Results 31 to 60 of 454
-
2014-02-16, 01:57 AM (ISO 8601)
- Join Date
- Jul 2013
- Location
- Sigil
Re: Pirates of the Sword Coast OOC (WIP)
We certainly need the non-stealth group, both for rescuing our crewmen but also for the non-stealth members of the party. Perhaps the stealth group could get to the horses and cause enough of a distraction for the non-stealth group to get to the docks?
Also, how well known is the party, and how well do all the guards/residents know oneanother? Could one of the bards make it to the tavern to fascinate the people there, and would it be worth trying? or is that not a concern? Another option is to just send the stealth group around to somehow block a bunch of doors and windows...
Devlin is certainly non-stealth, but has silent image and alter self that could be put to use...All stories are true, but this one really happened ... more or less.
You have to be a bit of a liar to tell a story the right way. ~ NotW
Hoard of the Dragon Queen - Devlin, Gnome Bard
-
2014-02-16, 02:17 AM (ISO 8601)
- Join Date
- Feb 2014
- Location
- Italy
- Gender
Re: Pirates of the Sword Coast OOC (WIP)
IF they are not full of birds, the palms on the westernmost part of the fort could work as a good concealment... maybe a part of the people (the most) could wait here, while a little strike force reach the docks, incapacitate the guards, take the rowboats (flooding the other ones) and come back to take away the others. Than we can go to the ship and begin with the *ehm*kicking
Maybe he could fascinate the guards on the docks, so the stealing would be easier?
Or act as sergent Valmore to fool the guards? As long as he helped us I don't think we REALLY have to worry for his safety
Besides, Nine of Spades character needs to do the pirate-batman!Last edited by CozJa; 2014-02-16 at 03:14 AM.
Does this poster have a sign?
-
2014-02-16, 03:52 AM (ISO 8601)
- Join Date
- Mar 2010
Re: Pirates of the Sword Coast OOC (WIP)
I think we need two plans, one if we can get all the way to the docks undetected, and one in case we can't.
"Can you do science to it?"
"I can do science to anything."
-
2014-02-16, 10:41 AM (ISO 8601)
- Join Date
- Jul 2013
- Location
- Sigil
Re: Pirates of the Sword Coast OOC (WIP)
So the characters are starting at the armory, yes? Seems like it shouldn't be too hard to sneak from there into the trees then down the coast to the docks (or just into the water... 200 yards isn't a hard swim). So the real tricky part is how to get the rest of the crew out of the stockade. I still feel like they are going to need a miracle to pass any stealth checks, so a distraction is going to be essential. How would an illusion of everyone escaping to the east beyond the wall work? Where the archers see it, and rally the troops to hunt "them" down?
All stories are true, but this one really happened ... more or less.
You have to be a bit of a liar to tell a story the right way. ~ NotW
Hoard of the Dragon Queen - Devlin, Gnome Bard
-
2014-02-16, 02:41 PM (ISO 8601)
- Join Date
- Jul 2010
Re: Pirates of the Sword Coast OOC (WIP)
The characters will be starting in the stockade, but you will have already been able to strike off everyone's chains and have spells studied/prayed for. However, I assume that (since all of your gear is in the Armory), it will be the first place (or one of the first places) the party goes. There are 5 known guards around the stockade, 10 at the armory, wandering patrols, and the archers on the wall (though their attention is normally outward, toward the jungle).
-
2014-02-16, 09:44 PM (ISO 8601)
- Join Date
- Jul 2013
- Location
- Betwixt & Between
Re: Pirates of the Sword Coast OOC (WIP)
Some really solid ideas all around. Having a plan for what happens if we get spotted is good.
So, that in mind, here is my thought.
If we make our move under cover of darkness, we should be fairly well set. Human night vision is pretty terrible, and looking at the buildings, they are pretty spread out, so I think that there would be fairly large gaps between sections covered by torchlight. Furthermore, considering its a military camp, the sounds of people walking around is to be expected. As such, we don't need to worry to much about move silently checks, at least not right away. I think we can reasonably ensure that the crew can make it from the stockades to the tree line without being detected, so long as we can keep watch for roving patrols, which again, shouldn't be hard as the guards would need to be carrying some kind of light.
From the tree line along the shore, we should then split up. I know, usually a bad idea. But here me out. Nothing we accomplish matters if we can't make an escape, so one team should be focused on securing the docks and getting rowboats ready to move for the ship. We don't need to disable the other boats, just steal the oars and they are next to useless, and will buy us a large window of time if we get caught. Using the aforementioned invisibility sphere, the crew should have no trouble getting the jump on any guards stationed at the dock.
While this is going on, the stealth team should be working on getting to the armory and grabbing the supplies we need. The armory is right next to the tree line, and it shouldn't be hard to bring the gear from there to the coast. From there, we can head down to meet up with the dock team.
In the event things go wrong, here are my thoughts on counter measures.
I feel Haelder should be with the Dock team, since he's needed for the invisibility spheres. If it looks like you guys are in trouble, he can make an illusion of the crew rowing a boat towards the south to throw of pursuit, while the group actually heads north along the coast to meet up with us. Stay far enough out so that you don't get seen by any watch along the wall.
If stealth team gets caught before they secure the supplies in the armory, then they can fall back to meet up with the dock team and then the whole crew will have to make a push for the ship. Once we have the ship we can make new plans to secure our gear (Remember, Nothing else matters if we can't make an escape)
If the stealth team gets into trouble after securing supplies, then we retreat into the trees along the shore. Atamar'drii will use major image to have an illusion of us climbing the wall to escape, while in reality we head towards the docks to meet up with the crew there.
If everything goes to hell and all else fails, then just get out and try to stay together. We'll set up a meeting location and time in case we get separated.
If all goes well, and the two groups meet up, we row out to the ship and take control of her. With our gear and only a skeleton crew at best, we should have no trouble seizing the ship. And if the dock team succeeded in stopping pursuit from the docks, then there's no chance of any ship catching up before we had a decent head start.
Now mind, this is just an outline of a plan. You all know your characters inside and out, far better than I do. So if you have any talents our ideas for what your character can do, specifically, to improve our situation, then please add it.
For example, I'm guessing moldbeard could wild shape into an owl and use night vision to scout out the situation for us from the air. Or he could probably whip up some useful spells to help us make use of the trees. Another example, Devlin has alter self and good social skills. He could disguise as a guard and stand watch at the dock, and intercept any guards that come along, using those social skills to send them away while the rest of the crew works.
I want peoples imput on this. How do they think the plan sounds? And what can your character bring to the plan that I haven't considered?High Reverend of the Church of the Icosahedron
-
2014-02-17, 01:32 AM (ISO 8601)
- Join Date
- Mar 2010
Re: Pirates of the Sword Coast OOC (WIP)
I like the plan, but I can't decide if Kirnan should go with the dock group because he's the best in a straight fight, or with the armory group since he's still a fighter and depends on gear. Also, you might not have know this, but Kirnan has the Never Outnumbered skill trick, so he can intimidate (and cower) every enemy in a 10ft radius as a swift action.
"Can you do science to it?"
"I can do science to anything."
-
2014-02-17, 04:31 AM (ISO 8601)
- Join Date
- Feb 2014
- Location
- Italy
- Gender
Re: Pirates of the Sword Coast OOC (WIP)
I'm totally ok with it... Maybe preparing two or three invisibility spheres is the best chioice, because I don't think that one is enough for all the crew.
Only question: is it more noisy stealing the oars or disabling the boats?
I think that Haeldar will prepare a siren's call: If we get caught by the guards sending five of them to play surfers could be of help.
And a Phantom steed: if one of us is left behind he can catch up riding on water.
Speaking of wich, I rememberd that Haeldar and Devlin both have a Cloak of Manta Ray, so they can risk staying behind a little more, if the need arise, and catch up with the boats later.
But... I'm not sure, is Moldbeard still in our group??
The plan seems pretty good to me!Does this poster have a sign?
-
2014-02-17, 05:33 AM (ISO 8601)
- Join Date
- Mar 2010
Re: Pirates of the Sword Coast OOC (WIP)
Kirnan will take the steed, he can keep the guards off the docks while the rowboats get a head start. And I think stealing oars would be the best way to disable pursuit.
"Can you do science to it?"
"I can do science to anything."
-
2014-02-17, 05:55 AM (ISO 8601)
- Join Date
- Feb 2014
- Location
- Italy
- Gender
-
2014-02-17, 08:49 AM (ISO 8601)
- Join Date
- Aug 2013
- Location
- Scranton, PA
- Gender
-
2014-02-17, 10:25 AM (ISO 8601)
- Join Date
- Jul 2010
Re: Pirates of the Sword Coast OOC (WIP)
No, Moldbeard has jumped ship and gone to the Privateers, lol.
You're correct, there is enough torchlight to keep the main buildings illuminated, but there are plenty of shadows between buildings, and virtually no light behind the buildings.
Don't forget that Sergeant Valmore plans to be IN the armory to help you overcome his squad (what a bastard).
Your first item of business is to overcome the 5 guards immediately outside the stockade, to prevent them from raising a hue and cry.
Make sure you clearly define who is with what group (as in dock, or armory, if those two end up being in the final plan). Let me know what the plan is for the deckhands.
You DO KNOW that there are several arcane and divine casters at the Fort, though you aren't certain how powerful they are. You know that there is at least one wizard who acts as the Camp Commander's 2nd in command, and that there are a number of cleric's, several of which can cast Cure Disease. (you have heard the guards talking about the different fevers and ailments that the jungle clime brings). However, you don't know where they are housed, or how they are dispersed.
The barracks immediately next to the stockade holds a large number of rapid-response troops. These are known to be more elite than the run of the mill mercenary guard here. They are trained to be formed up and ready to fight in LESS THAN 10 rounds.
Sergeant Valmore would have provided the spellbook(s) after the evening meal the night before the breakout is to take place. Unless you delay, it will still be dark for several hours after the casters have prepared their spells.
Let me know if you guys need a bit more time to prepare. I was planning to launch the IC thread tonight, but I can hold off if you have more preparation to do.
Let me know if you have any specific questions about the compound, the guards, etc.
-
2014-02-17, 10:52 AM (ISO 8601)
- Join Date
- Jul 2010
Re: Pirates of the Sword Coast OOC (WIP)
BTW, please note:
Just a note for when we go IC.. Since I'm not used to some of the abilities, variants and class skills that some of you are using, make sure you are specific about how you're achieving your actions. What I mean is.. If you're using this class variant with that feat and this other magic item special ability, make sure I know all that (put it in a spoiler or in the OOC thread) so that I can apply all of the proper modifiers and such. I don't want to rule on something based on limited knowledge and then have you tell me that you have a +12 modifier due to XYX, and should have succeeded. I'll get my head wrapped around all of your abilities quickly, just cut me some slack and spell it out for me until we get comfortable. I'll never try to screw anyone, but if I don't know all of the modifiers and considerations for, say, Kirnan's intimidate, I won't be able to apply it correctly.
-
2014-02-17, 11:00 AM (ISO 8601)
- Join Date
- Aug 2013
- Location
- Scranton, PA
- Gender
Re: Pirates of the Sword Coast OOC (WIP)
Note taken. And I'm down with NineOfSpades plan but seems we will have to make modifications if the guard captain is going to help us in the armory. or wont we?
[roll] 4d6b3 [/roll]
-
2014-02-17, 11:51 AM (ISO 8601)
- Join Date
- Jul 2013
- Location
- Betwixt & Between
Re: Pirates of the Sword Coast OOC (WIP)
I like the plan, but I can't decide if Kirnan should go with the dock group because he's the best in a straight fight, or with the armory group since he's still a fighter and depends on gear. Also, you might not have know this, but Kirnan has the Never Outnumbered skill trick, so he can intimidate (and cower) every enemy in a 10ft radius as a swift action.
I'm totally ok with it... Maybe preparing two or three invisibility spheres is the best chioice, because I don't think that one is enough for all the crew.
Only question: is it more noisy stealing the oars or disabling the boats?
We have 18 characters (7 PCs and 11 NPCs). Invisibility sphere covers a 10ft radius centered on the caster. I believe you can share a space with a friendly character, but you are still probably right to prepare more than one.
I think that Haeldar will prepare a siren's call: If we get caught by the guards sending five of them to play surfers could be of help.
And a Phantom steed: if one of us is left behind he can catch up riding on water.
Speaking of wich, I rememberd that Haeldar and Devlin both have a Cloak of Manta Ray, so they can risk staying behind a little more, if the need arise, and catch up with the boats later.
But... I'm not sure, is Moldbeard still in our group??No, Moldbeard has jumped ship and gone to the Privateers, lol.
Kirnan will take the steed, he can keep the guards off the docks while the rowboats get a head start. And I think stealing oars would be the best way to disable pursuit.
Don't forget that Sergeant Valmore plans to be IN the armory to help you overcome his squad (what a bastard).
Your first item of business is to overcome the 5 guards immediately outside the stockade, to prevent them from raising a hue and cry.
You DO KNOW that there are several arcane and divine casters at the Fort, though you aren't certain how powerful they are. You know that there is at least one wizard who acts as the Camp Commander's 2nd in command, and that there are a number of cleric's, several of which can cast Cure Disease. (you have heard the guards talking about the different fevers and ailments that the jungle clime brings). However, you don't know where they are housed, or how they are dispersed.
1. They have no magical gear and are probably low enough level that we can incapacitate them quickly if need be.
2.They have no currently active defensive spells, which would suggest they are either asleep or otherwise unprepared to fight us.
Side note: If we can, steal the arcane casters spell book.
Side note 2: On second thought, steal anything of use if the opportunity rises, so long as it doesn't detract from the escape effort.
The barracks immediately next to the stockade holds a large number of rapid-response troops. These are known to be more elite than the run of the mill mercenary guard here. They are trained to be formed up and ready to fight in LESS THAN 10 rounds.
I sort of pictured sending the crew out to the tree line in a few small groups, while the rest keep watch on patrols of passing guards, so this just gives us one more place to keep an eye on.
Note taken. And I'm down with NineOfSpades plan but seems we will have to make modifications if the guard captain is going to help us in the armory. or wont we?High Reverend of the Church of the Icosahedron
-
2014-02-17, 12:18 PM (ISO 8601)
- Join Date
- Jul 2010
Re: Pirates of the Sword Coast OOC (WIP)
Guardsman Sergeant Valmore will be in charge of the 10 man detachment guarding the armory/vault on the night of your breakout. He will already be locked INSIDE it. He tells you that there are four men posted at the front door, and six (including himself) inside.
There is a stout door with bar and lock leading from the outside (where the sentries are), into an office area with large tables where there are two more guards. (This is where people fill out/turn in the requisitions to add/remove gear from the armory). There is another stout door, (locked and barred from the inside) leading to the armory (where all surplus weapons and armor are held). There are two men in the armory at all times. Finally, there is an Iron door, with a two-key lock (one inside, one outside). This is the door to the Vault. (as well as holding your personal possessions until you can stand trial, this vault also holds the treasury for the Fort and any items deemed important enough to store here.)
This building is made of reinforced masonry about 12 inches thick, and is fairly sound proof. (No windows). There are cords leading to an alarm bell (cords run through penetrations in the wall), but Valmore assures you that he will have that bell out of commission.
You will have to overcome the 4 outside guards and the pairs in the first two chambers. He will take care of the 9th, and will open the door to the vault when you give the secret knock. He has had an extra set of keys commissioned, which you are to discard IN PLAIN SIGHT on the path outside the armory. (He will still have his keys, and an extra set will be found, vindicating him).
He also lets you know that he would be happy to act in your interests in the future, and claims that he often sees the manifests of those ships coming and going, and could give notice if anything valuable is going to come out of the jungle. He gives you a point of contact in Calimport that communicates with Valmore magically. Treezy Dobbs, of Treezy's Fine Secondhand Wares, in the Port District.
(Valmore can't stress enough how badly he wants to come through this ALIVE He will take gems, magic items or other small and easily hidden valuables, as long as they value 5k+).
-
2014-02-17, 01:08 PM (ISO 8601)
- Join Date
- Feb 2014
- Location
- Italy
- Gender
Re: Pirates of the Sword Coast OOC (WIP)
Yeah, you're right
Actually Invisibility sphere has a 10 ft radius centered on the recipient of the spell. i was thinking to cast a greater invisibility on myself, to have the freedom of move around and cast wathever is needed. I'll go with two spheres then.
Haledar or one of the bards could cast a sleep spell and than everyone could take care of the ones who stay awake
I like it! Don't know why but I really Like itDoes this poster have a sign?
-
2014-02-17, 03:04 PM (ISO 8601)
- Join Date
- Jul 2013
- Location
- Sigil
Re: Pirates of the Sword Coast OOC (WIP)
I don't think the characters have these cloaks with them, so these will be of use to the stealth group trying to escape.
On that note - additional gear - Devlin had lots of stuff that wouldn't necessarily have been on his person at the time his ship was attacked. I can come up with "feasible" ways it survived - floating wooden chest, or he went back and crammed things into his bag of holding and was clutching it - but are we counting that as gear to be rescued? or something we would acquire nebulously after this escape? (perhaps find the gear on the ship we commandeer?) Either way, there may be at least one bag of holding to aid in the grabbing things and gtfo-ing.
As for the rest of the escape plan - it sounds good to me with one caveat - spell materials. Is it safe to assume we got those back with the books? Or are we limited to spells that don't require them? If we've got our supplies, Devlin can cast silent image to have mock guards around the non-stealth group, and if he could have chatted with Valmore before hand he should be able to impersonate the man, or impersonate someone else Valmore suggests, well enough to use alter self and not arouse suspicion. He's also got dimension door so can get himself and one other out quick.All stories are true, but this one really happened ... more or less.
You have to be a bit of a liar to tell a story the right way. ~ NotW
Hoard of the Dragon Queen - Devlin, Gnome Bard
-
2014-02-17, 03:28 PM (ISO 8601)
- Join Date
- Jul 2010
Re: Pirates of the Sword Coast OOC (WIP)
For the purposes of the escape, casters will have the opportunity to be "fully charged" for the breakout attempt, so all relevant spell components can be considered to be "on hand". After the escape, casters will be responsible for acquiring rare/expensive/exotic material components on their own.
Last edited by pife; 2014-02-17 at 03:31 PM.
-
2014-02-17, 05:38 PM (ISO 8601)
- Join Date
- Jul 2013
- Location
- Sigil
Re: Pirates of the Sword Coast OOC (WIP)
All stories are true, but this one really happened ... more or less.
You have to be a bit of a liar to tell a story the right way. ~ NotW
Hoard of the Dragon Queen - Devlin, Gnome Bard
-
2014-02-17, 05:42 PM (ISO 8601)
- Join Date
- Jul 2010
-
2014-02-17, 05:47 PM (ISO 8601)
- Join Date
- Jul 2013
- Location
- Sigil
Re: Pirates of the Sword Coast OOC (WIP)
All stories are true, but this one really happened ... more or less.
You have to be a bit of a liar to tell a story the right way. ~ NotW
Hoard of the Dragon Queen - Devlin, Gnome Bard
-
2014-02-17, 10:17 PM (ISO 8601)
- Join Date
- Mar 2010
Re: Pirates of the Sword Coast OOC (WIP)
I'm starting to change my mind on splitting up, it's sounding like it might take time to get gear together and the more hands we have the faster it goes. I think it would be best to stick the stockade guards in the cells then go for the armory as a group.
"Can you do science to it?"
"I can do science to anything."
-
2014-02-17, 10:21 PM (ISO 8601)
- Join Date
- Jul 2013
- Location
- Betwixt & Between
Re: Pirates of the Sword Coast OOC (WIP)
I'm starting to change my mind on splitting up, it's sounding like it might take time to get gear together and the more hands we have the faster it goes. I think it would be best to stick the stockade guards in the cells then go for the armory as a group.High Reverend of the Church of the Icosahedron
-
2014-02-17, 10:30 PM (ISO 8601)
- Join Date
- Apr 2013
Re: Pirates of the Sword Coast OOC (WIP)
Jojimbali has Silence as a 2nd-level spell, so he can use that to help keep the guards quiet, though their Will Save DC is a 17, so they might be able to make noise regardless.
Edit: I could cast the spell on a rock or something we can carry with us if we want to be silent as well.Last edited by Recalcitrent; 2014-02-17 at 10:32 PM.
Spoiler: Torinn Yarjerit
My 5e Dragonborn Barbarian. All credit for this drawing goes to Meltheim!
-
2014-02-17, 10:33 PM (ISO 8601)
- Join Date
- Jul 2013
- Location
- Betwixt & Between
-
2014-02-17, 11:01 PM (ISO 8601)
- Join Date
- Apr 2013
-
2014-02-17, 11:45 PM (ISO 8601)
- Join Date
- Mar 2010
Re: Pirates of the Sword Coast OOC (WIP)
After we're free Kirnan will start teaching the group Drow sign language.
"Can you do science to it?"
"I can do science to anything."
-
2014-02-17, 11:50 PM (ISO 8601)
- Join Date
- Jul 2013
- Location
- Betwixt & Between
Re: Pirates of the Sword Coast OOC (WIP)
After we're free Kirnan will start teaching the group Drow sign language.High Reverend of the Church of the Icosahedron
-
2014-02-17, 11:51 PM (ISO 8601)
- Join Date
- Apr 2013
Re: Pirates of the Sword Coast OOC (WIP)
I approve of these ideas.
Spoiler: Torinn Yarjerit
My 5e Dragonborn Barbarian. All credit for this drawing goes to Meltheim!