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In Blue
Apr 3, 2005 21:57:18 GMT -5
Post by Dead Greyhawk on Apr 3, 2005 21:57:18 GMT -5
To recap:
After Winthrop increased his magical arts in Monmurg, the Company successfully traveled by land to the city of Blue in the Pomarj. Along the way, they successfully avoided combat with a besieging army and defeated a group of bandits. In Blue, Lord Morgan's men contacted the Company and conveyed them to a safehouse established within the city. There they relayed that there were many slave-taking and slave-selling groups in the area, but through the diligence of Lord Morgan's men, they had determined that the captives taken from Keoland were being held in the city of Highport. Information from a purchased and freed slave established that the headquarters of the slave group within Highport was within and under a ruined and defiled temple, formerly dedicated to Pelor and Beory. Lord Morgan's men located a priest of Pelor, Trevor Gat, who was attempting to purchase, free, and deport captives. This priest provided a drawing of the temple from before the fall of Highport, fifty years earlier. Scouting by some of Lord Morgan's men established that the ruined temple now appears to hold some religious power for the orcs living in Highport, and that numerous small caravans and merchant groups camp in the spacious, ruined courtyard of the temple complex. Since the humanoids fo the Pomarj are noted excavators, it is possible that extensive dungeons and cellars may have been developed below. Lord Morgan's men await your instructions.
Lord Morgan's Men
Lord Morgan's Representative, Ironhand Goodwin (F 4, AC 4 chainmail & shield, MV 9", hp 23, Specialized: Spear (X2), Proficient: Dagger, Broadsword; S 17 I 11 W 13 D 14 C 14 Ch 9)
Ironhand's Assistant, Cash (F 1, AC 3 platemail, MV 6", hp 10, Specialized: Two-handed Sword, Proficient: Dagger, Spear; S 18/30 I 11 W 13 D 13 C 14 Ch 17)
Sergeant Tom Stoutly (F 3, AC 2 chainmail, MV 9", hp 22, Specialized: Crossbow, Proficient: Broadsword, Dagger; S 17 I 9 W 7 D 17 C 11 Ch 9)
Corporal Ebenezer Smithson (F 3, AC 2 chainmail & shield, MV 9", hp 16, Specialized: Longsword, Proficient: Dagger, Crossbow; S 16 I 10 W 8 D 16 C 12 Ch 8)
Private Nathaniel Fisher (F 2, AC 2 chainmail & shield, MV 9", hp 14, Specialized: Broadsword, Proficient: Dagger, Crossbow; S 14 I 11 W 8 D 16 C 16 Ch 9)
Private Dan Fisher (F 2, AC 2 chainmail & shield, MV 9", hp 16, Specialized: Broadsword, Proficient: Dagger, Crossbow; S 14 I 11 W 8 D 16 C 16 Ch 9)
Private Jeremiah Brown (F 1, AC 2 chainmail & shield, MV 9", hp 11, Specialized: Broadsword, Proficient: Dagger; S 18/47 I 6 W 7 D 16 C 18 Ch 6)
Recruit Addy Turner (HD 1-1, AC 7 leather & shield, MV 12", hp 4, Proficient: Short Bow, Dagger S 10 I 9 W 7 D 12 C 10 Ch 9)
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Post by Mr. Trommer on Apr 4, 2005 7:44:42 GMT -5
I think we should set up the advance base in Highport. That way we will have the ability to safely rest and take what ever prisoners we rescue to a safe place. Then we can continue with our quest without worrying about them.
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Post by Ginger on Apr 4, 2005 7:55:50 GMT -5
Sounds like fun. Sorry I missed out yesterday, I had to make a last minute trip to Pennsylvania.
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Post by Dell on Apr 4, 2005 8:21:29 GMT -5
I disagree.
We don't need guards to have a secure base. Here's my plan:
We go on foot to Highport. While in Highport, we introduce ourselves as Morningstar Security, because Tenma knows us as the Blue Sun. We make an example of the first group that tries to mess with us, so everyone knows that we are bad asses. We find a solid building - perhaps by throwing out whoever lives in it. We wizard-lock all the doors, windows, etc - voila, it is secure. Once we rescue the prisoners, we keep them in the w-locked building while we hire a ship to take us all to Blue. Then, we all go on the ship to Blue, and we're happy and wonderful and everything is fine.
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Post by Mr. Trommer on Apr 4, 2005 9:11:54 GMT -5
That may work as long as San is not there. I would expect that there is the possibility of running into a mage as powerful or more so that we are. That would defaet the wizard locks. I think it would still be better to have some gaurds to stay with the released prisoners to at least keep they calm. Are we going to see if our boat is in Highport?
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In Blue
Apr 4, 2005 10:26:23 GMT -5
Post by Dell on Apr 4, 2005 10:26:23 GMT -5
I think it would still be better to have some gaurds to stay with the released prisoners to at least keep they calm. Are we going to see if our boat is in Highport? Well, technically all it would take is a first level mage with a knock scroll... but really, how likely is that? Okay, fine, we can take some guards along, but they're not going into the dungeons with us. If they go in with us, then they get a share of the loot, and that's the last thing any of us wants. --- How are we going to approach this? I think that we'd do best to try and be as subtle as possible - get into the dungeons, find the slaves, and get out before they know what happened. Of course, this has never worked for us before. I think that after we get there and settle in, Dell will do recon one night, and then, based on that information, we do the full-on invasion the next night.
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In Blue
Apr 4, 2005 11:04:11 GMT -5
Post by Ginger on Apr 4, 2005 11:04:11 GMT -5
Why would the DM provide us with such a detailed description of our NPCs if we weren't expected to use them? I doubt we'd be provided with 8 additional fighters if we didn't need at least most of them to survive tackling the slavers lair.
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In Blue
Apr 4, 2005 11:11:44 GMT -5
Post by Dell on Apr 4, 2005 11:11:44 GMT -5
Why would the DM provide us with such a detailed description of our NPCs if we weren't expected to use them? I doubt we'd be provided with 8 additional fighters if we didn't need at least most of them to survive tackling the slavers lair. Oh, see now you're meta-gaming. This is a land full of orcs, hobgoblins, and other puny creatures. Otto can kill these guys by the thousands. They will run away from us, screaming in fear and pain, or they will die beneath our blades and arrows and other pointy things. We have no need for extra help. Then again, your leader does have a slight overconfidence problem.
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In Blue
Apr 4, 2005 11:22:34 GMT -5
Post by Mr. Trommer on Apr 4, 2005 11:22:34 GMT -5
I didn't expect to take them into the dungeons to do fighting. I was thinking that they would go along so that we can have them take the slaves we find to safety so that we don't have to make alot of trips out of the dungeon. That way the slavers won't have extra time to get organized while we are making such trips.
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In Blue
Apr 4, 2005 16:22:32 GMT -5
Post by Dead Greyhawk on Apr 4, 2005 16:22:32 GMT -5
Why would the DM provide us with such a detailed description of our NPCs if we weren't expected to use them? I doubt we'd be provided with 8 additional fighters if we didn't need at least most of them to survive tackling the slavers lair. Lord Morgan's men are all NPCs you have traveled with before (see week 7/8 and 15-19) and I wanted you to have some notion of their capability. Use them or not. They, I hoped, might be characters whose lives you wouldn't spend casually, due to their previous affiliation with the Company. I agree with Dell though. If they go with you into danger/combat, they'll expect some sort of treasure share, agreed upon beforehand.
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Post by Dell on Apr 5, 2005 8:02:26 GMT -5
My brilliant plan:
Sell some of the party members as slaves. When they are taken away to the dungeons, Dell will follow them invisibly. This lets us find out where the slaves are kept, so we can go straight there and straight out, withount bumbling around the complex and setting the whole place on alert.
Winthrop and Cedrus are the best candidates for sale, because they both have spells that they can use without having to rely on weapons or items.
Alternately, we could sell some of the NPC's, and Dell could follow them in, and then the party would go in and rescue them all.
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In Blue
Apr 5, 2005 10:58:20 GMT -5
Post by Mr. Trommer on Apr 5, 2005 10:58:20 GMT -5
Hmm, I don't think so.
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In Blue
Apr 5, 2005 12:09:29 GMT -5
Post by Dell on Apr 5, 2005 12:09:29 GMT -5
You know my plan would work. Don't let your fear control you. And while you're enslaved, can I use your ring of protection?
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In Blue
Apr 5, 2005 12:46:49 GMT -5
Post by Mr. Trommer on Apr 5, 2005 12:46:49 GMT -5
You want to hold on the my spellbooks as well?
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In Blue
Apr 5, 2005 12:50:19 GMT -5
Post by Dell on Apr 5, 2005 12:50:19 GMT -5
You want to hold on the my spellbooks as well? Well, if you want you can try to take them with you. As a former thief, I'm familiar with methods of smuggling things into prisons. You're going to need to be very... relaxed if you want to get in there with spell books. You might be able to get a couple of pages in, though.
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In Blue
Apr 5, 2005 13:13:00 GMT -5
Post by Mr. Trommer on Apr 5, 2005 13:13:00 GMT -5
Ah, since you mention your 'expertise' I think you should volunteer for the mission. Your multiple skills would serve giving you a much better chance of escaping and making it back to let us know where we need to go. I'm glad to hear that you would do this as an example of how to lead from the front. I'll hold onto my stuff thank you.
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In Blue
Apr 5, 2005 13:24:45 GMT -5
Post by Dell on Apr 5, 2005 13:24:45 GMT -5
Actually, I considered going in, but Tenma has seen me - he hasn't seen you, however. Anyway, we'll discard the inside man idea for now.
So, does anyone have any suggestions on how to invade this place? It's going to be tricky, because we want to make sure the slaves are safe, but we also want to kill Tenma. So we need to make it to the dungeons as quietly as possible, and then fight our way out from there. If we go in all guns and spells blazing, they're likely to kill the prisoners and run away with all the treasure.
Anyone have any suggestions on how to do this? We could turn the whole party invisible, but they wouldn't be silent. Also, we couldn't see each other (duh) so we'd have to hold hands or tie ourselves together, and it would be... clumsy.
Probably the best way is for Dell to do recon, then have the rest of the party go in and head straight for the dungeons. Or, we can try to find Tenma, charm him, and have him lead us there.
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In Blue
Apr 5, 2005 13:31:28 GMT -5
Post by Mr. Trommer on Apr 5, 2005 13:31:28 GMT -5
Maybe we should watch the entrance of the place to see if it is more active during the day or night. They may not move the slaves in thru the from door. If so there should be a secret exit (there always is) that we can go in after wizard locking the front door.
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In Blue
Apr 5, 2005 13:48:03 GMT -5
Post by Ginger on Apr 5, 2005 13:48:03 GMT -5
Maybe we can have our NPCs guard the door? It's more reliable than wizard lock. Also, why do we assume the slavers will kill the slaves? Would they smash their expensive furniture as they were running away? Probably not, so why would they kill their slaves?
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cedrus
Junior Member
split personality
Posts: 51
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In Blue
Apr 5, 2005 23:31:20 GMT -5
Post by cedrus on Apr 5, 2005 23:31:20 GMT -5
Yeah, I'm not sure I'd want to be a volunteer slave.
Dell's idea might work whether or not one of us pretends to be a slave; couldn't he do an invisible recon following the slaves who aren't sold at auction, to see where they're taken?
First thoughts about getting into the slaver's den:
Maybe we could kidnap or charm or somehow interview one of the slaves who gets sold, to find out from the slave where he or she was being held, or any other details of the dungeons. Kidnapping, though, might draw too much attention. Still, if we could somehow gain access to one of the slaves, we might get some useful info. In town, maybe there are some slaves who hate the slavers enough to help us with info. I'm not sure how we'd go about finding them, but maybe if one of us posed as a potential buyer and made inquiries in town, we might find out something.
I wonder, too, if the dungeon (or wherever the slaves are being held) has more than one entrance (i.e. a back door). If we could somehow get that information, we could post the NPC's at one of the entrances while we invaded through the other. That might be a good use for them without having to pay them a share of the treasure; maybe we could just pay a flat fee for their services as guards.
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Post by Dell on Apr 6, 2005 6:33:17 GMT -5
They already have a slave that was there, which is why we know where the place is. But they probably keep the slaves drugged, which is why his recollections are so fuzzy. Now, if we can find one of the slaver guards in a tavern, we can capture him for questioning. I'm sure barfights are fairly common here, not to mention clandestine stabbings down alleys.
So we capture a guard (or a bunch of guards, if they travel in packs), charm him (them), and then get information. Then we rest, respell, and hit the place.
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Post by Mr. Trommer on Apr 6, 2005 7:05:33 GMT -5
Now that is a much better suggestion. Almost inspiring.
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Post by Ginger on Apr 6, 2005 7:57:05 GMT -5
Maybe Addy will know some of the guys down here. If a bunch of people from the old slave den made the trip down here, I'm sure that Addy will know some of them, and he can chat with them and find out info. Maybe he can even re-enlist and let us right into their lair!
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Post by Mr. Trommer on Apr 7, 2005 7:22:50 GMT -5
If we follow Dell's plan then Addy may be able to help lull the defenses of his buddies so they can be charmed.
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