Talk:Storm To Port

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Earlier stuff removed as no longer relavant now the adventure is going a head--Helen 13:17, 19 Jun 2007 (NZST)

Adventure Times

Ok, from the replies so far, I'm going to aim for the first game to kick off the first Saturday in July, the 7th. Probably go for about a 1PM start, Venue will be at Keiths to make life easier on the Kiddy Transport at present.

Feel free to start making Mil Sci/Buff/Spell plans on the Wiki, and if you want to start questioning your Employer in the Guild Meeting room, I'll provide Answers to questions on here also, since we won't have many days actually together if we can hit the ground running on the first session it will work faster.

--Bernard 15:45, 16 Jun 2007 (NZST)

Character Notes

I agree with you on the point of online introductions and I'm wanting to set something up so that each player (and the DM) can type their text using a different colour (foreground or background) like I have seen on other pages. This is to differenciate who typed what and also I'd like to see everyone contribute to the scribe notes except just me (yes, that's me volunteering). Say for instance

this is Aqualina's text
this is Flamis's
this is Gok's text

Might have to be careful so that link colours (blue, purple and red) are still distinctive from plain text. Anyone else got colour preferences?
Incidently, personally, I don't wanna be party leader. Oh, and Jacqui says she doesn't have a problem with Flamis, besides, this looks more shipbourne than being underwater. --Keith 19:07, 16 Jun 2007 (NZST)

Keith, can Thorn be Green (Thorns coat of arms is blue and green).

Thorn's been to farway before as has Aqualina, the Duchy where the portal to Alusia is located, is/was (depending on the current political situation) part of a large Empire and about the same distance from the coast as from the capital, which was several weeks ride away by horse in good weather.

If Goks wearing that sash then having Isel Eth along would be to his (and the parties advantage).
As it stands it looks like Gok has the DA & defence spells, Flamis the weapon spells. We have 3 capable frontline fighters, and a mix of attack magics.
Thorn's had several water adventures and can do her own waterbreathing in an emergancy, as well as some of her own power up and magical defence. She has Mil sci at Rk 6 which gives an 80 sec timeout and an IV of D+37, most of the rest of its on the wiki. --Helen 22:08, 16 Jun 2007 (NZST)

Strategy Planning

Ok, next session will be the first Saturday in August. I suggest all the Mil Sci's get together to discuss plans, tactics, how to make use of your support best, and a plan of attack. Depending on the planning, we may not need to run pulse by pulse combats, but may be able to run general events, since unless your up against heavily trained troops/fantastical monsters, you'll just sweep them aside if you approach right.
--Bernard 21:29, 15 Jul 2007 (NZST)

It seems to me that we are a good tuff party. We have excelent blast magics in Flamis, and a potent front line in Vandahand, Thorn and me. We even have a water Mage who is bound to fire up like a race horse now she's not so ichy.

We also have very good transport magics and this I recon in our tactical advantage. The only thing we lack is a namer and that my be a problem when the Triumverate show up. That serpent guy may have made good armour but with him showing up out of the land and swimming away afterwards... scary. Anyway with Flamis's fire feet spell, and her and my teleport magics we can get into the centre of the their command posts and take out the leaders. Much like we did at Carlsons switch.

If we aim to fight in a circle with the mages in the centre then we can hop to where the comand unite seems to be and do surgacal strikes and either hop away or if the rank and file seem to fall into disarray then flamis and hose them down leaving less for Marvins troop to do.

Well those are my initial thoughts - if they seem crazy please tell, people sometimes do think my plans are crazy.



Give me a few hours warning and I can get some water elementals going. Two at once if necessary. Also, if we can identify their own water mages, some Counterspells in the area could be useful. Not sure if I would be able to take over control of one of their octopi as their control may be stronger than mine. Certainly affecting the waters themselves didn't seem to work.

Otherwise I'm just going to have to get my trident out and poke them ... several times over which will probably mean the heavy armour.

Aqualina


I had much the same thoughts as Gok (I don't know if I should be scared or not) however with one of my milsci fields being Siege I can add a bit more detail to the plan. To have cut off the village they need to have circled it with troops, but as their purpose is to prevent supplies getting in, that circle doesn't have to be solid. All they really need is circle of lookouts to watch for anyone trying to get in or out, patrols to catch or intercept individuals and small groups and a base (or two) from which to move on any large force. Which explains how we got in, as we are too few to be seen from afar and too quick to intercept once spotted.

With the use of the locals knowledge of the area, the various forms of scrying, water, fire and crystalball we locate and scout the base and lookout/watch posts. We attack the watch posts in the area of the base, probably using Goks Shadow walk to get suprise and wipe them out quickly (hopefully) before they can warn any one. Then we can safely summon elementals (water and fire if we can although the durational fire magics seem to be all to heck). Set them on the masses at the base who should have little warning and then as Gok says we go give the commanders and mages a nasty suprise ourselves.
That way they can't get rid of our elementals, and the masses who didn't have magic weapons in the last bunch are too bussy with elementals to counter attack us.
As I see it the major danger to us other than someone calling master would be wards. We can use counters to boost our MR, The ship has a namer we might be able to borrow, if not for combat then for power, up with counters for any colleges we may need but don't have ourselves. Necro SK counter?
If they call up another seamonster we fall back to a defencive position. Get off this sea/land.
If this plan works the controlled monsters and undead will become uncontrolled and either wander off or attack according to their nature; in the face of elementals and without leadership I'd expect any surviors to flee.
Thus we achive two things with one strike, we brake the siege and we kill lots of followers, braking the power of their agents as we have been instucted.

Thorn


Ok, well I can teleport 7 entities .9 of a mile or 6 entities 1.8, or 8 entities .45 so if we have 3 elementals making us 8 in total about 270 hexes at a hop. I need to be able to see the target area and it needs to be shrouded in shadow, alternativly I can create effective shadows up to 20 hexes distance but not more; second alternativly if we have a supply of crystals of vision I can take us up to the full distance so long as there are effective shadows shrouding the arrivel point.

If we have elementals supporting our warriors it may be better for GoK to function more as a mage, I can do an empathy (no range) and have a low rk blast spell (though not through people), or falling star which takes 12 pulses to arrive; I will be a more competent blast mage is a few years. The thing is once I am engaged in melee I am unlikly to be able to teleport us away if this becomes necessary.

Just tell me what you want Thorn. Also I am keen to hear from Vandahan and Flamis.

I'm thinking we take the 5 of us plus maybe one elemental if we want/need to, using Goks shadow walk the almost 2 miles to get in on watch post or gain suprise as the first move at the start of an attack.
We use Flamis's fire arch to move just us around after closer targets like comanders, while the range might be shorter it has the advantage of doing damage on arrival and its not reliant on a shadow. It is however flashy and not stealthy, it can also be used to get us away if need be.
If Gok can do falling star on a fixed postion time is not such an issue as long as we are not on that spot when it arrives, likely targets are things like watchtowers or gateways that are likely to still have or will have someone there in 12 pulses.
A falling star targeted on the position you judge the center of an advancing group will be when it arrives could do alot of damage cause alot of confusion and be a great signal for elementals or other support to start their attack.


Other Notes

Don't forget, if you want to add any comments to the scribe notes, please feel free to do so. Just remember to mark them in your colour, or mark them in some other way and I'll fix it for you. Incidently, I think I'll be learning the true shape talent (as noted on the Farwey page) if I get a chance. Another alternative to curse removal if I get stuck on merform. - Aqualina


Keith, did you take down the Details of the Provisions you borrowed from the army(well, the ones you'll return if not used). That list may be relevant at some point, also you have the triggering conditions for the investeds you looted in the City off the cultists, so you have access to all those investeds to include in your planning as preperation, and planned powerups before you go will be something I need to know.
On the True Shape Talent.... does Aqulina DA as Shapechanger now? or Human with a weird talent of shape changing? as only Shape Changers can learn the True Shape Talent. And it is subject to availibility also.


No .. I don't recall that at all. As for the True Shape, no. She has an item that allows her to assume merform but, if she stays in it too long there is a chance that she can get stuck in merform as per a lycanthropy curse. It can be fixed with Curse removal but, it seemed that the True Form talent may have been a viable alternative.


Added what I could remember of what you requested from the Military, if you can put any other requests you did have up here in discussion and I'll put what they actually could provide up on the main page.


We got that suit of damaged mage armour, the way fights tend to go, getting it fixed so its avaible if some one needs it seems like a thing to see if his graces people can do. Better to have it done while we are away doing stuff than have to wait for repairs when a suit becomes too damaged to use.


Fixing and modifying that Plate will cost 25,000sp and take approximatly a fortnight. No-one in the party will be able to wear it in it's current sizing being a normal two armed human male. Pick who it's being modified to fit if you do go ahead with that now. Given the cost involved, your employers aren't able to do it for free, since they have to source it out themselves.