Thrane strike force. RAIDERS OF AUNDAIR STAY OUT

Ok, Bonal should be finalized, and on checking his costs, I found I had 200 to spare, so I'll toss that into the warchest.

Swapped his oils of bless weapon for an oil of iron silence.
 

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Dekana said:
In that case I'm buying back my healing belt, and my cleric is all set unless someone wants me to swap out some equipment.

Also, I'm not sure what do for hp. Roll hit dice, take 3/4, etc etc.

I believe the Aundair Raiders group is max first HD, 2/3 for the rest. That's what I used to generate Armament, anyway.
 

3/4 HD is correct. Not too much peeping at the charactersheets of the aundair raiders. It'll be more fun if it's a surprise for you guys as well.
 

Nac Mac Feegle said:
A question for the good doctor: Are you taking all 7 of us, or is someone getting the axe?


six is plenty. If it's any consolation, the seventh player will get another chance later in the game, if the six of you don't slaughter the enemy aundair PC's. I'm inclined for Zurai to fall off, since I plan on starting the combat this weekend. Sorry.
 


I really hate saying this because this sounds like a crazy amount of fun, but I will be gone for most of Saturday and will most likely not have a lot of computer access until late Saturday night. Sunday I will be available.

GAaaaahhhhh! Grrrrr......

Either way. :(
 


The enemy is holed up in the tower. Their ship is moored at the ramp. The tower is on a small hill. You lie still at the edge of the forest, about 200 yards from the tower. You can see some movement from the tower to the ship, then everything is quiet.

What is your plan, and when do you plan to assault?
 

Hrm.

If we have enough resources, I'd say to send one of the scoutier fellows out with fly and invisible to have a look at what kind of a watch they have up top, and maybe spy a good entry point and/or initial target.

Provided we don't see anything to diswade us, I'd think we'd stick to the general invisible flight up top and begin the systimatic search and destroy.

As for time...

Hrm. Night really won't be a huge boon for us, since we will go in invisible, so that really isn't a main factor, i'd think, though we want it to be late enough that at least some of the PCs have had time to get to sleep.

Assume at least some of them are elves, I'd say no more than 3 hours after the activity seems to die off.
 

I'd say give it two hours after activity dies off, then buff up with spells that last for multiple minutes (fly, invisibility, etc.), and hit the airship fast. I say we put a separate spell of invisibility on one person and have them hover above the tower to warn us if the rest of the PCs wake up and come after us. Once we've taken then ship - assuming we aren't under attack - we break the ramp and head into the tower.

Did we end up with anyone that can fly an airship? If the cargo is in it then we could end this thing really fast just by flying away with their stuff.

EDIT: I'm not sure if just having the Least Dragonmark is enough to use the Wheel of Wind and Fire to pilot the ship without a roll (someone who knows Eberron better, is this the case?), but even if not anyone can try to force the elemental to move with an opposed charisma check (most elementals are charisma 10). This means that if the cargo's in the ship or if we get it there, we might just be able to power our way out. Both the cleric and the crusader have good charisma.

EDIT EDIT: Actually, it's probably best to take up the ramp as soon as we get on board, if we get detected, we don't want to make it easy for the PCs to charge up at us.

TRIPLE EDIT: So I looked it up and you need a lesser Dragonmark of Storms to use an airship without a charisma roll, so we'll have to fall back on just hoping for good rolls by the crusader/cleric long enough to get us away. This might be an excellent use of Action Points.
 
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