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Post by Wizard on Jun 17, 2004 0:40:34 GMT -5
Argh! I can only think about what Elxethan would do in this sort of situation...which is disappear, either by illusions or actually running, and then return and wreak havoc @ night. Callian ain't much for the covert action method, you know? That said, I like the remote mine tactic Japic suggested, and I don't think it violates Callian's code of conduct, either.
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Post by VemuKhaham on Jun 17, 2004 7:12:07 GMT -5
I don't think I'm still allowed to check the weather for you guys, as I have posted that I left already. If I may still do this, I would try.
Survival: +7 (+5 ranks, +2 wis)
if I may not, then Sehanine is the only one left with that ability.
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Post by K Man on Jun 17, 2004 8:21:50 GMT -5
Actually, to address that point Vemu, you did post the contingency that if majority felt otherwise, you would stay back and let Mordrid go.
I have two votes against you leaving at all...and two more votes for you going, after Mordrid.
Let me know if you still take off, despite party wishes.
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Post by Fangor the Fierce on Jun 17, 2004 9:13:55 GMT -5
I don't really have a vote to cast, as he surely is the swiftest rider, I believe. He would be able to get there the quickest, and with a seal from Mordrid, could be able to gather the troops from Sturmguard. I would say that before he left, I would walk up to him, and ask that he check his skills with the weather.
KMAN - Also, I am wondering about the altar. Forgive my rashness, but I would like to know it's dimensions and weight... I would also like to know how much timber, nails, and what supplies the smith has. I am thinking of a larger weapon, that would deal damage ona large scale basis, but would need to know all the various supplies are there.
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Post by K Man on Jun 17, 2004 9:19:02 GMT -5
Not rash at all.
The altar is stone, roughly four feet in length, three feet high and two feet wide, decorated and painted with brigh symbols of the sun god. It weighs nearly a thousand pounds as it is heavy stone.
As for the other materials, why don't you put up what you want to make, and I rule whether or not the keep has the ability to produce it.
I need to know about Vemu and his leaving...
Mordrid first?
Vemu first?
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Post by Japic on Jun 17, 2004 9:25:53 GMT -5
If either want to leave, so be it. If they both go, they should leave simultaneously on the fastest mounts we can find (obviously with a spare) by different routes.
EDIT: KMan, if we were to divive one of the powder kegs up into the shrapnel bombs (10) what sort of range and damage will you give them?
A few (2-3) can be placed in the courtyard and ignited if we lose that ground. 2-3 more up on the parapets to ignite and throw down. Leaving 4-6 left to be placed in the field.
What ever happened to our scouting trip..? We still need the recon. I'd recommend sending a few scouts, the sneakiest ones we've got. They can gather more intel seperately than together.
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Post by Fangor the Fierce on Jun 17, 2004 9:37:21 GMT -5
I was thinking of this fake door idea, and thought if an alternate/additional fake door, but one that deals damage...
If there were enough material, another door/wooden frame/whatever could be made, but fastened with whatever sharp objects that the smith has laying around. Then, it would alomst be the same as the front gate, but instead of it swinging downwards to allow a bridge, it would actually be fastened to the rear of the porticulus/main gate. Ropes would secure it's open state, and when the enemy breaks through the gates below, the ropes would be let go, allowing the door/whatever to swing down, and close on the enemy, damaging the whole front line at least, and also closing the entrance once more. Then it would be barricaded with whatever heavy stuff we had, but the altar is too small, but indeed, it is heavy enough to hold that next door in place.
And while the enemy is now dealing with another entryway to break through, the allies above the gateway could pour down holy water, if there is undead, or stones, whatever. The idea is to make a giant pile of the enemy in the doorway, not allowing the others through, as their own dead are stopping them from advancing. It's a cave-in idea.
The door that would be swinging down would have to be tough enough to stop the enemy, and hardy enough to withstand some damage. Whatever metal pieces the smith has could be used, and sharp objects/spears could be attached for greater damage. This would also give enough time to fall back and re-inforce where we need.
I sure wish there was a cannon right about now....or somthing that we can fire and just slice right through the enemy lines.
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Post by Fangor the Fierce on Jun 17, 2004 9:40:50 GMT -5
We also have the doors to the other rooms that we can use to strengthen other places. We are not going to save everything, but need to make sure that if we do fall back, that we are in a place that can hold up to the enemy the best.
Are there any underground tunnels? Basements?
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Post by VemuKhaham on Jun 17, 2004 11:45:19 GMT -5
To K Man; If no-one here now votes against it, I think if I get a seal of Mordrid, I could leave first. But if Romar knows that Mordrid, apparently also a good rider, is better then him, Romar would let him leave first.
I would guess the weather if the party asks for it and you will allow it.
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Post by K Man on Jun 17, 2004 11:49:30 GMT -5
Only the one leading from here directly to 'The Masters' castle...
Just Kidding...no.
Romar - Mordrid is not a better rider than you, but he is proficient enough to ride well. It all comes down to the horses anyway, which in D&D terms, have the same speed. It would only become a situation if something attacked and you needed to stay stop the horse.
Decide...you or him.
Weather - It is the early night now, the weather seems fair and will continue to be so all through tomorrow.
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Post by Fangor the Fierce on Jun 17, 2004 11:54:30 GMT -5
I like thhe idea of sending at least Mordrid to get help, but not sure about Vemu. That's a tough decision indeed.
I like the breakdown that was done, with supplies and such with the notes. Just some notes to add.
Using oil on the hay is not advisable, is at is already pretty flamable.
The scouting party should be a few, 3 at the most, of our sneakiest rogues. Newt, and the others should go out, in different locations, and see what they get collectively from the enemy.
While they are doing that, the rest of us should be setting up the area that we think the greatest amount of enemy troops are going to traverse. Set up the oil to surround that area, but not in the center of it, as the fire should spread and engulf all within the perimeter. Placing a few of the smaller bombs scattered in the area should help scatter the enemy.
The able bodied people should be digging the trenches right now, with whatever tools we have. I have a shovel that they can use, and I hope the others have some as well. It comes in the BAG. We do have large canvases in the bags.
The smith should be constructing the fake doors/gates along with any excess children or maidens to help get him the supplies if he needs them.
The arrows should be put into quivers, and set around the areas that they would be readily accessible if not worn by the warriors.
The Duke should be ordering the people on, giving them inspiration and preparing for the battle to come.
Mordrid and Vemu, I suspect, are going to ride like the wind. I would say both of them leave at the same time. Sure, it's risky, but they can protect each other if need be.
The hay should be rolled into balls, and set on the walls edges. I might even go so far as to say that they should be scattered around the keep, as the enemy may come at different angles, but we will wait to see what the rogues find out about the enemy.
The oil...tough decision. Use it sparingly in the field, and whatever we have left, make sure that we can put into smaller one gallon containers for some grenade like weapons.
Rope. Will need enough to secure the fake door with spikes on top of the entryway (front). The rest, as mentioned before, should be used as quick access to the courtyard from the walkways.
The division of the gunpowder should be one big bang, and the other barrel split for the small er bombs. The one big bang could be the courtyard, as setting it off in the center would not hurt the keep as much.
When the fire starts, and the enemy is burning as they advance, hold back on the arrows for only those that escape the fire. No use in waisting arrows if the fire will take care of them along with the scrapnel bombs.
As the enemy moves forward to the gates, shoot as many arrows as possible, as the density of the enemy would allow for a few misses, but not likely. No use in aiming for a true target.
Once the enemy gets to the first fake door, continue the assault from arrows, along with the hay balls, igniting them and rolling them towards the enemy. That should buy some more time.
Once they breech the first door, let a few in, ad throw down the real door/or porticulus. That will leave a few in the courtyard, and a few trapped between the real door and the porticulus. The ones in the courtyard can be dealt with by all the 'players' on horseback, cutting them down. If you are not a good rider, then stay on ground and hack away. The rest of us can take care of the enemy inside the courtyard. DO NOT SET OFF THE GUNPOWDER YET. The ones that are trapped in the gateway and the porticulus, open the trap doors if there are any above from the walkways, and pout holy water, or stone then to death.
As this is happening, the enemy should be trying to get at the real door, with whatever they have. Arrows still flying from anyone else that can shoot. As they break through, then the porticulus will hold them back, as we continue to shoot at them. If they get past the porticulus, then the last door falls, swinging down after a few enemy troops have entered the courtyard, and cutting into the eney advancement, stopping them again. The door should be spiked to have a wall of dead enemy troops, hampering their advancement.
Again, riders run down the enemy troops in the courtyard, while arrows still fly and stones are hurled. If the enemy starts breaking through the last defense, fall back into the secured area, while shooting anything unfriendly. Once there, secure the doors, and get to higher ground if we can, to shoot. Once the enemy pours into the courtyard, fire arrows should ignite the barrel in the courtyard, destroying a great many enemy troops, and the rest of the oil should be thrown on the enemy nearing the doors. That way, as they enter, they have a greater chance of catching fire and dying.
By this time, hopefully they would have retreated a few times to regroup, and we should have some help coming soon enough.
Again, this is on ly a rough draft, but something to ammend and change as we see fit...
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Post by VemuKhaham on Jun 17, 2004 12:09:55 GMT -5
I must go now for the rest of the day probably, so I think Romar will leave anyway, just to make it possible for you to post. He will leave first, unless some heavy protest now follows. (sorry guys for the rash decision; I just don't have time anymore. Maybe though I'll be back later this day. Can't say for sure.
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Post by Japic on Jun 17, 2004 13:49:14 GMT -5
Wow, good summation Fangor.
My only problem is that I don't understand how this false door will work. Imagine with me if you will, we are advancing on teh keep (as the enemy will) and there is a embankment leading up towards the gate. We reach the end of this embankment and there is a 15 foot fall down towards the gully. In front of us is the raised drawbridge that we cannot currently touch across the gully. That drwabridge is attached at teh bottom with ropes and'or chains on the top to allow the top end to pivot down to our location on teh edge of the embankment. Behind that is the portcullis (wood or iron im not sure) that drops straight down. KMan did not clarify if there was any amount of space between the drawbride and the portcullis, so I cannot verify that part. Beyond the portcullis is the courtyard.
Where exactly in this do you plan to fit a first false door..? If you do put something immediately in front of the real drawbridge, and drop it down on top of them, you will have given them a bridge to cross the gully and access the real drawbridge.
If I'm seeing your vision incorrectly Id appreciate any comprehension you can lend.
I'm having a problem with this whole defense thing... why would they attack the main entryway that is heavily guarded by a gully, a drawbridge, a portcullis and anything else we choose to fortify it by? Why not seek an easier anwser? They are obviously not dumb oafs. The Master hasn't gotten this far in his campaign by simply seiging the inaccessable doors of every castle he passes. A good strategist always has a way in, one that may not be so obvious to us. Maybe we shouldn't put so much effort into the defense of the front gate....
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Post by K Man on Jun 17, 2004 14:51:34 GMT -5
Mordrid's at it again... That's the reason I wanted to know so badly...Mordrid's a coward to the bone and always planned to escape. His breakdown was an act.
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Post by Fangor the Fierce on Jun 17, 2004 15:33:06 GMT -5
Wow, good summation Fangor. My only problem is that I don't understand how this false door will work. Imagine with me if you will, we are advancing on teh keep (as the enemy will) and there is a embankment leading up towards the gate. We reach the end of this embankment and there is a 15 foot fall down towards the gully. In front of us is the raised drawbridge that we cannot currently touch across the gully. That drwabridge is attached at teh bottom with ropes and'or chains on the top to allow the top end to pivot down to our location on teh edge of the embankment. Behind that is the portcullis (wood or iron im not sure) that drops straight down. KMan did not clarify if there was any amount of space between the drawbride and the portcullis, so I cannot verify that part. Beyond the portcullis is the courtyard. Where exactly in this do you plan to fit a first false door..? If you do put something immediately in front of the real drawbridge, and drop it down on top of them, you will have given them a bridge to cross the gully and access the real drawbridge. If I'm seeing your vision incorrectly Id appreciate any comprehension you can lend. I'm having a problem with this whole defense thing... why would they attack the main entryway that is heavily guarded by a gully, a drawbridge, a portcullis and anything else we choose to fortify it by? Why not seek an easier anwser? They are obviously not dumb oafs. The Master hasn't gotten this far in his campaign by simply seiging the inaccessable doors of every castle he passes. A good strategist always has a way in, one that may not be so obvious to us. Maybe we shouldn't put so much effort into the defense of the front gate.... The gate I was referring to, in case they somehow breached the main gate, would be set up with the 'hinge' part on the rear of the entryway, on the top. That would make the 'door' swing downwards, and towards the front gate. Think of a swinging door, and if you were heading towards the door, like the enemy will, then all of a sudden, you see above you a shadow, then a large wooden gate with spikes and nails swing down, and pummel you. I agree, that the main gate would be the most fortified, naturally, and that the enemy would know that. Looks like with the current situation, we are screwed!!! Damn traitor!!! Looks like we are surrounded, the enemy has enough numbers to surround us, which is not good, but that also spreads them thin. If they wait for tomorrow evening to attack, then we have 24 hours to get setup... Now where did I park my invisible jet?
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Post by BluSpecs on Jun 17, 2004 15:35:01 GMT -5
Just rub it in Kman.....can i pas you the salt?
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Post by Fangor the Fierce on Jun 17, 2004 15:36:30 GMT -5
Are we actually supposed to find a way out of this? Or are you actually evil enough to set us up to lose, then be resurrected as undead characters, now trying to kill everything in our wake???
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Post by BluSpecs on Jun 17, 2004 15:37:30 GMT -5
Someone needs to jump in with some more inspiring words. my negative charisma modifier makes me not the best for the job. ;D Everyone with a decent charisma ought to jump in and say something here! Looks like Fangor's moral is dropping along with the characters! ;D We'll be alright dude Kmans not that evil....usually
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Post by K Man on Jun 17, 2004 15:43:05 GMT -5
As I told Hero, which I believe is in the sig of that character...
"Have Faith in K Man..."
I don't like railroading beyond a shadow of a doubt... You always have a choice and are given the opportunity to do whatever you want.
There are ways out...
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Post by Fangor the Fierce on Jun 17, 2004 15:56:03 GMT -5
Someone needs to jump in with some more inspiring words. my negative charisma modifier makes me not the best for the job. ;D Everyone with a decent charisma ought to jump in and say something here! Looks like Fangor's moral is dropping along with the characters! ;D We'll be alright dude Kmans not that evil....usually Callian should speak up now, +8 Diplomacy!!! With aid from somone else, that could be +10.... and Galdren has +7 Diplomacy... Speak up, or I myself will have to speak up, with a o Modifier...let the dice gods be on our side... I am sure there is a way out, and there are still fortifications to be made. I am not giving up, only testing your evilness, lol. Besides, Krysta vowed to stop this Master at all costs...she's not gonna stop now... So a way out....the only ways to get out is above ground, or underground....so use of Knowledge Skills in Dungeons, Geography? and Nature? Is there any way anyone can think of using these to our advantage? I say dig the trenches...they won't be able to get to our walls with the trenches with spikes on the floors. That will hamper them for awhile. We still have horses to use, and they must have been mentioned for some reason. Looks like they will come from all directions. A ring of fire, surrounding the keep would also help. Let enough inside the ring, then light it. It will cut off the rest from approaching for some time, and we can deal with those between the ring of fire and the keep with plenty of arrows. Hopefully if we all take a deep breath and blow outwards, the fire will head back towards the enemy, towards he woods, and burning them all to death...SARCASM
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