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The Game: Chapter 14.

Posted by DMFor group archive 0
Boreas Highwind
player, 1532 posts
Fey Messiah
Bathes Regularly
Mon 31 Aug 2015
at 23:23
  • msg #433

Re: The Game: Chapter 14

That sounds like a good plan to me.
DM
GM, 3107 posts
Omniscient Narrator
Destroyer of Worlds
Tue 1 Sep 2015
at 14:04
  • msg #434

Re: The Game: Chapter 14

In reply to Boreas Highwind (msg # 433):

~~ Team Siege ~~

"Are you sure about that?" the big sergeant growled, eyeing and Maeve in turn. "It's an awfully big risk."

"You heard me," Auriel says, tapping his armored finger upon the table for dramatic effect. "Hit me."

Maeve rolls her eyes and deals another card.

"Sorry, Auriel. Bust."

~~ Team Infiltration ~~

After a brief conference, it is agreed that Keef and Boreas would head north to set fire to targets of opportunity while Carnaue slipped south toward the gate. Foist and his engineers would continue to construct their siegecraft, to be used as a backup plan if the gate should fail to fall.

Keef and Boreas weave their way through the busy streets as quietly as their haste allows, noting the location of various smithies, fletcheries, watering halls, and barracks as they go. The populace seems ready for war, and the mood is universally grim.

After much observation, Keef and Boreas decide that the most likely place to start a fire would be a ramshackle wooden tavern wedged between a general store and an area known as the Artisan Alley. Most of the artists have been conscripted into the manufacture of arrows, quarrels, slings, and other weapons of war, and disrupting this area would have the additional benefit of threatening to spread the fire into the food, clothing, and housing districts.

One well-placed fireball gets things started in flamboyant fashion. Remembering the incident at the tavern long ago, Keef follows this up with a sizzling lightning bolt, which ignites a line of fires as it bounces around the various and sundry wooden walls. Early firefighting efforts are foiled by mysterious accidents courtesy of Boreas and Keef, and in very short order, a goodly portion of the city's northwestern quadrant is aflame.

Civilians are quickly ordered to form bucket brigades from the nearest wells to help quench the flames, but the damage is done. The city guard eventually demolishes a few key buildings before the flames can reach them in an effort to prevent the fire's spread to other quadrants, but neither the raging fire nor the billowing plume of smoke rising from the charred wreckage beneath it show any signs of stopping.

By early evening, citizens and guards alike are involved in dumping water, sand, and mud onto the blaze, which inexplicably keeps spreading haphazardly to other areas and even reigniting in places that once had been extinguished. At this point, more than one guard is starting to mutter words like "arson".

Still, the job is done, and none appear to have noticed the two as yet.

quote:
Decision Points -- Choose One (Keef, Boreas)

1. Continue to harry the firefighters in the northwestern quadrant

2. Set fire to another quadrant

3. Head to the southern gate to help Carnaue open it for Choso's forces

4. Head to the northern gate to try to open it for an impromptu Marsh Giant charge

5. Head to the Serpentsworn Cathedral

6. Return to the warehouse to appraise Foist and the engineers about the situation

7. Other (explain in post)


~~ Team Siege ~~

What were once forgettable wisps of smoke rising above the city walls have become an enormous plume of dark, angry smoke, which billows form the northwestern quadrant of the city without sign of stopping.

"The fire wasn't part of the plan," Morachiga says to his hastily gathered command staff. "But I've received the agreed-upon signal that the gates are ready. General Reeves?"

The stocky, scarred man who commands the tyrant's ground forces salutes.

"Aye, my lord?"

"Begin the assault. Charge the gate, cavalry first, infantry after. No siege."

"My cavalry have little protection from arrows and boiling oil," General Reeves objects in an even, educated tone. "They'll be cut down to a man."

"Some will fall, but not many. They need not slow their charge until they are on the other side of the wall. The archers will expect them to crash against the gates, and so will try to pick off what they think will be the battering rams. But the gates will yield, General. You have my word."

General Reeves hesitates for a moment, then glances at Auriel and Maeve. Both have mounted their steeds and seem ready to join him in the vanguard. This seems to settle his nerves significantly, and he salutes.

"Aye, Lord Choso. Tonight, we shall dine before the Obsidian Throne."

quote:
Decision Points -- Choose One (Maeve, Auriel)

1. Charge the gate with General Reeves, on the ground

2. Charge the gate with General Reeves, in the air

3. Try to enter the city by air over another point, using the fire and the gate charge as cover for your approach

4. Option 1, 2, or 3, plus suggest that the Matron's forces join the joint attack

5. Option 1, 2, or 3, plus suggest that the Marsh Giants join the joint attack

6. Option 1, 2, or 3, plus both suggestions in 4 and 5

7. Perform suggestions 4, 5, or 6, but stay in the back with Lord Choso and wait to see how things play out before committing to any particular action yourself

8. Other (explain in post)

This message was last edited by the GM at 14:07, Tue 01 Sept 2015.
Keef
player, 1507 posts
First of Ka
Order Initiate
Tue 1 Sep 2015
at 14:47
  • msg #435

Re: The Game: Chapter 14

Keef's inclination is to go with #2, but can be convinced of #1, #3 or #5 if Boreas pushes that way.
Auriel
player, 2462 posts
Not the Doctor
Not the Avatar
Tue 1 Sep 2015
at 15:11
  • msg #436

Re: The Game: Chapter 14

"I'll be joining your van in the charge, General," Auriel said. "I will do everything in my power to keep your men alive."

The paladin turned to Choso. "If we're worried about arrows, another conjured wind could help, if your priests are able. If you set a wind blowing south to north, their projectiles will be hindered, while ours will have greater range. Such a wind would also make the fire more difficult to extinguish, but keep it contained to the northern quadrant of the city. A better distraction with less destruction."

Auriel pointed to the markers on the map indicated their allies. "It would be wise to signal our allies to join in the attack. The giants are restless, and won't sit still much longer. They will be little affected by the wind. The Matron's forces should have some stake in the outcome here as well. We're all in this together."

[Option 1, plus suggest allies join in, plus suggest wind screen south to north]
This message was last edited by the player at 15:11, Tue 01 Sept 2015.
Maeve Hassan
player, 1804 posts
GRIFFON RIDER
Roller of 1's
Wed 2 Sep 2015
at 00:13
  • msg #437

Re: The Game: Chapter 14

"Sekhmet and I will assist from the air.  The wind is a good idea, Auriel.  Perhaps one of the mages could fly with me; a conjured wind might be easier to control from the sky than from on the ground."
Boreas Highwind
player, 1533 posts
Fey Messiah
Bathes Regularly
Thu 3 Sep 2015
at 00:34
  • msg #438

Re: The Game: Chapter 14

Boreas likes the sound of Option 3.  Letting Choso's men in is the key objective.
DM
GM, 3109 posts
Omniscient Narrator
Destroyer of Worlds
Tue 8 Sep 2015
at 03:29
  • msg #439

Re: The Game: Chapter 14

In reply to Boreas Highwind (msg # 438):

Team Infiltration

With a little convincing from Boreas, both he and Keef leave the northwestern quadrant of the city smoldering in favor of making their way toward the southern gate. The task of remaining unseen is rendered trivial by the chaos sewn by the fire, and the pair arrive at the gatehouse in less than an hour.

"Well done," Carnaue's voice hisses from a nearby ally, into which Boreas and Keef quickly dart. "The fire's got everyone out of sorts, which made surveying the gatehouse simplicity itself."

He quickly details the layout, which involves a rotating command of four sentries standing guard around a heavy wooden wheel. This wheel is attached to the portcullis, and requires all four men to operate.

"And when they go to work at it, they really heave," Carnaue finishes. "The guards grunt from the strain and the effort, the wheel groans as it turns, and the gate itself squeals like a schoolgirl caught in the rain."

He glances at each of them in turn.

"I have no doubt that we could dispatch the guards quietly, though I'm less confident in our ability to turn the wheel ourselves afterward. Once the gate's up, we can lock the wheel so the gate stays up, but we'd have to guard it until the entire army made it through the gate. Suicide, and I'm not suicidal. Which means all of this is a waste of effort unless we can silence the machinery so it can be opened without being obvious."

Carnaue smiles.

"I'm not planning on dying today if I can help it. So let's hear some ideas for how we might be able to get the gate up so quietly they don't know it's been raised until it's too late."

Team Aerial Siege

Maeve collects one of the more powerful clerics and sits her in the saddle behind her, ready to trigger the windstorm when needed. Together, they watch the fire continue to ruin the collective day of anyone in Nekria's northwestern quadrant. Grim but beautiful, it is a passable way to while away the time prior to the signal to charge.

"What's our plan, once the wind's blowing?" the cleric asks, clutching the saddle a bit more tightly than strictly necessary. "Are we going over the wall, onto the parapet, or diving the gates?"

She swallows audibly and gives a very unconvincing show of bravado.

"I, er, just want to know which spells to use now, and which to save for later."

Team Ground Siege

Choso agrees with Auriel's assessment regarding their allies, and messages are quickly sent to notify the giants and the Trueborn about the coming engagement.

Once that is completed, Auriel settles into the vanguard alongside General Reeves, who is pepping up the troops with an inspiring (if predictable) speech.

Once the speech has concluded, there is an awkward pause that's nearly tangible enough to slice with a kris.

"There's been no signal yet," General Reeves says to the officers afterward, his tone subdued. "We've got a few rams with us, but if we carry them with us on the charge, it'll slow us down. If we DON'T, and the gate doesn't open as planned, though... we'll be cut down to a man."

His mouth forms a thin line, and he turns to Auriel.

"Worth the risk to bring along a backup plan?"
This message was last edited by the GM at 03:33, Tue 08 Sept 2015.
Auriel
player, 2465 posts
Not the Doctor
Not the Avatar
Tue 8 Sep 2015
at 06:27
  • msg #440

Re: The Game: Chapter 14

"Charge with the rams," Auriel replied. "Not that I don't trust the others to do their job, but if we show up to siege a gate without rams, they'll know something is afoot. Which could jeopardize the others. Better to play it safe, sure, and steady. If we have wind cover, our reduced speed will be irrelevant."
Keef
player, 1509 posts
First of Ka
Order Initiate
Tue 8 Sep 2015
at 13:05
  • msg #441

Re: The Game: Chapter 14

In reply to Auriel (msg # 440):

The room... I mean, the room with the wheel, what's it like?  How big, how small?  Windows?
Boreas Highwind
player, 1535 posts
Fey Messiah
Bathes Regularly
Tue 8 Sep 2015
at 19:22
  • msg #442

Re: The Game: Chapter 14

Boreas smiles.  I think I see where your mind is with this one, Keef.  Also, can you cast any kind of silencing spell?
Keef
player, 1510 posts
First of Ka
Order Initiate
Tue 8 Sep 2015
at 19:37
  • msg #443

Re: The Game: Chapter 14

In reply to Boreas Highwind (msg # 442):

That... depends on.... you mean just no noise or that nobody... oh well with everyone alive?  No...

Keef thinks for a moment.

Well, I can hide what we're doing... fool them with an illusion.

[Private to GM: OOC:  Full Disclosure as to why I want room layout:  If it's a small enclosed chamber with a winch, Keef's thought is to just fill it with Cloudkill once we winch up the door.  Otherwise, maybe a wall of ice to block it and a "Screen" spell to make it look like the room is empty.]
Maeve Hassan
player, 1805 posts
GRIFFON RIDER
Roller of 1's
Tue 8 Sep 2015
at 20:40
  • msg #444

Re: The Game: Chapter 14

"Don't worry," Maeve says reassuringly.  "My goal for now is to get you to a safe but strategic location from which to fire off spells.  Probably behind one of the parapets.  Once you're situated there, I'll cover you from the air.

"No need to hold on quite so tight," she adds, noting the cleric's white knuckled grip on the saddle.  "Sekhmet won't let you fall."

Sekhmet regurgitates a lump of fur and bones in reply.
Keef
player, 1511 posts
First of Ka
Order Initiate
Wed 9 Sep 2015
at 12:28
  • msg #445

Re: The Game: Chapter 14

In reply to Keef (msg # 443):

In fact... once you clear the guards, this is substantially easier if I can lift the winch myself...

[Private to GM: OOC: Modified plan:

1. Guards are removed.
2. Keef enters room with winch.
3. Keef puts grease on doors.
4. Keef puts up ice shield around covering all entrances.
5.  Keef puts up Screen around that to look like normal room with normal guards.
6. Keef fills interior with Cloudkill, to which he is immune
7. Keef turns winch
8. Profit

Plan will need modification if winch room is not more or less contained.
]
DM
GM, 3110 posts
Omniscient Narrator
Destroyer of Worlds
Thu 10 Sep 2015
at 14:17
  • msg #446

Re: The Game: Chapter 14

In reply to Keef (msg # 445):

Team Infiltration

As Keef babbles about his plan, it becomes clear that Carnaue would need to provide more details about the room itself.

"As you know, a gatehouse is a fortified structure built over the gateway. As it protects entrance to the city, it is a complicated structure with many lines of defense."

He produces a rough map and points out the various features.

"The gate itself is a 20-foot passage through the walls, and is protected by heavy wooden doors on the end closest to the city. The iron portcullis protects the front section of the gate, which means anyone trying to batter the doors down would risk having the gate fall and isolate them within the gate and beneath this gatehouse."

Carnaue taps a few other places.

"That's bad, because the gatehouse features the usual murder holes, machicolations, and arrow loops to rain death down onto besiegers who make it that far from above. And I wouldn't be surprised if there was a second portcullis designed to fortify the wooden doors directly in front of them, too. A single portcullis shouldn't take four men to operate with the mechanical advantage the wheel provides."

He sketches out some measurements on the map.

"I wasn't able to actually pace it off, mind you, but the gate house ought to mirror the dimensions of the passageway itself. We can assume it will be 20 feet long and wide enough to accommodate commercial wagons and the teams of creatures that pull them... 15 feet, I'd venture."

Carnaue glances at Keef and smiles slightly.

"Did you have a plan?"
This message was last edited by the GM at 14:18, Thu 10 Sept 2015.
Keef
player, 1512 posts
First of Ka
Order Initiate
Thu 10 Sep 2015
at 15:27
  • msg #447

Re: The Game: Chapter 14

In reply to DM (msg # 446):

Oh yes! Keef's head bobs.  I just need you to get me in here, then I can raise the gate and hold it.


[Private to GM: OOC:  Modified plan:

Once the room is cleared, Keef will have the others evacuate.  He will then use Ice wall to create a sheet of ice covering the floor (to seal up the murder holes and machicolations) then fill the room with cloudkill.  He will then use either polymorph or BUll's STR so that he is strong enough to turn the winch himself.
]
DM
GM, 3113 posts
Omniscient Narrator
Destroyer of Worlds
Mon 14 Sep 2015
at 17:49
  • msg #448

Re: The Game: Chapter 14

In reply to Keef (msg # 447):

Team Infiltration

"It's time, then," Carnaue nods. "Follow me."

The trio make their way carefully to the gatehouse, avoiding the general chaos of the city with practiced precision. They pause a good 50 feet from the gatehouse, ducking into the nearest allyway.

The entrance to the gatehouse is protected by a simple wooden door, which is ajar. Beyond it is a stone staircase, which winds its way up the room supporting the wall and the gate itself, and ultimately leads to the gatehouse situated above the gate. There is an identical entrance and set of stairs on the other rook, as well.

A single guards stand outside the staircase, more for formality than as a sentry. After all, he is behind the walls of his own city.

"We've got to get past the guard without removing him. His absence would be noted," Carnaue says. "Then there's simply the matter of climbing the stairs and taking control of the gate house. I'm open to ideas, but we need to move fast. The Tyrant's forces will need to begin their charge soon."

OOC: The guard is 50 feet away, and the gatehouse is about 25 feet above the gate, which means the stairs cover 25 feet straight up in a spiraling fashion.
Boreas Highwind
player, 1536 posts
Fey Messiah
Bathes Regularly
Mon 14 Sep 2015
at 23:41
  • msg #449

Re: The Game: Chapter 14

I can get you in there, Keef.

Boreas lays a hand on Keef's shoulder.

[Casting Walk Unseen]

He vanishes, hand still on Keef's shoulder, ready for the signal to teleport them both inside.
DM
GM, 3114 posts
Omniscient Narrator
Destroyer of Worlds
Tue 15 Sep 2015
at 18:40
  • msg #450

Re: The Game: Chapter 14

In reply to Boreas Highwind (msg # 449):

Team Infiltration

Carnaue reaches into the folds of his cloak and withdraws a tiny opal, which he promptly drops onto the ground. Instead of bouncing or clattering aside, it merges directly beneath the cobblestones and vanishes.

"The order is given," Carnaue nods, folding himself expertly into the shadows with practiced ease such that only his voice gives away his position. "I'll meet you on the other side."

OOC: Be ready for a surprise round (in your favor) when you reappear. And yes, I'll draw a map at that point.

Team Siege

An opal pops out of the ground, floating about 6 feet into the air before plopping into General Reeves' outstretched hand. He studies it for a moment, then produces a second exactly like it and drops both onto the ground. They, too, slip into the muck and vanish.

"We should control the gatehouse presently," he rumbles, motioning to a bannerman to signal the aerial team.  "It is time."

"With me, my riders! To arms!" he roars, leaping into his saddle and spurring it into a rearing fury. "For the Dominion, onward! For the Republic, onward! For the Tyrant, onward! For yourselves, onward!"

As his bellowing continues, his troops begin banging steel to shield. Bugles blare. Horses whinny. Heavy battering rams are secured, and the infantry behind the cavalry wedge steel themselves for the dirty work of occupying a hostile city.

"This very day, those walls will fall to the TRUE Dominion! Together, we shall liberate Drynn! CHAAAAAAAAAAAARGE!"

General Reeves slams the visor of his helm shut and kicks his warhorse into a savage charge toward Nekria's imposing gates, the army hastening to follow in his wake.

Team Aerial Threat

Maeve notices the vanguard moving into position, and the signal is given for the winds to be deployed. The cleric begins to chant, and a stiff breeze springs to life along the wall in tandem with the cavalry charge beginning beneath her griffin's sturdy wings.

"It's done," she says, licking his dry lips before laughing nervously. "Or better to say, it's begun, right? I hope there's no trouble at the gates."

She glances at the city's skyline, which is blackened by soot from the recent fires -- some of which still rage -- and shivers as the peal of Serpentsworn Cathedral's massive bells sounds its usual steady cadence.

"Or anywhere else, for that matter."
This message was last edited by the GM at 19:00, Tue 15 Sept 2015.
Auriel
player, 2466 posts
Not the Doctor
Not the Avatar
Tue 15 Sep 2015
at 19:22
  • msg #451

Re: The Game: Chapter 14

Following General Reeve's lead, Auriel likewise dropped his golden visor down, securing it in place. Shahara leapt forward in a graceful arc, joining the point of the vanguard's charge. Air rushed by the Celestial, whipping up his traveling cloak but leaving his folded wings obscured, for now.

As the paladin neared the gates, golden light began to course over horse and rider. He held Dawn aloft, which blazed all the brighter with the charge.

Auriel set his teeth grimly, prepared to do what was necessary, but dreading the waking nightmares that would follow.
DM
GM, 3118 posts
Omniscient Narrator
Destroyer of Worlds
Thu 17 Sep 2015
at 17:51
  • msg #452

Re: The Game: Chapter 14

In reply to Auriel (msg # 451):

Team Infiltration

With the power of a spoken word, Boreas and Keef vanish into the ether, only to materialize a moment later within the gatehouse at the top of the stairs. An illusory Boreas remains behind, standing alone in an alley that only moments ago held three capable spies.

~~ Disposition ~~
Boreas and Keef are standing at the top of a stone spiraling staircase. Before them lies the interior gatehouse, which spans the gap between the twin rooks that protect the gate on either side. Carnaue's guess on the dimensions proves correct -- the room is 20 x 15, and the large wooden wheel dominates its center. Four guards are standing around it, chatting and glancing out of the various slits to keep an eye on things.

There are two entrances to the room: the staircase on which you appeared, and an identical one directly opposite it. The staircase continues upward toward the top of the rook and, from there, the walls proper.

Battle Grid: https://docs.google.com/spread...3M/edit#gid=41495981

quote:
~~ Surprise Round ~~
Boreas
Keef


Team Siege

The charge continues, and will reach the gate in 2 more rounds. Arrows are loosed, but most are foiled by the winds. Attention appears focused on the charge for now, though someone is bound to notice the griffin sooner or later.
Boreas Highwind
player, 1537 posts
Fey Messiah
Bathes Regularly
Fri 18 Sep 2015
at 14:27
  • msg #453

Re: The Game: Chapter 14

Boreas, surveying the room, causes strands of icy kelp to spring up, filling the guard room and the staircase behind.  He flickers back into view.

The strands lash out, but most miss their targets.

[Guard C: Grappled]

[OOC]Really, I roll 3, 1, 4, 1 on grapple checks!?[/OOC]
Keef
player, 1513 posts
First of Ka
Order Initiate
Fri 18 Sep 2015
at 15:39
  • msg #454

Re: The Game: Chapter 14

In reply to Boreas Highwind (msg # 453):

Keef steps in front of Boreas and holds out his hands, fingers splayed.

He speaks in a voice that is loud but not a shout, confident but not aggressive:

"Surrender quietly and you will live.  Make any noise or resist and you will not."

[Private to DM: /OOC:  Ready Prismatic Spray if they raise their weapons or start to shout or run.]
DM
GM, 3122 posts
Omniscient Narrator
Destroyer of Worlds
Fri 18 Sep 2015
at 16:42
  • msg #455

Re: The Game: Chapter 14

In reply to Keef (msg # 454):

The guards show no intention of surrendering quietly, triggering Keef's readied action.
Keef
player, 1514 posts
First of Ka
Order Initiate
Fri 18 Sep 2015
at 18:53
  • msg #456

Re: The Game: Chapter 14

In reply to DM (msg # 455):

A dazzling array of colorful lights splash from Keef's splayed fingers.  Each guard is struck by a different color.

Guard 1 does not appear unharmed, though he looks a little... unstable (failed WIL, now under Insanity spell)

Guard 2 turns green, hocks up something horrible, then keels over and dies (failed FORT v. poison)

Guard 3 catches fire (10 fire damage, passed REF save)

Guard 4 melts... a bit (40 points acid damage, failed REF save).
Boreas Highwind
player, 1538 posts
Fey Messiah
Bathes Regularly
Sat 19 Sep 2015
at 16:27
  • msg #457

Re: The Game: Chapter 14

In reply to Keef (msg # 456):

As their turn begins, each of the guards is chilled by the aura around the kelp.

Guard A: 6 cold damage
Guard C: 9 cold damage
Guard D: 8 cold damage
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