Against the Mageguild   Posted by Narrator.Group: 0
Dilandua
 player, 27 posts
 Shadow Elf
Sat 21 Mar 2020
at 03:42
Re: Against the Mageguild
Aegis:
He's just the mercenary, not the quartermaster.

He might get some waking up if he parties with Dilandua for long enough... act like the hired help, get paid like the hired help...  ;)

quote:
Aegis doesn't have a clue when it comes to the animals.

None of us do (unless Reanna has some talents she hasn't owned up to)...  Another reason Dilandua is leaning towards "Option B".

quote:
If anything, he might have a mild preference for St. Remy based on:
(a) knowing a good whore or two there, and
(b) the mages might be pushing to make town, leading to them being exhausted and inattentive.

Strategically Dilandua agrees.  Realistically... I'm not sure Dne (or the mule horse) can press (be pressed) hard enough to get us there before them (by at least two days*).

Realistically, we're likely to barely hit town at the same time they will, which is absolutely terrible for ambushing unless your plan is to burn down a portion of Saint Remy to cover our tracks.  I mean Dilandua isn't against that per se, it's just crass and unprofessional... Dilandua prides on being a lot more precise and surgical than that (not that there are a whole lot, or even any, 'kill notches' on those spears yet, but when they get put there, it'll look better if they are 'proper assassination' tags rather than sloppy 'murder hobo' Xs).

But if it's what the group wants, call it Option C.  (It's also fine if Option C is "sneak in, kill them in their beds in the tavern, sneak out", just Dilandua will laugh at the idea that we could pull that off without making all the ruckus.)


* I say two days so we can be roughly a day out of town to set up the ambush (so no one just "randomly stumbles across us" also in case someone escapes, the farther they have to go to find safety, the easier to catch them), and so we have a day to set up an ambush spot.  Putting in clothesline traps and shallow pits to hinder our victim's escape is the work of a day.


Honestly we can also discuss this periodically on the trip... though I suspect we'll have a "...and X days later you're in Saint Remy..." without much time to discuss it inbetween.


Reanna Draegan:
Change the mule to a Saddle horse...

Yes, horse.  I typed 'mule' again didn't I?  Lack of sleep rears its ugly head.

To keep the saddle horse at Move 4 we have to keep the load at or below 176, so you might need to carry a bit more of your own gear...  Note the Horse is at 4.8 Move at Light Enc (176 Lbs).


BEWARE, RABBIT HOLE OF RULES DISCUSSION PAST THIS POINT:
[EDIT]
I get into some interesting ideas the longer I rambled on this...

So for anyone interested in the TL/DR: AND WE CAN GET THERE IN 24 HOURS skip to the bottom.
[/EDIT]

If gwythaint is going on ye olde standard of "takes one week at donkey cart speeds", that means at a Move of 3 it takes 7 days.  If that's a travel time of 8 hours per day, that puts Saint Remy roughly 168 miles away on a decent road.

At a Move of 4, we could get there in 5.25 days.  I expect the mages to be at this speed, if not better.


Normal means of 'going faster':

Each of these things is optional; Hiking to march faster, Navigation/Area Knowledge to cut corners, Going Without Sleep.

For the first two, on a successful skill roll they gain +10 Move, on a failure -10%, on a critical failure -20%.  Hiking is personal, Navigation affects the entire group speed.

Skipping Sleep:  there are two sets of rules, Basic and the simpler DFRPG.

Basic is complicated, but essentially if we press on an extra 2 hours per day, we gain some extra miles, but will be down 2FP that can only be recovered with a full night's rest and an additional 1 hour of rest.

DFRPG rules just charge a flat -3 FP for each full day's rest missed.  Pushing on for the full two days get us there at the end of the third day, but leaves us needing to rest for a full 16 hours to recover.

I recommend not skipping rest (by itself).



Costly Methods of going faster:

If we each pick up scrolls of Quick March (or rather each of you slow pokes and one for the horse at double cost) for $80 per scroll ($160 for the horse), we could double our travel speed for $400/day (Move 8).  Each day we can afford this, we beat them by that one day.  Alternately, with 3 scrolls (one for Dne and a double cost one for the horse) we can be at Move 6, at a cost of $240/day.

If we could afford to hire a Guide (with Survival skill and a Move 4, $200 for the week*) we could increase our travel speed by half (marching for 12 hours instead of 8 per day, you just have to have a point in Survival, not roll it).  This means we get there in 3.5 days.  If the Mages are sleeping in and only moving at a 4, we beat them by 2 days.

If we can afford a Guide ($200) and to push an extra 2 hours per day (or one day overnight), we can get there in 3 days (2.5 days).  That gives us a half a day/full day to laze about recovering from the forced march (-6FP from lost sleep) and means we can tell the guide to peace out for a day or two (we'll need them for the walk home, I mean we paid him for a full week right?), head out past Saint Remy half to one day's travel and prep for the ambush.

For $680 we can get there in one day... (4 scrolls + 1 horse scroll, Guide, march all night).



I recommend the Guide+Push Extra Hours option, unless someone has the cash lying about for the $680 option (Dilandua could actually go in halfsies on this if someone else could also).  Also note, this means we'd need 5 days less food...


If someone knows a Druid or Wizard who can cast Quick March we can drastically cut costs here ($40 per Quick March, $80 for the horse)...  it means Guide+Quick March+Push Overnight costs $240 and we get there in about 24 hours...



Granted we could also hire 2 Laborers and a Guide for a 'day' at $120 each, get them Quick Marched $40, for a total of $480.  We'd need to supply them with food (6 meals each) for $36, three waterskins $30, two frame packs $200, one four person tent $150, and three bedrolls $60.  This costs $956 ($1,116 total for the group), gets us there in 1 day, without needing a horse, gives a lot of flexibility in how much we carry on the return (we could hire a laborer or two extra on the return trip).  Paying them for the return trip costs $108 per day (wages and rations), for 4 days, is $432.

Total cost of final option there and back again (baring hiring more porters): $1,548

That's just under the cost of outfitting a saddle horse.


That leaves $52 to split on ropes, food, etc.  Or we chip in another $8 and the Guide can carry out some loot too (small pack worth).


* This is quadruple price based on a full four 8 hour work days.
Reanna Draegan
 player, 461 posts
 Burglar, scout
 Rank 2 Admin badge
Sat 21 Mar 2020
at 04:20
Re: Against the Mageguild
quote:
Saddle Horses worth $1200,

Lift Capacity  <88   <176   <264   <440   <880
Move            12     9      7      4      2
Dodge           8      7      6      5      4


Saddle Horse at move 4 is up to 440 lbs, one of the reasons she would pay the extra $200! Even a mule at move 4 is up to 195 lbs...you do know they have enhanced move, right?

quote:
* I say two days so we can be roughly a day out of town to set up the ambush (so no one just "randomly stumbles across us" also in case someone escapes, the farther they have to go to find safety, the easier to catch them), and so we have a day to set up an ambush spot.  Putting in clothesline traps and shallow pits to hinder our victim's escape is the work of a day.


Reanna wholeheartedly agrees with this plan. Nothing like sniping a soldier running away...in self defence of course!

There is a simpler way of going faster...those who are slowest unload onto the horse until we have 263 lbs. This gives the horse a speed of 7 without magic, and may just increase our speed to 5, at least. For no extra cost...Who cannot increase their speed to 5 at least, and how much would we need to unload onto the horse to do that?

Reanna will increase her pack to capacity and attack the hip quiver and her staff to the outside, putting it also on the horse. This brings her to unencumbered, move 7, as well as the horse.

Total Horse load: Gear      11 lbs
                  Reanna 48.55 lbs


Keep it less than 264 and we are good...

We do not need magic for all of us...just the slower ones. They can pay for their lack of concern speed by paying for their own scrolls...

This message was last edited by the player at 04:25, Sat 21 Mar.

Dilandua
 player, 28 posts
 Shadow Elf
Sat 21 Mar 2020
at 07:32
Re: Against the Mageguild
Reanna Draegan:
...you do know they have enhanced move, right?

I forgot it added to Travel Speed (because Travel Speed is based on Basic Move)...

Proper Basic Move for a saddle horse... don't round Basic Move down and you can't go past Medium Encumbrance (I know DF 16 rounds down, which it shouldn't, but it does...).

EncumbranceWTBMEnh Move
None (0)88612
Light (1)1764.89.6
Medium (2)2643.67.2

A Move of 5 still takes 4.2 days without a Guide.  Four point two days.  This doesn't give any margin for error or a lot time for setting up an ambush past the town.

2.8 (call it 3) with a Guide, which is more expenditure of resources, $36 per day, + tent, bedroll, waterskin, and pack to carry it at $140, so $248 for 3 days, $356 for there and back.  Though the Guide might insist on a week's pay, so $376.

quote:
We do not need magic for all of us...just the slower ones.

So anyone that can't hit Move of 8, which gets us there in 2.65 days without a Guide (and if the horse is loaded up past 176 lbs also requires a Quick March, 3 days worth so break out the scrolls).  This is $600 worth in Quick March spells and scrolls (not counting a medium Encumbered horse which costs an added $240)

Move 7 (so the horse doesn't require Quick March), 3 days, no Guide.  2 days with a Guide.

This means we keep the horse at 264 pounds of load or less and y'all buy spells and scrolls, and we chip for a Guide, so $120 per person for Quick March ($360 total), $156 per day for the Guide (+$140 in gear), or $452 for two days.  Total $812.



Looking at these numbers I can accept spending an additional $376 to get there in 3 days (this is with Guide, Move 5 for reference).  But can the group afford it?*  (Dilandua can chip in some)


* Keep in mind, hiring 3 hirelings, equipping them, getting Quick March all around, and power marching for 21 hours, which costs us 3FP (possibly a bit more for skipping rests), gets us there in one day with only spending the advance and no extra out of pocket (except to outfit ourselves individually).  Yes, Aegis will grumble, but I bet having an extra day to whore it up while resting will quite those grumbels to a dull muttering.


[EDIT]
Note though, the "one full day of Quick March" relies on what counts as a "1 day's march" which is the duration of Quick March.  So we might just be back to "hire a Guide, walk fast' if gwythiant says "one day's march is 8 hours".
[/EDIT]

This message was last edited by the player at 07:38, Sat 21 Mar.

Reanna Draegan
 player, 462 posts
 Burglar, scout
 Rank 2 Admin badge
Sat 21 Mar 2020
at 08:37
Re: Against the Mageguild
Lol, you know Reanna has some cash. She is willing to put up $380 for the guide, but expects it back BEFORE rewards are distributed. But if we are hiring a guide, why not just make move 7, and the slower ones can pay for their spell? They should only need it for two days, maybe only even one!
Dilandua
 player, 29 posts
 Shadow Elf
Sat 21 Mar 2020
at 17:41
Re: Against the Mageguild
Reanna Draegan:
Lol, you know Reanna has some cash. She is willing to put up $380 for the guide, but expects it back BEFORE rewards are distributed.

Acceptable.  Dne, Aegis?

quote:
But if we are hiring a guide, why not just make move 7, and the slower ones can pay for their spell?

Because they might not have the cash... but Dilandua can cover that much if necessary (same conditions as Reanna's).

That's $40 for a spell, $80 for a scroll.

If we opt to Quick March, Dilandua can cover that, if necessary (I'd prefer to cover as little as possible to buy some better gear, but hey there's always next mission right?).

quote:
They should only need it for two days, maybe only even one!

Travel rate with Quick March (Move 7) and Guide:  84 miles per day.
Travel rate without Quick March (Move 5) and Guide:  60 miles per day.

We have to travel 168 miles (theoretically).  So one day of Quick March makes it a 2.14 day tour (with a Guide)... so if we push an extra hour on both days, we can make it in 2 days (this means we'd be down 2 FP and need extra rest to recover it, but we'd have the time for that - hopefully).

And I was off on the cost of the Guide, I was figuring spell and scroll costs for each day... so revised Guide cost (with Dilandua covering the Quick March costs):

Guide1 day2 days4 days1 week
Daily Pay$30.00$60.00$120.00$200.00
Pack, small$60.00$60.00$60.00$60.00
Food$6.00$12.00$24.00$42.00
Waterskin$10.00$10.00$10.00$10.00
Tent$50.00$50.00$50.00$50.00
Bedroll$20.00$20.00$20.00$20.00
Total$176.00$212.00$284.00$382.00

(no I don't love tables... it's just easier to think around the numbers when they are nice and tidy.  If I don't smack 'em around and make 'em line up, I lose track of them too easily.)

So my suggestion, hire a Guide that has both Survival and Animal Handling, put them in charge of the horse.  If we think we can trust them, take them along for the ambush (leaving them in camp to guard the horse and camp).  If we can't trust them, leave them in Remy for a couple of days vacation.  Either way, pay them for a week (if they are trustworthy, offer them daily pay if we go beyond a week).

With Survival, we move faster and the horse can graze (stretching any food we bring for it).  If the Guide can succeed at Survival rolls, we can save some rations (and get better camp set-ups).


Now... let us talk ambush tactics... (next post)
Dilandua
 player, 30 posts
 Shadow Elf
Sat 21 Mar 2020
at 18:45
Re: Against the Mageguild
Ambush Tactics

My thoughts were we make a "kill box".  Line both sides of the road (a bit back, unobtrusively) with shallow pit traps.  Just deep enough to cause tripping and turned ankles (possible broken legs on horses which lowers there resale value) to slow anyone fleeing those directions.  Alternately we could use triplines, those are easier to deploy and easier to avoid (though if the terrain favors us), but also cost money (in ropes).

At one end we have a couple (or three) strung ropes, to clothesline/trip anyone running away (this is where Elven Rope would be useful, thinner means harder to see).

On the open side... I don't know.  Could have a tree ready to be felled to cut off escape, a slack rope artfully disguised ready to be pulled taut and fastened, whatever.  Or just someone waiting to shoot or engage any enemy running away that way.

Dilandua will scout ahead on the road a couple (or four) hours distance.  When the enemy is spotted, Dilandua uses a Quick March scroll (Move 22) and returns to give everyone the "they're on the way" warning and we prepare.

We launch the ambush with Dilandua leaping into the center and stabbing the most dangerous looking Mages and then trying to survive being surrounded.  As long as they don't use Save Or Suck spells, and I don't suffer any really bad luck on defense rolls, Dilandua should be fine.  Aegis, Reanna, and Dne engage from the flanks.  Kill Wizards first unless a Redshirt is really pressing you, and bing-botta-boom, Robert's your Aunty.  We collect loot, medallions, ears, etc, and go home...


If we can afford it, I'd like to bring a Blinding Powder grenade (idly rigged as a mine), but that's another $300+ I'm not sure we can scrape together.
Reanna Draegan
 player, 463 posts
 Burglar, scout
 Rank 2 Admin badge
Sun 22 Mar 2020
at 19:10
Re: Against the Mageguild
In reply to Dilandua (msg # 132):

Sounds fine. I doubt that we can justify binding powder either. Reanna is best sniping with her crossbow, so she will set up to do that.

They are likely to have scouts leading...how did you intend to deal with them?
Dne Utrotare
 player, 214 posts
 Anyone
 down there?
Sun 22 Mar 2020
at 23:18
Re: Against the Mageguild
OOC: This is probably a really dumb question, but do I need to buy my own rations?  Concerning these other matters, I think I’ll defer to the rest of you, who are obviously thinking this through quite thoroughly.
Aegis
 player, 310 posts
 Veteran Mercenary
 Master-at-Arms
Mon 23 Mar 2020
at 02:51
Re: Against the Mageguild
OOC Aegis has plenty of cash.  He will go with whatever the brains decide.  We have company so I skimmed what you wrote and that's good enough for me.  Yes, he will grumble, but new whores are worthwhile...

Aegis is really good with a bow, so he's all about sniping.  But, he can jump in with his hand weapons if others want to do the shooting.

Dilandua
 player, 31 posts
 Shadow Elf
Mon 23 Mar 2020
at 04:44
Re: Against the Mageguild
Dne Utrotare:
OOC: This is probably a really dumb question, but do I need to buy my own rations?

Does Dne enjoy going without meals?  If you can't afford a weeks rations, one of us can probably spot you.


Seeing as how Aegis and Reanna are snipers*, what about you Dne?  Ranged magic?  Swishypoke?  Are do you stay out of it until someone needs to stop dying?



* We could maybe even set up a snipers blind, or at least an area of treacherous ground so enemies trying to rush you are slowed, tripped, etc.

As for scouts, I figure either we let them ride/walk past and nail the main unit, or if they are far enough afield, we just remove them first.  But honestly, this an expedition of mages and bodyguards that probably think no one knows they are coming.  They probably think the approach to Saint Remy and most of the road to Northport is relatively 'safe' (as safe as bandit ridden woods are) and so are probably doing a 'recon in force'.



[EDIT]
And so I stop forgetting her, we have Alice the Cleric to account for as well.
[/EDIT]

This message was last edited by the player at 04:48, Mon 23 Mar.

Alice Abernathy
 NPC, 10 posts
 Acolyte of Vejovis
Tue 24 Mar 2020
at 18:03
Re: Against the Mageguild
In reply to Dilandua (msg # 136):

Alice has mv 5, and is strictly for support.

You need to see Oren for a guide  at those rates, being subject to magic would require bonus pay of some kind.

A quick march spell or scroll only does 8 hours (a regular shift of marching)
Reanna Draegan
 player, 464 posts
 Burglar, scout
 Rank 2 Admin badge
Tue 24 Mar 2020
at 19:35
Re: Against the Mageguild
In reply to Alice Abernathy (msg # 137):

Can the guide travel at 7 without magic?
Dilandua
 player, 32 posts
 Shadow Elf
Thu 26 Mar 2020
at 01:04
Re: Against the Mageguild
Alice Abernathy:
A quick march spell or scroll only does 8 hours (a regular shift of marching)

Okay, that's a wrinkle that changes calculations... I'll need to maths at this.  Tomorrow after I've hopefully gotten sleep tonight.
Dne Utrotare
 player, 215 posts
 Anyone
 down there?
Thu 26 Mar 2020
at 15:58
Re: Against the Mageguild
Ooc: I can do ranged magic, area of effect magic, magic that summons a tornado, gives buffs, etc.  Plenty of lightning effects.  How much is a week’s supply of dry rations?

This message was last edited by the player at 15:58, Thu 26 Mar.

Aegis
 player, 311 posts
 Veteran Mercenary
 Master-at-Arms
Thu 26 Mar 2020
at 17:08
Re: Against the Mageguild
OOC  Sounds like Aegis might be best served guarding Dne, while he whips up a tornado or something destructive like that.  If any of the mages try to come after Dne, Aegis can pick them off or fight them off.

Not sure how that affects other people's plans.

Dilandua
 player, 33 posts
 Shadow Elf
Fri 27 Mar 2020
at 04:08
Re: Against the Mageguild
Dilandua:
Alice Abernathy:
A quick march spell or scroll only does 8 hours (a regular shift of marching)

Okay, that's a wrinkle that changes calculations... I'll need to maths at this.  Tomorrow after I've hopefully gotten sleep tonight.

Still no meaningful sleep.  But we shall commit maths anyway.

 Base Move8 hoursDays12 hoursDays14 hoursDays
Normal5404.2602.8702.4
Quick March7563762.21861.95

In an 8 or 12 hour day, we suffer no FP loss.  On a 14 hour day we lose 2 Longterm FP (can only be regained after a full night's sleep and an extra hour of rest).

My Estimation is we will at best have 5 days.  This needs to include our 1 day of ambush prep and 1 day for the ambush... and 1 day to be one day past Saint Remy.

(apologies if I'm rehashing things, just I'm very tired and making sure I'm not missing something simple)

So, if we spend 3 days on the march, we might have 1 day of ambush prep before they are on us, because they will only need to travel for 4 days.

So my recommendation:  We quick March and press for 14 hours the first day, Normal march and press for 14 hours on day 2.  This puts us roughly 12 miles away from St Remy, and costs $120 in Quick March spells (Aegis, Dne, Abernathy, the Guide).  It will also probably require we pay the Guide a surcharge for working more than an "8hr day".

Day 3 we rest up for 3 extra hours, then normal march (9 hours) and we should end up 1 day past St Remy.

Day 4 we prep an ambush site (far enough away from our camp that advance scouts won't be suspicious) and wait.  If all goes well they march into our kill box towards the end of day 4, begining of day 5.

If someone has Strategy of Tactics skills that would help with choosing a good site and properly arraying the traps.  Dilandua has the Traps skill (though IQ being a 10 means trap building isn't nearly as high as trap disarming).

We should probably also pick up a few more shovels.  Group Basics presumes a 'camp shovel', but those are more akin to entrenching tools than actual shovels.  So call it 2 shovels and a pick.

It will probably take a full 12 hours to line each side of the road with a 1 foot deep, 3 foot wide trip trench, which is why we'll want ropes for trip/clotheslines (and pray for useful trees).  I'd say 360 yards worth, incase we find ourselves stringing the whole length.  Aegis... you have 10 feet of rope?  Why? (or did you mean 10 yards?)

Which invokes the next question, do we try to build 'traps' to limit damage to horses if they have any?  Or do we just not care about that sort loot? (IE, if we can salvage some horses great, if not don't worry about it.)




Dne Utrotare:
How much is a week’s supply of dry rations?

$6 a day for the boring stuff (1.5 lbs per day), more expensive for Elven (expensive, light weight, never go bad) or Dwarven (expensive, heavy, +3 resist poison) rations.

So 7 days worth of Trail Rats is $42 and 10.5 lbs.

I keep wanting to invent Alchemical MREs (Meals Ready to Explode)... but neither of my alchemist characters are particularly mad (Jareth is crazy and Ülo is angry, but neither are mad).


Aegis:
OOC  Sounds like Aegis might be best served guarding Dne, while he whips up a tornado or something destructive like that.  If any of the mages try to come after Dne, Aegis can pick them off or fight them off.

That's fine.  You set up with Dne, keep the foot soldiers off him while he unleashes the storm...
Aegis
 player, 312 posts
 Veteran Mercenary
 Master-at-Arms
Fri 27 Mar 2020
at 15:14
Re: Against the Mageguild
OOC  Thanks for doing all the maths.  You work hard at this, and it is appreciated.  I approach it more like a leisure activity and try to leave my mathing at work, or house projects.  :)

Aegis will happily kill mage types in defense of the bird man.

And he has the cash to spend on the travel and scroll if that seems like the best use of funds.

He will definitely buy Dilandua a beverage.

Reanna Draegan
 player, 465 posts
 Burglar, scout
 Rank 2 Admin badge
Fri 27 Mar 2020
at 22:40
Re: Against the Mageguild
Dilandua:
If someone has Strategy of Tactics skills that would help with choosing a good site and properly arraying the traps.  Dilandua has the Traps skill (though IQ being a 10 means trap building isn't nearly as high as trap disarming).


IQ 13 and traps here, but no Tactics or Strategy.

Dilandua:
We should probably also pick up a few more shovels.  Group Basics presumes a 'camp shovel', but those are more akin to entrenching tools than actual shovels.  So call it 2 shovels and a pick.


After the $380 for the guide, cash is drying up...I am fine to have traps that kill...


Dne Utrotare:
I keep wanting to invent Alchemical MREs (Meals Ready to Explode)... but neither of my alchemist characters are particularly mad (Jareth is crazy and Ülo is angry, but neither are mad).


Sounds like a job for Gareth! Right up his line!

Rest sounds fine, but the price keep going up and up...
Aegis
 player, 313 posts
 Veteran Mercenary
 Master-at-Arms
Fri 27 Mar 2020
at 22:45
Re: Against the Mageguild
OOC  Aegis has enough cash to cover you without a problem.  But the next few rounds of alcohol at the bar are on you, and none of this nursing it crap.  You have to drink enough to be stupid.

Aegis has neither Tactics nor Strategy.  He's the meathead, and would rather drink than plan.  All he has is Soldier, which won't cover setting a trap...but might find him the right lady of the evening.

Narrator
 GM, 7590 posts
 DM says
 roll for initiative!
Sat 28 Mar 2020
at 16:25
Re: Against the Mageguild
In reply to Aegis (msg # 145):

Soldier can help with the digging, but tactical advantage is IQ-6
Dne Utrotare
 player, 216 posts
 Anyone
 down there?
Sat 28 Mar 2020
at 16:33
Re: Against the Mageguild
Also keep in mind that Dne can walk on air.  So he could go up ten yards (or whatever) and chuck spells from behind a tree, act as lookout, etc.
Alice Abernathy
 NPC, 11 posts
 Acolyte of Vejovis
Tue 31 Mar 2020
at 22:10
Re: Against the Mageguild
In reply to Dne Utrotare (msg # 147):

"Just cover me as well, I am not good in a hight, it is kind of the opposite of what I do."
Aegis
 player, 314 posts
 Veteran Mercenary
 Master-at-Arms
Tue 31 Mar 2020
at 22:30
Re: Against the Mageguild
OOC  Aegis can cover one or both of them.  Ideally Dne can find a good perch where he's hidden but has the right range for all of his area effect stuff.  That would leave Aegis guarding the healer, and possibly more depending on how the structure of the trap location works out.
Aegis
 player, 315 posts
 Veteran Mercenary
 Master-at-Arms
Tue 31 Mar 2020
at 22:32
Re: Against the Mageguild
OOC  Also, we should take care to play our lack of tactics/strategy.  It's more of a subtle point, but I have seen plenty of players come up with awesome attack plans when their characters couldn't scheme their way out of a box.
Dilandua
 player, 34 posts
 Shadow Elf
Wed 1 Apr 2020
at 03:12
Re: Against the Mageguild
Aegis:
OOC  Also, we should take care to play our lack of tactics/strategy.  It's more of a subtle point, but I have seen plenty of players come up with awesome attack plans when their characters couldn't scheme their way out of a box.

OOC:  Yeah, but that should come down to trap placement, how effect the 'kill box' is at containment, and how effective we are in the opening moments at taking them by surprise and coordinating together.

Don't know how gwythaint runs it, but I usually take my cues from Action 2 Exploits on something like this (meaning I treat the Tactics roll as a Complimentary skill roll for certain actions the party will take later, or since I like to use B.A.D. a modifier on the BAD score - which would make things slightly worse for us as we're rolling tactics at a default).

Could even treat it like the Survival roll in setting up a camp in DF, off the cuff... there are three things a good setup could provide us:  Good Sight Lines, Restricted Enemy Movement, and Casual Location.

On a Tactics roll a critical success nets 3 picks, a success nets two, a failure 1, and a critical failure none.

Baseline gives us no bonuses and our prey no penalties.

Good Sight Lines:  +1 to Init because we have time to be ready.  May be picked twice.
Casual Location:  +1 to our Stealth and -1 to their Per and Danger Sense rolls as the location "doesn't look dangerous".  May be picked twice.
Restricted Enemy Movement:  If they leave the road they take a -2 to Per and/or DX to avoid traps, and once they are alerted that there are traps, they may Move at 1/2 speed to avoid penalties.