OOC Discussion for A Kingdom of Ashes (The Battle of the Alder's Forest, and Beyond)

Xath said:
Umm...guys...

Each Sigil of Antimagic Costs 66,000gp. Just FYI, this will be butt-ton expensive.
Yes, I am full aware of the cost. And, I think we need to be prepared to pay it.

It is not at the expense of our circle-- but of the rebellion, at large.

In no plan are we trying to confront the entire population of the mages-- but, in every plan, that will, without a doubt, be something that COULD happen. So, we need to dispose of as many of them as possible without killing any of them.

As for the bluffing and the prison-- we have a ring of spell storing, do we not? We can store Glibness in it and L'Aurel can use it.
 

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Laurel said:
No where in this plan are they going to confront the whole of the mage/talon population

Plan A-
1) Re-enter the library
2) Not satisfied with what they have found they must continue to look. She is also not satisfied with what little she has found out about these new pets (the PC's), so Selura wants to take her new toys into the basement and no one should both her no matter what screams they hear... she wants to get... reaquanted with her old friends- the traitors.

If at any point they the mages question the idea she pulls out the prophesy card-
She shows them the prophesy but says she is not sure how accurate it is. Tells them to study it. Reason she must question them further to find out where and how they got it, but secrecy is a priority. The king will want all the information he can get.

If all else fails open portal door behind mages takes them to prison anyways. Still out of our hair without fighting or with minimal fighting.

and I don't think anyone is throwing out the prison idea yet, but that so far has been the only plan discussed -not the only plan out there.

The Plans need to be to get the mages OUT of our way. Not simply looking in another direction.

I think that this could work, if it were switched around-- prison being plan A...

But, building the prison as part of a Plan B really does seem to be a waste of funds.
 
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Our main objective needs to be to get the mages as far away from us as possible..

If there were more things dealing with other planes in our game, I'd say we should try to plane shift them someplace else...

If I wasn't scared they would make their will-save, I'd say let's get a bunch of scrolls of teleport and just POOF them elsewhere.

If I could wish them all away, I would

If I thought I could convince them that Sulora just wanted them to have a day off... now go home, relax and have fun-- I would... but, somehow, I don't think their dark mistress was quite that friendly...

As such, I think that--despite the cost-- the prison is the best way to go. We have a CRAP TON of treasure and gold from the battle that we haven't even begun to distribute or anything... and, more importantly, this is no long our fight... it is OUR fight... we should be able to find the funding for it.
 

Queen_Dopplepopolis said:
The Plans need to be to get the mages OUT of our way. Not simply looking in another direction.

I think that this could work, if it were switched around-- prison being plan A...

But, building the prison as part of a Plan B really does seem to be a waste of funds.
There is no way to recover from the prison plan... if they see it as false we just have to back peddle really fast in our bluff alone and most likely fight. And depending on when this happens it could when we are surrounded by all the mages.

And I realize that using the funds for imprisonment plan for a secondary plan is not the best option.
 

Laurel said:
Plan A-
1) Re-enter the library
2) Not satisfied with what they have found they must continue to look. She is also not satisfied with what little she has found out about these new pets (the PC's), so Selura wants to take her new toys into the basement and no one should both her no matter what screams they hear... she wants to get... reaquanted with her old friends- the traitors.

If at any point they the mages question the idea she pulls out the prophesy card-
She shows them the prophesy but says she is not sure how accurate it is. Tells them to study it. Reason she must question them further to find out where and how they got it, but secrecy is a priority. The king will want all the information he can get.

If all else fails open portal door behind mages takes them elsewhere. Still out of our hair without fighting or with minimal fighting.
Instead of walking in we can teleport in as close to the basement level we know of- Penny could help us with this one as she may know some small bit of info. We don't have to worry about if someone is there when we poof in, we stick to the same story as if we came through the front door. Selura's on a time table this is urgent no walking slowly around. This may cut down our interaction to just a few mages.
 


I've managed to tweak what I think is a fairly comfortable long term storage area for mages. I used 8 sigils of Anti-Magic. Pictures and descriptions to come soon.
 

Laurel said:
The imprisonment plan still has lots of chance for mess-ups and accidental deaths. There is another plan out there- but anyways, it follows the same lines of using the prophesy and conning the mages except if successful there is no imprisonment and the mages would not know anything is wrong until hours later. The plan can also be activated immediately, instead of waiting for the prison to be built. Plus there is an option of plan A, plan B and then resorting to fighting. Instead of plan A then fighting.
I think that leaving the mages in the library and *hoping* that none of them notice what you're doing is a great deal more dangerous than actually disabling them, which is what the prison plan does. It depends entirely on everyone's ability to lie, or at the very least to stick together. Remember that you tried almost the *exact* same plan last time we played, and couldn't keep party members from blowing the con (*cough*Archon*cough*).

Laurel said:
With the imprisonment plan it will actually take more bluffing, since either selura needs to return occationally encoutering various mages as the prison is being built or she has to have a really good excuse as to why she was gone for almost a full day alone after a battle with these very people and one of her mages seriously wounded.
Only one mage will be aware that there was a battle, and she can't be sure what the ultimate result was, since she was unconscious for the end. However, when she lost consciousness, Selura was most assuredly winning the battle.

Laurel said:
What if this were the plan B -have the prison set up- if we get into trouble run to that spot they follow us in- we run out the door. They are still imprisoned and out of the way, but we have tried other things first.
You can't have them chase you into the sigils, as all of your magic equipment and abilities would also cease to function once inside.

I have no problem with combining multiple plans, but I think leaving the mages in the library is inherently more risky than capturing them, even if only temporarily.
 
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Laurel said:
2) Not satisfied with what they have found they must continue to look. She is also not satisfied with what little she has found out about these new pets (the PC's), so Selura wants to take her new toys into the basement and no one should both her no matter what screams they hear... she wants to get... reaquanted with her old friends- the traitors.
I've seen this mentioned several times. I see a problem.

No one is sure there *is* a basement to the Library. If there is, you certainly haven't found one. The mages appear to have been looking for books, not secret doors - so Selura didn't have them looking for that, either. As such, telling them that you're going to take anyone to a basement that as far as everyone knows does not exist seems a little weak.

On top of convincing them, I don't know if *you* know that there's a basement. You just suspect that there is.
 

Queen_Dopplepopolis said:
In no plan are we trying to confront the entire population of the mages-- but, in every plan, that will, without a doubt, be something that COULD happen. So, we need to dispose of as many of them as possible without killing any of them.
If you're going to Gate them to Caer Melyn, I think you actually *do* need to gather them all together, and gate them back at once. As long as the replica of one of the Mithral Halls of Caer Albion is reasonably accurate, you should be ok in convincing them it's really where they want to go. Trying to move them piecemeal would require a BUNCH of gate spells, drastically increasing the cost of the operation, as well as increasing the potential for everyone figuring out the ruse. If you keep opening up Gates to the room where previously-captured mages are, they're much more likely to figure it out. If you're going to do it, you'll need to depend at least partially on a gathered group-mentality getting the gang to move all at once.

Queen_Dopplepopolis said:
As for the bluffing and the prison-- we have a ring of spell storing, do we not? We can store Glibness in it and L'Aurel can use it.
Good idea, but remember that your bluff should be high quality, as well. I will penalize you for stuff like, "Because I said so!"
 

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