Post by TheUdjat on Nov 2, 2009 12:59:59 GMT -5
[Sorry I suck with the updates lately, folks. I am proving a disappointing substitute for the K.]
SEA GREEN
The companions toss around ideas, wondering how to face such an overpowering foe with such limited and tenuous resources. Speaking with the lizardmen on it, they seem willing to commit to a full-scale battle only if there is an immediate plan to retrieve the hostages. They do not mind sacrificing themselves for the good of the ‘Callers’, but they don’t think themselves capable of launching the plan on their own.
Trying to sort out how such a two-pronged plan might be executed, a few ideas are put forth. Rescuers could sneak in or rush in during the midst of a battle, perhaps taking steps to draw the fight out of the compound—though doing so completely is likely impossible. None of the companions are especially stealthy, though both Gro-bug and Ella are swift, Gro-bug with his swift movement and Ella with her mounts. When Ella mentions Antyca for support fire, a Scalander even says. “These five have giant roc? Giant roc could drop rescuers.” Some nod along. There is some support for a ‘parachuting’ method of entry, then, and some of the winged Scalanders seem willing to offer their gliding abilities to enable such a plan.
But it is only one of many put forth. Henrick in particular becomes quite involved in the strategic and tactical plans of a full-scale assault. Almost embarrassed for the interruptions he make, the former captain explains. “I am used to planning battles—usually on the defending side, when New Ravenshead might be threatened, but it’s more than these lizardmen seem to have. From what I’ve gathered, their ‘general’ is one of the Callers, and without him—or her—they’re lost.” He looks them over. “If we pursue this plan, I think I would be best staying with them, leading the attack, unless one of you feels up to the task. They could use all the help they can get.”
[Still need a functioning plan from you guys. Henrick is willing to play general and lead the main battle, allowing others to break off and do whatever tactics they think are best. Any members of the group are welcome to join the big battle or a small incursion to rescue the Callers, whichever they want. I’ll try to keep it interesting for people involved in either approach.
Speaking of ‘approach’, I need to know how our prospective rescuers plan to get in. Sneak through the main gate? Smash in through a wall? Scale a tree and head in via a bridge? Parachute in on Antyca?]
(Character Status)
Ella – 67/77 HP; DR 3/- (4 blocked), Lifedrinking 12 (Lance)
Sean – 47/47 HP; Hide from Undead
Gro-bug – 79/100 HP, DR 1/-
Henrick – 73/78 HP
Natsumi – 51/52 HP, Freedom of Movement
Antyca – No damage [Absent]
Squeeks – No damage
DARK RED
Everyone-
[Vemu- Lenny is doing the smartest thing he knows to do, since using magic cold iron bullets allowed him to hurt Shadows before. Mechanically they don’t need to be cold iron, but Lenny doesn’t know this. Magic weapons have a 50% chance to hit incorporeal creatures in general (which I believe Lenny’s Darkwood bow is, though I had to get this out of the wealth thread, as character sheets are not currently up to date).]
Holed up together in the barracks, Gildas immediately notes the shadows with a heavy heart, as this was his biggest fear for their assault. He hurries off to scout and search for a vantage point to look outside and take in the Deathspeaker’s full strategy, leaving his fellows to face the bulk of the assault.
Lenny prepares his cold iron bullets, remembering well how they hurt shadows in the past—including Vorkal, the worst of them all. He looks for such a lead shadow here, but sees no apparent leader to the assault. The shadows roll in and attack without strategy or cohesion, merely swarming as many people as they can—shouts of agony come from the other defensible locations, others perhaps not as well prepared to handle incorporeal enemies that can seep in through the walls.
Wanderer does fine against the shadows, the Skullsplitter smashing the black entities into a fine mist. Some do strike at him, however, and his strength seems to fail him a time or two, they cold energy of the monsters working its will on him. Lockheart and Tyrano fight savagely, their weapons missing as often as they hit. The cleric has no spells to bring to bear, and is reluctant to use his limited scrolls and items—divine magic being what it is, these days.
Lenny considers using his blasting circlet, but with the item functioning only once a day, and having no sign of a clear leader to this mob, it seems a waste to use it now—he keeps it in reserve, knowing that there are greater dangers to face.
Creeping to a second story window, Gildas is able to get a good view of the battle. He realizes immediately that the shadows are only a first wave of assault, meant to attract the attention of the defenders and send them scrambling for a way to fend them off. The full assault he sees shambling towards the various buildings in droves—mindless zombies and skeletons. There are scores of the monsters out there, no one especially potent or dangerous, but as an army absolutely terrifying. The clerics and paladins that inhabit the temple grounds will certainly help to fight them, but their magic is especially limited these days.
Beyond the various walking dead, Gildas also sees the platemail-clad figures that must be the Deathspeakers. They stand motionless and unbothered, well out of optimum arrow range, each vile cleric surrounded by a bodyguard of warriors. For now, they merely watch. Gildas cannot see their faces, but they must surely be pleased with themselves.
(Character Status)
Gildas – 69/69 HP
Lenny – 61/61 HP
Wystfalrun – 62/62 HP, DR 3/-
Lockheart – No damage
Wanderer – 90/90 HP
SEA GREEN
The companions toss around ideas, wondering how to face such an overpowering foe with such limited and tenuous resources. Speaking with the lizardmen on it, they seem willing to commit to a full-scale battle only if there is an immediate plan to retrieve the hostages. They do not mind sacrificing themselves for the good of the ‘Callers’, but they don’t think themselves capable of launching the plan on their own.
Trying to sort out how such a two-pronged plan might be executed, a few ideas are put forth. Rescuers could sneak in or rush in during the midst of a battle, perhaps taking steps to draw the fight out of the compound—though doing so completely is likely impossible. None of the companions are especially stealthy, though both Gro-bug and Ella are swift, Gro-bug with his swift movement and Ella with her mounts. When Ella mentions Antyca for support fire, a Scalander even says. “These five have giant roc? Giant roc could drop rescuers.” Some nod along. There is some support for a ‘parachuting’ method of entry, then, and some of the winged Scalanders seem willing to offer their gliding abilities to enable such a plan.
But it is only one of many put forth. Henrick in particular becomes quite involved in the strategic and tactical plans of a full-scale assault. Almost embarrassed for the interruptions he make, the former captain explains. “I am used to planning battles—usually on the defending side, when New Ravenshead might be threatened, but it’s more than these lizardmen seem to have. From what I’ve gathered, their ‘general’ is one of the Callers, and without him—or her—they’re lost.” He looks them over. “If we pursue this plan, I think I would be best staying with them, leading the attack, unless one of you feels up to the task. They could use all the help they can get.”
[Still need a functioning plan from you guys. Henrick is willing to play general and lead the main battle, allowing others to break off and do whatever tactics they think are best. Any members of the group are welcome to join the big battle or a small incursion to rescue the Callers, whichever they want. I’ll try to keep it interesting for people involved in either approach.
Speaking of ‘approach’, I need to know how our prospective rescuers plan to get in. Sneak through the main gate? Smash in through a wall? Scale a tree and head in via a bridge? Parachute in on Antyca?]
(Character Status)
Ella – 67/77 HP; DR 3/- (4 blocked), Lifedrinking 12 (Lance)
Sean – 47/47 HP; Hide from Undead
Gro-bug – 79/100 HP, DR 1/-
Henrick – 73/78 HP
Natsumi – 51/52 HP, Freedom of Movement
Antyca – No damage [Absent]
Squeeks – No damage
DARK RED
Everyone-
[Vemu- Lenny is doing the smartest thing he knows to do, since using magic cold iron bullets allowed him to hurt Shadows before. Mechanically they don’t need to be cold iron, but Lenny doesn’t know this. Magic weapons have a 50% chance to hit incorporeal creatures in general (which I believe Lenny’s Darkwood bow is, though I had to get this out of the wealth thread, as character sheets are not currently up to date).]
Holed up together in the barracks, Gildas immediately notes the shadows with a heavy heart, as this was his biggest fear for their assault. He hurries off to scout and search for a vantage point to look outside and take in the Deathspeaker’s full strategy, leaving his fellows to face the bulk of the assault.
Lenny prepares his cold iron bullets, remembering well how they hurt shadows in the past—including Vorkal, the worst of them all. He looks for such a lead shadow here, but sees no apparent leader to the assault. The shadows roll in and attack without strategy or cohesion, merely swarming as many people as they can—shouts of agony come from the other defensible locations, others perhaps not as well prepared to handle incorporeal enemies that can seep in through the walls.
Wanderer does fine against the shadows, the Skullsplitter smashing the black entities into a fine mist. Some do strike at him, however, and his strength seems to fail him a time or two, they cold energy of the monsters working its will on him. Lockheart and Tyrano fight savagely, their weapons missing as often as they hit. The cleric has no spells to bring to bear, and is reluctant to use his limited scrolls and items—divine magic being what it is, these days.
Lenny considers using his blasting circlet, but with the item functioning only once a day, and having no sign of a clear leader to this mob, it seems a waste to use it now—he keeps it in reserve, knowing that there are greater dangers to face.
Creeping to a second story window, Gildas is able to get a good view of the battle. He realizes immediately that the shadows are only a first wave of assault, meant to attract the attention of the defenders and send them scrambling for a way to fend them off. The full assault he sees shambling towards the various buildings in droves—mindless zombies and skeletons. There are scores of the monsters out there, no one especially potent or dangerous, but as an army absolutely terrifying. The clerics and paladins that inhabit the temple grounds will certainly help to fight them, but their magic is especially limited these days.
Beyond the various walking dead, Gildas also sees the platemail-clad figures that must be the Deathspeakers. They stand motionless and unbothered, well out of optimum arrow range, each vile cleric surrounded by a bodyguard of warriors. For now, they merely watch. Gildas cannot see their faces, but they must surely be pleased with themselves.
(Character Status)
Gildas – 69/69 HP
Lenny – 61/61 HP
Wystfalrun – 62/62 HP, DR 3/-
Lockheart – No damage
Wanderer – 90/90 HP