Re: [GROUP 2] Beyond the Door « Reply #30 on Sept 23, 2009, 9:40pm »
"My idea wasn't to spring them in the air, but to simply try to trip them. I would lay a couple of big nooses out in front of the door, with the ends of the ropes leading into the room with the statues. After I ran over them, a few stronger sorts could grab the ends and when the skeletons walked into the middle of the nooses we could simply pull the nooses shut with a mighty tug. It is simple, and not certain to work, but if skeletons are half as slow and clumsy as I expect, it might well send the front rank tumbling to the ground with their feet cinched together."
Re: [GROUP 2] Beyond the Door « Reply #31 on Sept 23, 2009, 10:11pm »
Bosco Hrusp
"Well, sir Elf, I think you've sketched us a fine plan for dealing with yonder crew of sentries. Surely, the two doors between this hall and the statue chamber will act as chokepoints to slow their attack, if it comes to that. However, I maintain we must at least have a look further down the West passage, for how will our plan fare if there be another contingent of undead waiting down there for some unspoken signal to quicken and bear down upon us? And what then of the mages and missile-throwers?"
Bosco Hrusp However, I maintain we must at least have a look further down the West passage, for how will our plan fare if there be another contingent of undead waiting down there for some unspoken signal to quicken and bear down upon us? And what then of the mages and missile-throwers?"
Tak' a moment tae lok if ye maun. Bit yin maun cast th' dice at some point. A'm weel 'n' duin tae 'ace whatever mah wyrd wull bring.
I am concerned that the sharp edges of our arrows and darts will be nearly useless against creatures without flesh and muscle to pierce. I hope I am wrong."
Ursus will scour the explored area and just outside the dungeon in search of a piece of wood or stone that could be used as a club or a staff, should his spear and bolts prove ineffective. Does he find anything?
Joined: Mar 2008 Gender: Male Posts: 571 Location: NYC Karma: 34
Re: [GROUP 2] Beyond the Door « Reply #34 on Sept 24, 2009, 8:01am »
Ditto on the consensus - sounds like we're making the following modifications to Locfir's sketch:
- We'll spike the double doors shut so the grunting creatures beyond don't join the fight
- Kirsa will use established scouting procedures to explore the corridor to the west, going until she reaches a barrier (e.g. closed door) or until she can no longer hear the sound of us spiking the door, since our concern is to make sure that the sound of battle won't draw obvious reinforcements
- We'll gather some rocks and sticks in case we need to bludgeon the skeletons, and leave a few of these in the statue room and a few near the archery team
- We'll tie two ropes and lay them on the floor in the statue room so that the mouth of each noose is between the Frere and Brom & Eindri, and the pull-ends are near Bosco & Issa; it might be that we won't use them, but it can't hurt to set them up and it might give those more lightly-armored fighters a way to contribute (snaring or tripping skeletons) without engaging in melee
I imagine we'll work in teams to do each of these tasks in parallel, so that we don't spend too much time preparing.
- We'll spike the double doors shut so the grunting creatures beyond don't join the fight
Done.
Quote:
- Kirsa will use established scouting procedures to explore the corridor to the west, going until she reaches a barrier (e.g. closed door) or until she can no longer hear the sound of us spiking the door, since our concern is to make sure that the sound of battle won't draw obvious reinforcements
Kirsa makes it quite a distance down the hall, along the way encountering two more doors along the northern wall, before seeing the corridor open up into a large, dimly-lit circular room in which she hears what sounds like Men speaking in some language she does not understand.
Quote:
- We'll gather some rocks and sticks in case we need to bludgeon the skeletons, and leave a few of these in the statue room and a few near the archery team
Done.
Quote:
- We'll tie two ropes and lay them on the floor in the statue room so that the mouth of each noose is between the Frere and Brom & Eindri, and the pull-ends are near Bosco & Issa; it might be that we won't use them, but it can't hurt to set them up and it might give those more lightly-armored fighters a way to contribute (snaring or tripping skeletons) without engaging in melee
Done.
Quote:
I imagine we'll work in teams to do each of these tasks in parallel, so that we don't spend too much time preparing.
Speaking as referee, I very much appreciate this approach, since it lets us get more done in a shorter period of time
a large, dimly-lit circular room in which she hears what sounds like Men speaking in some language she does not understand.
Locfir frowns. "We do not know if skeletons will pursue us, but we can be certain that these troublesome Men will do so - or flee to alert reinforcements, worse still. I think we must deal with them as our highest priority."
I was thinking solely of turns of game time spent - hopefully, though, the real time we've spent agreeing on plans like this will coalesce into standard operating procedures: 'OK, launch the lasso-the-skeletons plan!'
Kirsa makes it quite a distance down the hall, along the way encountering two more doors along the northern wall, before seeing the corridor open up into a large, dimly-lit circular room in which she hears what sounds like Men speaking in some language she does not understand.
But she can't see them? Is the room dark or something?
Joined: Mar 2008 Gender: Male Posts: 571 Location: NYC Karma: 34
Re: [GROUP 2] Beyond the Door « Reply #38 on Sept 24, 2009, 9:02am »
Locfir suggests a plan for dealing with the Men:
"I wish to charm one of these sentients so that we can hope to learn more from them. We also want to make sure they do not escape, so Argyll's sleep spell may be invaluable. Perhaps if we place our hands on her shoulders, Kirsa can lead us close enough to launch our spells at these Men. Being unarmored, we can hope to approach silently, if not perhaps as much so as Kirsa alone. Although he cannot see, Liss could feel his way along the north wall until he encounters the second door. I think Liss and Kirsa should both carry open flasks of oil stuffed with oil-soaked rags, and (under their cloaks) torches that have been lit and then extinguished in order to create hot coals suitable for lighting those flasks. We should throw one of the flasks to block the Men's line of retreat, and hurl the other into their midst if they prove hostile and my charm fails.
"Everyone else should wait by the door to the statue room with missile weapons ready. If things go wrong, our stealthy advance party will flee back into the statue room, hugging the south wall so that the rear guard can shoot at the Men silhouetted against the flaming oil."
But she can't see them? Is the room dark or something?
The room is dimly-lit by some odd light source -- definitely not a torch. The speakers in the room are out of immediate sight, toward the southern end of the circular room, judging by the sounds of their voices. She'd need to venture closer to the room to see who or what they are and I didn't want to assume she'd do that unless you told me so.
"I wish to charm one of these sentients so that we can hope to learn more from them. We also want to make sure they do not escape, so Argyll's sleep spell may be invaluable. Perhaps if we place our hands on her shoulders, Kirsa can lead us close enough to launch our spells at these Men. Being unarmored, we can hope to approach silently, if not perhaps as much so as Kirsa alone. Although he cannot see, Liss could feel his way along the north wall until he encounters the second door. I think Liss and Kirsa should both carry open flasks of oil stuffed with oil-soaked rags, and (under their cloaks) torches that have been lit and then extinguished in order to create hot coals suitable for lighting those flasks. We should throw one of the flasks to block the Men's line of retreat, and hurl the other into their midst if they prove hostile and my charm fails.
"Everyone else should wait by the door to the statue room with missile weapons ready. If things go wrong, our stealthy advance party will flee back into the statue room, hugging the south wall so that the rear guard can shoot at the Men silhouetted against the flaming oil."
Eindri says: "Locfir, I like the adjustments to the plan for dealing with the skeleton warriors, and ultimately I think we should do that, but I agree, we absolutely have to deal with these unknown men first. They would surely come to strike us from behind while we're dealing with the skeletons. Let's take care of them as you suggest."
Re: [GROUP 2] Beyond the Door « Reply #41 on Sept 24, 2009, 1:22pm »
Good plan!
Ursus will stand in the statue room by the door closer to the skeletons. He'll be ready to pop out and shoot his crossbow OR bar the door with his spear if the skeletons charge. Maybe the priest should also stay close at hand to repel the bony-wonders if needed.
Re: [GROUP 2] Beyond the Door « Reply #43 on Sept 24, 2009, 2:53pm »
I also agree that we should deal with the "men" first, as the skeletons seem content to stand sentry for the time being.
"I can lead you wizards to the room where I heard the men talking- they should not be able to see us as we approach because they are in a lit room and we are approaching from the darkness."
Unless anyone says otherwise, I think this plan of action is wise. I ready one of my containers of oil and light a torch, let it burn for a minute, then extinguish it so that I could use its coals to light the oil flask as per Locfirs plan. Shall we?