Author Topic: Part I: Boy Scouts Have the Right Idea  (Read 69959 times)

Offline sirpercival

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Part I: Boy Scouts Have the Right Idea
« on: November 23, 2011, 10:46:10 AM »


Recruitment was circumspect, and the level of secrecy is extremely high.  You were brought (one way or another) to the Rock of Bral by the Illithid slaver operation, which seems well organized and deadly efficient.  The pay is excellent, but that's only part of it -- people like you (and the tentacled ones, you guess) are always getting stepped on by those who think they know better than everyone else, the self-righteous morons.  Well, now it's time for some payback, and you've been recruited to mete it out.  Should be fun, in a grim way.

Bral is a well-known asteroid city, a mercantile hub for all of Wildspace, ruled by a Prince, Andru, whose policy is peace for prosperity, meaning anything for money. Though slavery is officially outlawed, so is much of the economy on Bral, where anything that can be shipped can be bought.  The only truly serious offense on Bral is fooling with or fouling the somewhat limited atmosphere. Everyone will cooperate to hunt down a party using fire-based spells or spells like Cloudkill, and weather spells require Royal permission.

What is much less well known is that Bral was a Forge, a gigantic dwarven spelljamming mountain from ancient times, abandoned when the valuable ores ran out. Its interior is riddled with tunnels and caverns, mostly beautifully hand-hewn, for the dwarves' mining and manufacturing base.  The oldest dwarven sections, closest to the surface and near the modern-day spelljammer docks, were vast underground warehouse complexes, and this is where the Illithids base their operation. The old open-bar cages for goods are ideal slave pens. The underground stream, cycling endlessly to and from the surface lake due to the effects of the Rock's uneven gravity plane, supplies fresh water.

The caverns go on for unmapped miles. Most are unexplored, and the curious don't return. Efforts to scry the underground corridors themselves have  been mostly unsuccessful, as have divinations to find out why. The Illithids are interested only in their defensible area, and consider others' enforced ignorance to be an advantage.

The Royal family has raided the slavers from time to time, when their political situation would be strengthened by a show of legal force. Lately, adventuring bands impatient for results (or perhaps taking the slaves for themselves) have been doing the job for them, thus saving Royal expense, so the Prince has closed his eyes to the brief disturbance of the peace that sometimes ensues. After all, the Illithid ambassador can't protest an illegal raid on an illegal operation.

The Illithids received information from somewhere that there was about to be yet another raid. They've increased the security, trying to make their underground fortress impregnable.  Perhaps it is, and perhaps it isn't, but that's why you're here: you and the rest of your high-powered force are going to try.

Over the past week or so, you and your companions arrive from distant ports, worlds, and planes, by spelljammer ship, magic, or other means.  As the days have worn on and your forces have assembled, you've heard some of them voice the complaint that things are taking longer than expected.  Upon arrival, you were escorted under cover directly to your quarters. The only others you've seen (besides your fellow recruits) are those who seem to work here, and they look like they wouldn't be given to conversation even if it weren't for the atmosphere.

Under orders, no one has visited the city of Bral or even seen outside the compound; security has been tight for obvious reasons.  The edgy mood got worse when the biggest and meanest of your fellow recruits, an enormous half-minotaur ur-priest-assassin with a murderous glare and a blood-drinking axe (who called himself "Brute"), decided he would ignore the orders to stay in the Compound.  A couple days ago, after you'd all had time to get familiar with most of the caverns in use and find your way around... late at night, Brute decided he would go drinking topside anyway, and slipped out somehow.

The next time you saw him was when Arkesh, the Force Leader, brought him back... in pieces.  You never saw what happened to the head, but you had no trouble imagining it anyway.

Everyone is concerned about getting more information, what little bits might slip. Unfortunately, while the food and quarters have been quite adequate, the information hasn't. You've been provided with maps, and a chance to look things over. You've met some of your fellow recruits.  Some have been talkative, some not. You've met Arkesh, who seems to be organizing the action, and has treated you and the others evenhandedly, but hasn't had more information to offer either.  No one is quite sure what's going on in Arkesh's mind, or how exactly such a strange creature came to be -- an Illithid seemingly sewn together from pieces of other various Illithids, but unlike a golem or an undead, very much alive.

Arkesh has summoned all of you to a meeting with each other in the Living Quarters, the first where everyone is in attendance; apparently the time has arrived for you all to begin planning in earnest about the coming attack. There is a lot of thinking to do, about possible traps and ambushes, magical and non-magical defenses and counterattacks, what to do if slaves are caught in the crossfire... The slaves are what this little game is about, after all, and you know that neither side wants to have them dead.

Your intructions are simple, though your task is not: plan as best you can, for time grows short. Coordinate your efforts well; the enemy's strength may be uncertain, but is certainly too strong for any disorganized force to have a likelihood of success. Feel free to ask questions, and gather whatever information you can, but there may not be much available, so be prepared for contingencies. Be prepared for the worst.

Be prepared.
« Last Edit: November 23, 2011, 10:49:10 AM by sirpercival »
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Offline sirpercival

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #1 on: November 23, 2011, 10:46:21 AM »

((Hi-res unlabeled version here.  Editor's Note: The map is stitched together from several images and I couldn't get them to match up perfectly well, so please forgive the small misalignments and fix them by eye.  Thank you.))

General Notes:
  • Map grid is 10' squares.
  • Scrying is near impossible down here, and other divinations may or may not work,  depending on what you're trying to do, especially if they are not line-of-sight.  It's a double-edged sword, in that the raiders probably can't scry either to look at how you're preparing, but you also will need other methods of detection and communication.  (Divinations to try and find out why some divinations don't work, didn't work.)
  • Only the most commonly used areas have been fortified; the rest of the tunnels and caverns are in various states of disrepair and ruin.  Many tunnels have collapsed, especially in rear areas.
  • The parts of the Compound in use by the Illithids have been labeled -- the rest of the areas are not in use, either because they are (a) in bad repair, (b) inconvenient and difficult to get to, (c) partially flooded, for some areas near the river, or (d) on the other side of the Rock's gravity plane and therefore seem reversed in gravity (of course, where you are now seems reversed in gravity from the perspective of someone standing over there).
  • The gravity plane in this area is rather uneven, and runs very close to floor level.  There are some places where it comes up slightly, and several where it dips down; the river follows the gravity plane and its acceleration back and forth as its "up" and "down" oscillate, spiraling the rushing foam crazily around the walls through the rapids in the passages of the uneven rear areas, keeps it flowing.
  • The guards for the open-barred slave pens are mostly Umber Hulks.

Map Description

AA. The Auction Block

This is the public area of the compound, the only place that the buyers see.  The river enters here from the surface, and buyers are brought down the river by a nice, swanky ferry.  The ferry stops at the dock and the buyers are offloaded; they can then browse the pens to observe the stock which is on sale that particular day.  The large central area is the small amphitheater where the actual auction takes place.

For the most privileged guests, the island of highly carved and polished rock in the center of the river provides a scenic, formal area for an elegant dignitaries' reception to admire the glorious Dwarven handiwork throughout this part of the caverns. Even the areas that have been left naturally rough are artistically positioned, framed by ornately carved surroundings. Negotiations with big buyers for larger groups of slaves are often conducted there, after inspections in the pens are finished.

The Illithids are neither interested in nor affected by the artistry, but they do not hesitate to use the business advantage of having some of their customers be awestruck by their surroundings, and consider the advantage to be a fringe benefit of this site for their operations.

Once everyone has their purchases finalized, the buyers reboard the ferry and are taken back up the river to the surface.  Most buyers are completely ignorant even of the existence of the rest of the compound.

BB. The Slave Pens

The Illithids keep the hundreds of slaves here, in open-barred pens which are inset a few feet into the floor.

CC. The Island Living Quarters

This is where you are stationed, on the island in one of the lakes.  The buildings here are larger, and furnished as barracks.  When the Illithids are in the Compound, they have rooms here as well.

DD. The Warrens

From what you can tell, this area used to be one enormous room.  However, clearly the roof collapsed some time in the past, and what's left is a maze of twisty, rubble-filled passages wrapping around the bases of massive, ornately carved columns that disappear into the low, uneven remains of the tumbled-down ceiling.  The roof doesn't look too stable, though the Illithids have no record of further collapses in the time they have used this area and believe it safe to walk through; the only reason the Illithids use this area at all is that it provides the fastest access from the Pens to the Auction Block.

EE. Storage

This area has a lot of small buildings and cages with supplies and other various and sundry items.  Only part of it is being used -- the sections further from the Pens is still mostly rubble.


Ground Rules, as laid out by Arkesh:
  • No killing the chattel.  They have to be alive at the end of this, or it's all pointless.  However, you're welcome to move them to a different part of the Compound if it's necessary to your strategy.
  • No suggestions to "go somewhere else".  The Empire has put a lot of time and money into this operation, and they won't abandon it; that's why they hired you, and Arkesh points out that if you give them a solution that doesn't need you... in dealing with the Empire, it's much healthier to be needed.  Anyway, where else are you going to find somewhere that's so hard for people to scry into?  It's a great natural defense.
  • If you have an idea for a defense, but don't have the resources, ask -- the Empire may be able to come up with something on short notice, and given enough time, which you may or may not have, their resources and reach are both vast. Arkesh takes the opportunity to point out that's why almost no one who crosses the Empire lives for long afterward.
  • Although the Illithids recognize that there may be some collateral damage to the scenery because they hired a violent crew, and want your first priority to be the destruction of the raiders whatever it takes, destroying the site to save it is not good business, and angering the Prince by seriously affecting the surface dwellers is also not good business.


((A quick note from the DM: As I said in the General Notes post, you should try to stay in character, but if it becomes easier to discuss things like spell levels and uses/day out of character, then feel free to do so.))
« Last Edit: November 23, 2011, 10:56:42 AM by sirpercival »
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Offline Harald

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #2 on: November 23, 2011, 01:39:29 PM »
At the end of the exposition, Moïra will cough slighty, to indicate she would like to speak. She took a last sip from her cup of "tea", and put back delicately her cup with perfect, delicat manners.
"If I may, good sirs and ladies, I have indeed a few questions. These raids seems to be quite frequent : Are our ennemies backed by a nation or a powerfull organisation, or are they mere coalitions of pillagers and mercenaries ?
have we records available of past raids, and what kind of forces we can expect ?
I humbly confess that I am uncustomed for instance of the very being of our generous employers, and find this place quite strange. To prepare this incoming battle, we need to assess our strenghs, and those of our enemies.  To this end, we need to know what each of us can do to defend this place.
"
A small pause.
" Is there anyone who wants to begin ?"
"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.

Offline DonQuixote

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #3 on: November 23, 2011, 02:46:22 PM »
"Ooh, me!" I call out from the back.  As the crowd begins to turn--so predictable, really--I start spinning my hat.  By the time the majority of my morally impaired fellows have managed to focus their gazes on me, my head's already gone.  Not that I need it to speak, of course.

"Hello!  My name is Skellum, and--as I am sure you all can see--I wear a silly hat."  I pause for a moment, letting it sink in.  Watching their faces, I note how their expressions change as they all process the fact that my name is Skellum, and I wear a very silly hat.  Most faces seem to be moving towards irritation.  That's good.  Irritation's always a funny way to introduce someone to my friends.

"Now, I know what you're thinking.  'But, Skellum, you devilishly handsome rogue, what on earth is a silly hat going to do against the oncoming forces of good?'  Now, there are several answers to that--some of which I cannot share until some members of this fine collective are older--but...well...this one has always been my favorite."  I let go of the room and reach into dementia space.  Not calling Susan, not right now.  I'm putting on a show--and, with Arkesh here, I don't really feel like using old material.  So I throw a little something together, quick as I can.

Quote from: Your Eyes
With a bang, a smoking pellet rockets out of the old man's hat, seeming to originate in the smoke cloud that serves as his head.  It rolls along the ground slightly, then comes to a halt.  For a moment, at least.  Then, it starts to rock slightly.  In a sudden flurry of motion, the egg ruptures, revealing an angel...

...or so it seems at first.  Upon a second glance, the "angel" becomes much more horrifying.  Instead of wearing heavenly robes, this creature is stark naked--not that she could be called attractive in the slightest.  Her back curves unnaturally towards a wicked-looking spinneret, and eight powerful-looking tentacles sprout from her torso, just beneath her chest.  Moreover, the "angel" has translucent flesh, and the other side of the room bends sickeningly in the lens of her body.  More sickening, however, is the network of tubes that can be seen through her translucent body, stretching from the tips of her bone-like claws into the rest of her body, tracing a complicated circuit that ends in a pulsating organ that glows brilliantly, as though lit from within by a flame.

(click to show/hide)

I look happily at my creation.  She came out a lot more beautiful that I expected her to be.  "That, incidentally, is what I can do to defend this place.  Supply us with friends."  Suddenly remembering my new trick, I grin.  "Oh, that's not all, either.  If any of the physical combatants feel that they are...lacking anything, I believe I may be able to help."
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline Tshern

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #4 on: November 23, 2011, 02:52:06 PM »
A bald man with intense eyes of almost repulsive shade of yellow entirely dressed in black robes straightens his massive body to give a deep, penetrating glance at everyone in the room as if he could read the souls of his companions and starts speaking with a decisive and imposing voice "Any information about the attackers would be crucial. One does not survive long as a soldier without developing a healthy appreciation of intelligence. With no knowledge of the tactics of our enemy, there is little reason to do anything, but set a defensive perimeter and wait for their assault."

Bane's voice had a natural feel of commanding leadership and experience coming from dozens of battles, lost and won alike, although it was clear he had more than his share of victorious combats. Letting his words take effect he took a dramatical pause before continuing "Personally I am something of a foot soldier. Very often a decisive, crushing offensive in the face of attacking enemy is enough to break their ranks. Slavers, those that I have encountered, have usually been opportunists, not soldiers. Should this be true now, a show of force might make them hesitant, which should give us an opening for vicious counterattack."

During his speech the Dark Lord of the Sith tone was remarkably flat. He sounded like he had no emotional attachment to battle, slavery or death. His body language was non-existent as well, almost as if some tremendous force kept him from moving. Despite this, his voice was clear as was his conviction. Even the spectacle provided by Skellum caused nothing more than an almost imperceptible look of content and a shallow sigh.

After a moment of consideration Bane finally decided none of his companions would be well-versed in the arts of the Sith, especially knowledge of his ancient title was all but lost to the world, and introduced himself "You can call me Darth Bane."
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Offline Harald

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #5 on: November 23, 2011, 03:18:52 PM »
She will wait a lull to introduce herself.
"I am Moïra-Nyx d'Oneiroy, Marquise de Cauchemar and Margravine Von Töt Zu Altraum. You call me Margravine or Milady. I am a bit of a dilettante, I dabble in magic and can defend myself on the battlefield, especially at range. But Intelligence is my raison d'être : I can go freely undetected, gather information and infiltrate as a fith column easily.
I must add, if our employers do have already a few names, and that these targets do sleep and dream... I can ensure that they will never awake, and can never be bring back."
"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.

Offline SneeR

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #6 on: November 23, 2011, 05:32:54 PM »
The only way to know a man, said the masked, metal-clad man with flat gusto, Is to see his terror. The facets of a man's integrity and tendencies are most clear when he is blind with fear, for he can walk only in the ways he knows best.

My place in a war is on the inside, where men least expect. Let me close to our enemy, and they will know the greatest hatred.

He paused.
That is, if it is even men we are dealing with.
Are our enemies also these alien creatures? These... illithids?

He turns his eyeless mask to the nearest of them in a controlled motion.

I have no experience with their kind.
Doesn't matter, though. I can track any creature and break the will of the most resolute men.
« Last Edit: November 23, 2011, 05:48:06 PM by SneeR »
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Re: Part I: Boy Scouts Have the Right Idea
« Reply #7 on: November 23, 2011, 06:28:33 PM »
Zook

His feet on the table, arms crossed and a smirk on his face, Zook looks at his new colleagues as they show off their capabilities or they simply explain what they're capable of.

Once silence falls at the table, the whisper gnome, without changing is relaxed stance speaks.

"Well, we sure have some scary people at this table, no offence." says laughing before continuing, "My name is Zook Boldfingers and I'm the business of stealing things. And business is good."

"Now, I'm not the sharpest tool in the shed, so my ideas might sound bad to you guys but I can assure you that my plans in the past always got me where I wanted to be so... Here it goes. I was thinking that maybe you could make a magical tatoo to all your customers as they enter the place, something to magically mark them. Then, you could put a barrier just 50-100 feet past the entrance, going down. Those who are not marked, once in contact to the barrier would be plane-shifted, teleported, imploded or something like that. This would be a good first layer of defence, cutting down the enemy forces... Whaddaya think?"
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Offline SneeR

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #8 on: November 23, 2011, 06:56:12 PM »
Raiders might pretend to be customers in order to scout out the layout. However, your plan is not without merit, for not every raider would do such a thing.
A viable first line of defense.

Unless we kill so many that they dare never come near here.
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Offline Tshern

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #9 on: November 23, 2011, 07:29:40 PM »
"The trap Zook suggested might work. The effect should be visual, loud and preferably gory. Demoralisation and decimation is better than simply thinning the herd. Even if we plan on doing a sneaky ambush, a cataclysmic effect could be used as a distraction."

Doing the first discernible move apart from moving his eyes and speaking, Darth Bane raises his elbow on the table leaning his left cheek to his closed fist. The wrinkles forming on his forehead signal a quick thought process going through his mind. A few seconds later he continues his previous statement "This could be used to create a double trap. If our enemies are all coming to the same place, we could have a squad waiting behind them, pushing them towards the trap. Those who get through alive could be butchered by another squad waiting for them there. Essentially, we would push them to the trap and those who survive it would eventually have to fight on two fronts."

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« Last Edit: November 23, 2011, 07:34:03 PM by Tshern »
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Offline sirpercival

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #10 on: November 23, 2011, 08:38:47 PM »
Arkesh leans forward.  <If I may interject, there were some questions asked, and also this proposed strategy will not be effective.

To answer the Margravine's question... small raids are common, and are taken care of with customary efficiency.  Such things are a minor and typical nuisance, nothing to worry about, as the adventurers are unprepared for the might of the Empire.  However, the upcoming raid is, thus far, unique, and of a magnitude beyond anything seen before, which is why all of you were recruited.  All of us, I should say, as this is not my usual station -- I am something of a... specialist, you might say.

We have very little information about the make-up of the raid, other than strong suspicions about who the leader will be.  However, who- and whatever they are, we can expect that they will be intelligent, and well-equipped.  They will NOT be illithids, or other creatures of similar philosophy; they are far more likely to be heroes of some sort or another.>
  The word "heroes" drips with scorn.

<As to the strategy suggested by Zook, such subterfuge, though commendable, will be impossible.  The Empire has canceled any appointments with buyers until further notice, as they would not want to endanger or destroy any legitimate clients.  Normal operations will resume once the raid has been dealt with.  As such, we can expect that anyone who is not an Illithid, a slave, or a member of our team is a raider.  However, preventing entry (or at least making the raiders regret it) is an excellent idea -- perhaps, between us, we could lay down a Forbiddance over much of the area.
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Offline phaedrusxy

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #11 on: November 23, 2011, 11:45:28 PM »
A large creature with an enormous, drooping nose, green warty skin, and long slender fingers ending in wicked looking claws replies after Arkesh. It wears a tall, floppy pointed hat with a wide brim, and crude robes which seem to be made up of patches of many different colors. On top of a rather flashy looking pair of gloves it wears a distinct looking ring with a large black gem inscribed with celestial runes which seem to be a crest of some kind, and a belt from which hang several wands and other arcane implements from cheap looking twine. An odd pair of goggles obscure its eyes from sight. A black bird sits upon his shoulder, which it absentmindedly feeds grain from a bag hanging from his belt.

"Yes, a Forbiddance spell was exactly what crossed my mind after hearing Zook's suggestion as well. Although that is not a spell I can cast myself, I'm sure we could procure scrolls or other items to cast it from. Not having to worry about accidentally killing off your clients with it is a bonus. The materials required to cover a large area with such a spell would not be inconsiderable, however...

Such a spell would also prohibit all extra-dimensional travel within or into the area, which could have consequences for our own tactics and strategies as well, which is something we should consider.

And you may call me Gleron. I possess a wide variety of arcane talents, many of which revolve around impeding and destroying masses of enemies, but that certainly does not encompass all that I can do..."



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« Last Edit: November 23, 2011, 11:56:40 PM by phaedrusxy »
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Re: Part I: Boy Scouts Have the Right Idea
« Reply #12 on: November 24, 2011, 04:14:25 AM »
Ol'Reliable finally decides to stand up. He is a large Reptilian humanoid, wearing a bandanna on his bald, enormous head. He appears to be wearing some kind of combat jump suit. He has a vest on with many pockets and pouches, he also wears a old heavy duty trench coat. He has huge metallic boots, inscribed with numerous rune's and glowing symbols. On his back he carries a strange looking medium shield, it appears to made of a carapace. There is a old looking sword under the shield. There appears to be other weapon stub's extending from under the shield as well.
((OOC: in a nut shell, think SolidSnake - with weird rune magic megaman boots. green skin and a giant t-rex head.
Being from Rifts, most of my equipment is either tech based, or rune items that are thousands of years old, crafted in demon blood, with the souls of powerful magic beings trapped inside it, actually powering the item.))

I rise slowly, lighting up a fat Cigar as I do. After drawing a few puff's,.. " The Bio-Wizards that created me didn't give me a name.... only a barcode. " not really looking at anyone inparticular " Bio-Wizardry and Rune magic are strange craft. Instead of using magic to empower the living,.. rune magic uses the living to empower lifeless, inorganic constructions. Using creatures of magic, they meld the organic and the inorganic to create magical devices. One day. Some asshole's used this knowledge to somehow create something,.... that would eventually come to stand before you now."  I momentarily give each of you a glance as I puff my cigar.  " I came to be known as Ol'Reliable.... I don't care much for strategy on this scale..
Espionage, infiltration and assassination is what I'm usually contracted for."
I sit back down " It's a pleasure to meet you all."
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Offline Harald

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #13 on: November 24, 2011, 05:20:46 AM »
"Heroes ? They do exist, and are not mere romantic lies and fairy tales ? She raised an eyebrow.
If they do, or are the meddling do-gooders and their nosy lackeys I know off, they will behave the same. We should already consider that they already managed to get their filthy hands on our compound. Through historical raids, disguising as customers before we stoped inviting them, mind rinding our agents, or interrogating slaves we have already sold. At least, they can not use divination to actualise these datas.
Their modus operandi is very simple usually : bring a lot of firepower; rush straightforward, destroy any opposition on sight, free the slaves, run away. And if that don't work, they'll use morefirepower.
That Forbiddance spell is perfect to channel them, and disturb where they will arrive. But we must ensure they can not leave as well, nor travel through our compound unchallenged. They might teleport, they might fly, they might burrow through the very rocks, they might swim through the underground rivers, and might be intangible. We must have defenses against all of this methods of transportation to hold our adversaries at bay.

She has a little, impish smile.
Concerning the slaves, it is of course a good idea to mislead our attackers. they might already know where we stock them. We can confirm that, through decoys and illusions, and hide them away in an other place. I suggest the use of rope tricks and portable holes, scattered both in our barracks and in the barrens. If their purpose is to free slaves and not destroying us, they will avoid our strongholds, and we will not leave them enough time to search the barrens toroughly.
"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.

Offline SneeR

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #14 on: November 24, 2011, 05:42:37 AM »
The Auction Room is where they will enter from, the masked man says defiinitively. I have hunted a thousand men, and I know how they work. Though my name is Dormin Alfuraen, most call me The Hunter Dormin, out of respect.
Respect that I garnered through fear.

A man forced to follow a path he does not know will react stupidly in the face of the unknown.

He slams a map he drew in his spare time of the complex, having explored the entirety of it, at Zook's feet on the table. He points to the Warrens.

Are the Warrens well-known?
If the raiders are intelligent, they will use the Warrens to sneak in, avoid any bottle necks. Margravine, you are only half correct: the heroes will only use firepower once they have secured the slaves. Before this, they will infilitrate as quietly as they know how, with the hopes of overwhelming us from behind enemy lines and escaping with the slaves.

Destroy the Warrens.
Or, if you must not, trap them as best you can, so that no living creature can pass through.

If they are forced to take the river, they will be at a disadvantage from both the terrain and our full attention. I can wait beneath the water of the river and pull them under, drown them. They will surely panic.

If they ever get to the slaves, be sure to disguise as many of yours as you can as slaves, to further their confusion and terror. Eyes white with panic, their minds will be empty. No plans will come.

And we shall then wring their necks in the darkness, for dark it shall be.

You creatures can see in the night, correct? Cast no light into these tunnels, and watch them scurry like rats.
« Last Edit: November 24, 2011, 05:48:39 AM by SneeR »
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Offline DrHorrible

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #15 on: November 24, 2011, 06:52:12 AM »
Zook

As the others mention the river Zook, struck by another awesome idea, almost falls off his chair.

"Uh, uh, sharks in the water! Angry sharks in the water! Invisible sharks in the water! They won't even know what hit them..." says the gnome recovering his balance on the chair.
Believe.

Offline Harald

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #16 on: November 24, 2011, 07:16:59 AM »
You are right, Hunter Dormin. They will try to infiltrate first. They might already be here, in the barrens, in deep cover, waiting to strike or gathering intelligence. While preparing our defenses, we should ensure nobody is here already.
She turns to the gnome.
That a delicious idea. If feasible, they should have some acid or greek fire breathes. I figur every creature deserves a hot meal.
Speaking of which. Our employers, if I understand well, are magicians with feared mind powers. It is well known, thus our ennemies will try to protect themselves from mind-control. It is quite expensive, thus I do not expect all troops to be protected. Perhaps will they use undead ? We should reduce this protections to use our strenghs freely, and use and determine their weaknesses.
Darkness is a good option, but we need others.
"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.

Offline Tshern

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #17 on: November 24, 2011, 08:49:26 AM »
"The real trick is to get our enemies to the area of Forbiddance. It is unpleasant, certainly, but hardly lethal. A good way to protect the passage assuming we know where they are coming from," Bane replies to the magical trap idea.

"They must know we are mounting a defense. How easy would it be to deceive these attackers? To tell them we want to fight for the slaves in an open contest, gather them to a place of our choosing and spring the trap. Some people are simply asking for treatment like that."
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Offline sirpercival

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #18 on: November 24, 2011, 02:51:52 PM »
Arkesh shakes its head.  <It is unlikely they will be willing to parley, in my opinion.  It is certainly an interesting proposal, but I think one that will be difficult to control.  And I doubt the Empire would want to be bound by an agreement like that -- they want these raiders destroyed, and will not want to allow the possibility of us losing the contest.  The raiders will of course expect us not to bargain in good faith.

The river is the main throughfare for the Compound, and filling it with unpleasant creatures under our control is a pleasing idea.  Perhaps we can do better than sharks, however; what about aquatic umber hulks?>

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Offline Tshern

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Re: Part I: Boy Scouts Have the Right Idea
« Reply #19 on: November 24, 2011, 03:13:37 PM »
Bane turns his head to face the illithid with a hint of condecension in his eyes and replies "It should go without saying that we would not meet them on the field of battle, but instead arrange a trap, a magical one preferably. All we need is a decoy and have someone make us appear foolishly bold enough to believe we can defeat them head on without difficulty."

The river would give us a tactical advantage, one less front to defend... Bane thinks to himself and then continues "Utilising the river sounds wise. We could push them in, or simply use it to cover a flank."
« Last Edit: November 24, 2011, 03:18:26 PM by Tshern »
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