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<blockquote data-quote="Pielorinho" data-source="post: 1782444" data-attributes="member: 259"><p>Wow--great ideas!</p><p> </p><p>So here are some thoughts, based on this:</p><p> </p><p>1) The team outside the fortress might be relatively weak, but needs to be able to put on a show of force. We should get as many folks as possible into the fortress through the sewers, since we know we can get in that way.</p><p>2) When the inside team (all the PCs, plus one semipowerful NPC ally) gives the <em>whispered</em> order, the team outside the fortress should move first. Their goal should be to draw as many guards as possible toward the fortress's outer defenses.</p><p>3) Simultaneously, <em>rope trick</em> the gateway.</p><p>4) The GDT should be inside the walls already, <em>via</em> the sewer; they should rush toward our location, <em>whispered</em> to them. Another team inside the gate should set some fires (assuming there are burnable parts of the fortress) to cause confusion, or should attack the fort's defenders from the outside, or should try to find a way to open the fort's main entry. The last team will be archers who accompany the GDT toward us.</p><p>5) I'm thinking that the low-level clerics may want to cast a <em>Protection from Evil</em> on the biggest baddest-looking barbarian, and have him be the one to lead the charge to our position, in hopes that he'll be the one first targeted by the Bad Guy Leader. Does that make sense? Or do we want to send a cannon-foddery weakling through first?</p><p> </p><p>Once we do that, setting up the perimeter sounds good; I'll encourage the clerics to learn <em>Obscuring mist</em>, and see if the Greenbond wants to take <em>Muddy Ground</em>. Dunno if the oil thing will work, but it's worth a try.</p><p> </p><p>Thanks!</p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1782444, member: 259"] Wow--great ideas! So here are some thoughts, based on this: 1) The team outside the fortress might be relatively weak, but needs to be able to put on a show of force. We should get as many folks as possible into the fortress through the sewers, since we know we can get in that way. 2) When the inside team (all the PCs, plus one semipowerful NPC ally) gives the [i]whispered[/i] order, the team outside the fortress should move first. Their goal should be to draw as many guards as possible toward the fortress's outer defenses. 3) Simultaneously, [i]rope trick[/i] the gateway. 4) The GDT should be inside the walls already, [i]via[/i] the sewer; they should rush toward our location, [i]whispered[/i] to them. Another team inside the gate should set some fires (assuming there are burnable parts of the fortress) to cause confusion, or should attack the fort's defenders from the outside, or should try to find a way to open the fort's main entry. The last team will be archers who accompany the GDT toward us. 5) I'm thinking that the low-level clerics may want to cast a [i]Protection from Evil[/i] on the biggest baddest-looking barbarian, and have him be the one to lead the charge to our position, in hopes that he'll be the one first targeted by the Bad Guy Leader. Does that make sense? Or do we want to send a cannon-foddery weakling through first? Once we do that, setting up the perimeter sounds good; I'll encourage the clerics to learn [i]Obscuring mist[/i], and see if the Greenbond wants to take [i]Muddy Ground[/i]. Dunno if the oil thing will work, but it's worth a try. Thanks! Daniel [/QUOTE]
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