Thrane strike force. RAIDERS OF AUNDAIR STAY OUT

Dispel Magic is good to have, and I can cast it at a lower caster level. I also feel like a scroll of that isn't unreasonable, since our mission was to find something in the first place.
 

log in or register to remove this ad

Dispel would be better in a spell slot, Locate in a scroll. Even outside of a one-shot like this, odds are that Locate is only going to get used once you a pretty sure the general location of something, while Dispel may come up around any corner, likely without warning.
 

Bear in mind that none of us have seen these crates firsthand (I think?) so the caster will only find the closest "man-sized crate" or whatever the caster visualizes. It will, however, give us a starting point.

I don't know if Detect Undead will be useful enough (blocked more easily, much shorter range), but it's another candidate for "spells we thought we'd need going into the mission".

My understanding of the current plan is:
1. We huddle, put up long-duration spells, and go invisible.
2. Begin at the airship, and work our way down. Locate Object is cast when we have the airship secure.

On the pulling/breaking the ramp issue - we pull the ramp as soon as possible to isolate anyone on the airship from the tower (and as quietly as possible, hopefully silence will keep it hush hush) - and then Ysir replaces it with an illusion of a ramp. :D
 

Bad ass Shifter fighter :)

->


Jur


Male Shifter (Beasthide)Fighter 5
Lawful Neutral
Representing Drowned Hero
Quote 'Lets rush them'

Strength 17 (+3)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 12 (+1)
Wisdom 10 (+0)
Charisma 9 (-1)

Size: Medium
Weight: 130 lb
Skin: Black
Eyes: Dark Brown
Hair: Dark Brown; Wavy; Thick Beard

Total Hit Points: 42

Speed: 20 feet [armor]

Armor Class: 19 = 10 +8 [full plate] +1 [dexterity in armor]

Touch AC: 11
Flat-footed: 18

Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +7 = 4 [base] +3 [constitution]
Reflex save: +4 = 1 [base] +3 [dexterity]
Will save: +1 = 1 [base]
Attack (handheld): +8 = 5 [base] +3 [strength]
Attack (unarmed): +8 = 5 [base] +3 [strength]
Attack (missile): +8 = 5 [base] +3 [dexterity]
Grapple check: +8 = 5 [base] +3 [strength]

Region of Origin: Thrane
Languages: Common Gnome

Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
Greatclub [1d10, crit x2, 8 lb, two-handed, bludgeoning]
Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
Full plate armor [heavy; +8 AC; max dex +1; check penalty -6; 50 lb.]

Feats:

Shifter Defense
Shifter Ferocity
Dodge
Point Blank Shot
Two-Weapon Fighting

Traits:

Code:
Action Points: 7 (this level)
Skill Name
	
Appraise 	Int 	1 = 	+1		
Balance 	Dex* 	7 = 	+3+2+2 [shifter]
Bluff 	        Cha    -1 = 	-1		
Climb 	        Str* 	9 = 	+3+4+2 [shifter]
Concentration 	Con 	3 = 	+3
Diplomacy 	Cha    -1 = 	-1		
Disguise 	Cha    -1 = 	-1		
Escape Artist 	Dex* 	3 = 	+3		
Forgery 	Int 	1 = 	+1		
Gather Info 	Cha    -1 = 	-1		
Heal 	        Wis 	0 = 	+0		
Hide 	        Dex* 	4 = 	+3+1 	
Intimidate 	Cha 	1 = 	-1+2 	
Jump 	        Str* 	1 = 	+3+2+2 [shifter] -6 [speed 20]
Listen  	Wis 	1 = 	+0+1 	
Move Silently 	Dex* 	4 = 	+3+1 	
Ride 	        Dex 	5 = 	+3+2 	
Search  	Int 	1 = 	+1		
Sense Motive 	Wis 	0 = 	+0		
Spot 	        Wis 	1 = 	+0+1 	
Survival 	Wis 	0 = 	+0		
Swim 	        Str** 	3 = 	+3		
Tumble 	        Dex* 	4 = 	+3+1 	
Use Rope 	Dex 	3 = 	+3
Shifter

* Eberron character race.
* +2 dexterity, -2 intelligence, -2 charisma (already included)
* Low-light vision
* +2 on balance, climb, and jump


Fighter

* Bonus Feats (already included)

Class HP rolled
Level 1: Fighter 10
Level 2: Fighter 2
Level 3: Fighter 6
Level 4: Fighter 3 +1 to strength
Level 5: Fighter 6


Jur's Equipment:

_____
147 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x2
Arrows (quiver of 20) x3
Backpack
Bedroll
Blanket, winter x1
Candle
Firewood (1 day) x1
Grappling hook
Lantern (hooded)
Manacles x1
Oil flasks x4
Pouch x2
Rations (1 day) x4
Rope (50', silk) x2
Signal whistle
Spyglass
Torches x2
Climber's kit
 



Hrm. A bit uncertain as to who's out an in, but:

1.5 hours after activity ends:
Cast Invisibility and Fly on the character with the best Spot/Listen modifiers (Valderion, I think).
Send this character out to recon the top of the tower airship - just interested in the number of guards and general location.

2 hours after end of activity:
Fly & Invisible on everyone.
Move up to just under the airship (should be the most secure spot).
Cast Locate Object (nearest coffin should suffice).
Activate any medium term buffs (Bonal'll use his Elixirs and his Oil of Iron Silence at this point)

IF the spells shows coffins in the ship:
IF the guard layout is conducive, ambush some guards; otherwise, if a fight is likely to raise the alarm anyway, move to raise/lower/destroy the bridge and secure the ship.
Try our luck with Cha checks to move the ship.

If the coffins show up in the tower:
Starting up top, we pick the best looking target and hit them hard and fast.
Rinse and repeat.
Eleminate the airship as an escape route.
Sweep down the tower in a like fashion.

If the coffins fail to show up with the spell:
As above, but start the search on the ship and then move down the tower.
 

Eidalac said:
1.5 hours after activity ends:
Cast Invisibility and Fly on the character with the best Spot/Listen modifiers (Valderion, I think).
Send this character out to recon the top of the tower airship - just interested in the number of guards and general location.

2 hours after end of activity:
Fly & Invisible on everyone....
Agree in general, although I'm not sure I like the idea of waiting a half hour after the scout comes back; any guards he sees may have moved by then. I'd say send Vald 2 hours after lights out, send him to recon, he comes back within 5 minutes (the length of the fly/invis spells), he reports in, then we all buff up and invis/fly up to under the ship. Then proceed as you said. Or if Vald doesn't come back within 5 minutes, we go up with the buffs expecting combat.
 


My character is up. Also, since I am a marshall I also have a high charisma. Though it is technically no better a bonus than the crusader, it kind of makes for sense for me to wrestle with the elemental, especially if it is an Air elemental (because I speak Auran), and just for thematics. Also, that frees up the crusader to put the smack-down on our enemies because he is likely a much better warrior.
 

Remove ads

Top