The Eye of Anubis: OOC Thread

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NeoTiamat
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Post by NeoTiamat »

The Whistler wrote:Actually, thinking about it, this isn't going to work--my caster level for Aspect of the Wolf keeps the spell duration to ten minutes. I'll just have Otto head to the supply ship with the other folks, then. No reason why some of the other animals still can't follow through with the plan, though, if you guys still feel like it.
Nothing says you can't approach the Eye of the Ruse in human form, then get furry right before you reach it, and sneak there.

Practically speaking, a wolf is fast. Much faster than an undead in plate armor or a zombie, and a bit faster than a Smiler, as well as smaller and more maneuverable.

The big threat is that if you stumble upon Cavendish himself, at which point things are going to get... painful, probably, though who knows, you might get away from him if you run like hell.

Otto also has some frankly stellar Hide and Move Silently scores, so he might get away with this. The other animals don't however, so that's something to keep in mind.

(And yes, this is the DM encouraging PCs to go take foolhardily brave actions, because they make for good reading).
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Post by Rock of the Fraternity »

Grimmric should be alright against everything except incorporeal undead, by simple virtue of his being able to fly speedily through and/or over the wrecked ships. But unfortunately, there are incorporeal undead here, so ... Yeah.
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Post by The Whistler »

Eh, the main issue isn't even a "how do I get out of there once spotted" one; ten minutes of well-disguised snooping time is barely enough to be useful no matter how well it's implemented, and that's not even counting retreat contingencies. I'm with you on the "awesome-sauce narrative" bit, Neo, but from a practical standpoint I think the risks probably outweigh the rewards--Otto'd definitely think so. I'm sure I'll have at least some opportunity to bust out the lupine espionage skills in the future. :)
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Post by Kaitou Kage »

Thank you for the maps! It's much easier to get an idea of how things are laid out now!
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Post by lostboy »

Dude, I think perhaps you can do the snooping as a human, and use the wolf as a get the hell outta town damn quick thing. Still your call.
Thank you for the maps! It's much easier to get an idea of how things are laid out now!
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Post by lostboy »

Im not sure practical this is but Khalil and the expedition inventory both have some Ironthorn extract, whihc basicalaly stiffens any fabric. Usually this is used to give clothing an armour class, however depending on what NT rules we could look at stiffening some of the sails. This could be used for either:

a: making a sled to carry the kegs
b: creating some kind of chute to deliver kegs form afar
c: creating a large portable shield form ranged attacks
d: creating a motivational modern art installation to dazzle our enemies
e: somehting completely different
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Post by lostboy »

Further idea, but how about we set up a distraction and ambush somewhere, to draw off some of Cavendishs forces? we load a ship somewhere with a tonne of gunpowder, someone quick draws the undeads attention leades them to the ship and kaboom! (Of course our bait would need an escape route )

Im just thinking that right now we know where a load of Smiler things are, and I for one would be happy not to have to go toe-to-toe with those things AND Vampires!
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Post by Kaitou Kage »

Neo, can you give us mechanical information on the cannon? Things like range, damage, how many rounds it takes to fire, distance from the abbey as best we can tell?
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Post by NeoTiamat »

Edited into the post. I ran into a time-crunch when I was posting back then.
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Post by Kaitou Kage »

Current Thoughts

Tonight

Someone with a good Hide/Move Silently needs to get up to Cavendish and snoop around to see what he’s doing. This could potentially wait until tomorrow, but we need to know why he’s here and we need to do it without getting noticed. Here’s looking at you, Otto ;)

Tomorrow

Tomorrow, Kuzan, Ishaq, and our other two highest-strength characters (Jervis and Tomas? Jervis and Dieter? Will folks weigh in with their Strength scores if they’re worth noting?) will teleport as many barrels as they can and turn a ship into a tactical nuclear device.

Possibly, we can create a sled of sorts using sails and wood (there’s more than enough of both) to haul more barrels around, but this runs a higher chance of being noticed as we get closer.

Meanwhile, others will need to prepare more rum bombs and sail nets. Some folks should figure out a plan for getting the undead to attack Cavendish’s camp.

Group 1 Kuzan, Dieter, Otto, 4th Ranged Combatant (Ianthe?)

Group 1 positions at the cannon ship. Dieter and Otto are there to fire the cannon, with Ianthe’s help if needed (she seems to know firearms well). 4th (Ianthe?) and Kuzan provide other long-range support in the form of rifles and spells.

When the undead get too close to the cannon, someone on the ship will light a fuse and Kuzan will teleport the party elsewhere.

Potentially, this group can have more people, but that makes escape difficult since Kuzan can only teleport himself and three others.

Also, Kuzan casts undead bane weapon on the cannonballs for considerable added oomph.

Group 2 Lia, Andre?, Others (who?) -- Ranged combat

Group 2 positions in a different spot from Group 1 about the same distance away and uses long-range attacks like fireballs and other spells to create a crossfire.

Group 2 will be under the effects of Mass Fly so they can make an escape to a new position when undead get close.

Updated Sept 26

Group 3? Khalil? Other melee?

A group currently being developed that may attempt to lead Cavendish's enemies into a conflict with Cavendish's troops. To this end, Kuzan might be able to imbue someone with a hide from undead spell he can cast when crunch time comes. The spell is only first level, though, and as a result has a relatively low save DC.

Holes that need to be filled

1. Our objectives -- Our objectives are to survive and to cleanse the Ruse. Destroying/defeating Cavendish, while nice, is secondary. If it coincides with our primary objectives, then that’s great. If not, we need only to hold him off or avoid him until we can complete what we are here for. Chances are, once that’s done, we’ll have thwarted what he is here for and he’ll leave.

1a. Cleansing? We still need to know exactly what the hell we have to do to cleanse this place.

2. The other undead – Simply put, the enemy of my enemy is my friend. We know now that there’s a lot of factionalism among the undead and many of them really don’t like Cavendish. They also don’t like us much, except as a meal. So we need to figure out some way to get them to attack Cavendish’s army and sow more confusion among the jerkface’s ranks. Thoughts? We could use some folks as bait and draw them into the conflict, but that’s very dangerous. Also from the words of the DM, it is not impossible that a person who is very careful and very diplomatic can negotiate with them. Charles, you up for the challenge? :D

Updated Sept 26 -- Andre has volunteered to visit one faction. Devereux has volunteered to visit another. Which person's going where, and will anyone visit the third? In addition, what does each group do? We know we need someone dealing with Cav's patrols. But we also could use a force in the front to "tank" for us.

2a. Plague Undead -- These died from scurvy and other diseases. Physically unimpressive save for the ability to spread virulent diseases by touch. Led by some kind of mage, so this group leader is likely intelligent.

2b. Beast and Mindless Undead -- A "great beast" leads these. Presumably this is the devourer. This creature leads a thrall of mindless undead. Possibly can be negotiated with if you can survive the mindless undead (sounds like a plan for Shroud of Undeath).

2c. Skinless Dead -- I am not sure what an Argus is and the DM is not here for me to pester. Apparently this group is the most intelligent, though. Not strong, but cunning. Possibly best dealt with by someone with equal cunning.

3. Cavendish’s objectives – As mentioned above, someone needs to get in there and see what he’s up to. This is probably the most vital to our success because if we know what he’s doing, we can act against it. Otto, I’m looking at you here, but if anyone else has ideas or ability, it’s worth a look. Also, Kuzan’s Spot check is phenomenal (just shy of +20) and he can make Spot as free actions (so he can take 20). Give him the spyglass and it’s even better. He may be able to watch for a while and see if he notices anything about the larger picture that a spy up close might miss.

4. Captured monks – We’ve got a hostage situation that Cavendish can take advantage of. We can leave them there and hope for the best (they’re Cavendish’s cattle, basically, so he might not let them get hurt), or try to devise some kind of plan to help them. If we have undead allies, they might not be so “caring.” We need to get close to see how they are guarded.

5. Patrolling undead – Ianthe mentioned that only about half of Cavendish’s undead are at the Eye at any one time. The rest patrol the ruse. We need to figure out how to deal with this lot because if we don’t they will put a kink in our plans for assault. Also, these patrols tend to capture rather than destroy other undead. We could possibly convince the “allied” undead to go after the patrols and take them out while we work on the main force. If we offer to free their buddies, they might be more inclined to help. (Charles?) If we make this offer, it would behoove us to get close and see how they are guarded.

Other Tidbits

1. Vampires – Vampires are “greater undead,” which makes them very difficult to control, even for Cavendish. As the DM stated, if you have wounded vampires and large amounts of fresh blood, they might go out of control. The amount of blood is relative to how badly damaged they are and how shaken up Cavendish is. We'd need to get closer to know more or get a very accurate account.

2. Stealth – Ianthe said the undead are not terribly alert. This could suggest that the undead we’re facing have terrible spots and listens, but it could also suggest that Ianthe is just really damn good at sneaking. It is more likely somewhere in between which means we have a huge advantage for any sneaks that want to (and should) snoop.

3. Smilers – Learned by Lia and Kuzan via a Knowledge (Religion) check. Smilers are irreplaceable. The more we destroy here, the less Cavendish will have when we encounter him down the road. These things are brutally lethal in melee (huge attacks and damage), and are rather fast (40 feet). They also have high DR, good AC and lots of HP. However, they have no resistances, no SR, no ranged attacks (except a leap attack), and their saves are nothing special.

4. Zombies – Cavendish has a horde of zombies. We must not forget them. We need to get closer to know more or get a very accurate account.

NPCs and You

Ianthe -- Excellent stealth abilities, very good shot with a rifle. Also knows the lay of the Ruse quite well.

Dieter -- Jack of all trades, master of none. He's decent with a rifle or a longsword, but isn't as good a shot as Ianthe or as skilled in melee as Jervis. One major advantage he does have is he can help fire the cannon.

Jervis -- Melee demon on the same category as Ishaq. Can fight well but probably can't be trusted to save your life from a horde of zombies.

Devereux -- Useless in a fight. However, he can see the "wave" and is unnaturally lucky, so who knows what will happen around him?

This plan is obviously not set in stone yet. We still have many pieces we need to collect, so it is based on what we know so far. We will have to revise accordingly when we find out new information, or if better ideas are proposed. Please weigh in ASAP since we’re on an OOC as well as IC timer.

We still need to find out how to cleanse the place, among other things, but this is most things so far.

I will attempt to update this post as more information is revealed and more things are found out.
Last edited by Kaitou Kage on Fri Sep 26, 2008 1:13 pm, edited 1 time in total.
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Post by The Whistler »

Wow, totally missed this when I was posting somehow...looks like we had a lot of the same ideas anyway, though. :)

Seeing as recon has become a priority, I'll take point on that and see what I can dig up before things get dicey; the plan for the Big Push also looks sound. Couple of issues, though:

-Where do we camp out tonight?

-We have a niche for our casters, and a niche for our ranged attackers...how can we put our melee guys to best use? Any ideas?

-Do we want/need backup from NPCs at camp, at all? No sense endangering people for the sake of inviting more folks to the party, but if someone has an irreplaceable skill of some sort it's worth considering.
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Post by Kaitou Kage »

The Whistler wrote: -We have a niche for our casters, and a niche for our ranged attackers...how can we put our melee guys to best use? Any ideas?
This is probably the biggest difficulty I see. The trouble is that any melee, even one like Khalil, is likely to get overwhelmed terribly when confronted with the Horde. Molotovs are a good option. They could also do fun things with exploding kegs. I know Ishaq can carry at least two, probably three or four before he runs out of encumbrance. Most of the others can take one, maybe two on their own to the destination and prepare to blast them open.

Other than that, I'm at a loss. We could use them as bait or just as shields in case something gets too close to our meleers, but putting them in their element for the battle as a whole could be fatal. So we'll have to find some kind of alternative.
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Post by yalenusveler »

I have two undead bane weapons prepared. Their duration is 1 hour per level, so none too shabby.
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Post by Kaitou Kage »

Well, we're not going to be able to strike until sometime tomorrow at the earliest.
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Post by lostboy »

Ok well Khalil could function as a second rank spy, his spot is also fairly hefty (especially with his +4 favoured enemy bonus against undead), and his move silebtly/hide isnt stellar but certainly none too shabby.

Also and he wont thank me for this, he might be ebst employed as bait for various dead things. His move is 35' standard so he would have the edge of most things except the smilers, add a little haste and its 70' as a move action. Also his dex/jump/tumble/climb is pretty decent.
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