite a few with us... or the only thing that we will have accomplished is to heighten security around their prison.
 

Queen_Dopplepopolis said:
But-- I think that taking down a part of the wall, then trying to go in over that rubble is a bad plan...
CRASH BANG-- WALL FALLS... guards go... "HUH?" and we are there, trying to jump over the rubble to get into the city... seems like it's just a large spotlight on us...
I am BACK on the Intar-web! YAY!

I just read through the thread. I think some of you are getting stuck in planning little operations--you need to start planning bigger ops, even if they don't include any more people. Stick it out in the city a little longer, try to make a bigger difference, kill some more draconids, leave a mark. You need to make them scared of you--they need to look over their shoulders every time they move, and wonder if someone's going to kill them for crossing the street.

Getting elves out might be part of that, and it might not be--I don't care...I just want you guys to take a few more risks, be a little more daring--let them know that you've been there, and make them afraid that you're coming back. Above all, make it seem like there's no way for them to stop you.

I have some ideas, but I know you guys can think of stuff better than mine. You want them chasing their tails! Have fun!
 

The entire point of my previously mentioned foray is to send a message. And by doing it loud and violently, it sends quite the message, particularly to anyone who may have thought we were cowed by our previous foray. Taking down a segment of the wall also prevents anything unfortunate occuring during an over the wall entry scenario, where even if we pick a point between two guardposts, if something goes wrong (ie an errant die roll), guards can be upon us in 1-2 rounds, perhaps leaving someone stranded in a vulnerable position. By bringing the wall down, anyone coming upon us has to fight on our terms. Bringing in a ShadowPhoenix squad (designed to be independent operators, recall) to back us up means more firepower in and around the entry point, along the path, at the objective and back again, giving us more freedom to engage in those targets we deem worthy of our attention.

I don't think there will necessarily be an ideal time to get the elves out. Although this plan is terribly risky and probably leaves much to be desired on the route home, the surprise and shock of such a raid could be much more valuable than a more highly developed plan. If necessary, we could have troops with wagons waiting at the woodline to help us escape or get the elves back to Hyrwl. If necessary the group + ShadowPhoenixes would run rearguard to delay/defeat any pursuit. We have shown no other realistic plan/creativity in attacking this problem and I have my doubts whether we ever will.

If the City Watch is deemed to dangerous, so be it, this method can also work for the Barracks, but I don't think we should get our hopes up that hitting the barracks will eliminate middlemen. We are likely to just be killing footsoldiers and maybe the occasional officer. I imagine officers are quartered in more comfortable abodes.

But maybe we're not ready for such a daring exploit.
 

Queen_Dopplepopolis said:
But-- I think that taking down a part of the wall, then trying to go in over that rubble is a bad plan...
CRASH BANG-- WALL FALLS... guards go... "HUH?" and we are there, trying to jump over the rubble to get into the city... seems like it's just a large spotlight on us...
Hence my previous post (bottom of thread 43) Knocking down the wall is havoc and distraction while the main team (us) goes in a different area with PassWall.
 

adding to a great start :)

Xath said:
Team us, maybe minus one or two, depending on opinion, uses a scroll of Pass Wall on another area of the wall. Using pass wall with a combination of Silent Image, and Alarm allows the group to enter the city virtually undetected. And I say virtually.
Here's how it works: Pass wall creates an arch like opening in the city wall. Using Silent image on the wall entrences, it will appear that there is no hole in the wall. We can also Alarm (mental) the entrances so that we will know if it has been discovered and we will know not to try to exit that way.
As druid/ranger I can cast Alarm (it would only ring in my head), so we do not have to waste more money for that spell at least. Unless we want it on other people- then we need have someone else cast it.

Xath said:
Team Someone else, and maybe 1-2 of Us, arrive in Centurion's Forest, by means of a hole dug by earth elementals (up to a point. if they're loud diggers, then they should dig until about 10 feet below ground, and that should be done by hand.) And what do you know? Centurion's Forest is right across from the city watch. Note: The tunnel should be used as a point of exit ONLY. This way, there is less of a chance they will know about it before the time of escape.
Like this :) This does depend on noise and time though... Assuming we are going for another night ops, means we have night 30 to night 32. Going in after the earth elementals could be a project for ShadowPhoenix. This is highly dangerous, but I still think it could work.
Picture idea:: ShadowPhoenix stands at entrance armed and ready. They let elementals dig, once in a certain range elementals stop. Through scrying we have an exact room/building planned out and set of signals, when we are set inside the city (however we got there) and ready we give signal. ShadowPhoenix in place below building in tunnel, they tap back. They dig while we get any flooing out of the way. We all leave that way, last one out sets up an alarm spell --so nothing can follow us and/or with permanency so no one can use it later without us knowing about it.

I would only hesitate to have the entrance/exit be Centurion's Forest- from previous post by Kennon- the forest has been cleared and leveled, so there is no cover -unless someone has new info on it?
We could even have the tunnel go directly below the city watch, Elves will not have to run through streets then.
Possible alternative: Collapse the tunnel once they are out/ we then go to barracks/ kill mayhem/ exit city through wall or something else.
 
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On Spies....

Don't worry about killing the draconids in the camp. Find them as best you can, and then start feeding them information. feed them false information, feed them conflicting information, but make sure they know what to report. Have "conversations" in front of their tents about sensitive issues, but have everything you say be false. Start talking about the secret weapon that you have in the forest...how you can't wait for them to attack...

You get the idea.

Be devious. Think like a bad guy, but still be a good guy. :D
 

I didn't realize the forest had been cleared, but I like the idea of tunneling right under the city watch. While it makes escape more dangerous, it minimizes the area where we'll have to move the elves.

Oh, and I'm all for feeding false information.
 

Oh, and the tunnel should only be 3 men wide, max. It makes the escape slower, but it also minimizes the amount of them that can attack at once.
 

Xath said:
Oh, and the tunnel should only be 3 men wide, max. It makes the escape slower, but it also minimizes the amount of them that can attack at once.
Depending on time we could have yoshi harnessed again and use a series of litters, set-up for the most wounded. Basically have them pulled out by yoshi... ?

By the way in the above ShadowPheonix group would be in the tunnel helping the elves through and out of tunnel, but we would stay to defend thier backs and such...
 

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