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Tower Attack Plans

Posted: Mon Feb 19, 2018 9:52 pm
by Kyle
Thread started. Ideas? List them in bullet form for easy reading.

Re: Tower Attack Plans

Posted: Mon Feb 19, 2018 10:36 pm
by Jack Hollingsworth
Pretor took Fly as his new spell for 6th level...getting and holding the outbuilding for the hour it will take the Fire Axe to arrive will be the highest priority...we willcertainly destroy the ballistae in the keep well before that occurs

Re: Tower Attack Plans

Posted: Tue Feb 20, 2018 10:13 am
by rgl2112
Here are targets in no certain order:
  • Cache of Arrows/Weapons
  • Rescuing Amadeus - again
  • Siege Engine Disable
  • Killing Havalyn
  • Killing Donagan
  • Killing Barhold/Varning
  • Raise and Disable Portcullis
  • Lower and Disable Drawbridge
  • Launch Flare
  • Wait one hour and watch Sagentown Burn
Issues:
  • Getting from Round tower to Keep Proper (jail) goes through bedroom area or across courtyard = Risky
  • Servants or Kitchen staff are only disguises left, do they employ kids?
  • ~45 soldiers and captains left
My recommendation:

Disguise ourselves as two soldiers and two scullery children. The children are lost and confused and the soldiers are trying to get them to safety (if shit hits the fan)
  1. Sneak from Storage into Armory. Should be empty at night. Place as many weapons into furnaces as we can
  2. Sneak up to banner room - Killing guards if necessary quietly
  3. Sneak up to Arrow cache, breaking arrow fletchings and/or throwing them out of the window into the river below
  4. Kill guards in Rookery, and Mad Nutter
  5. Invis Valak, hand him a long section of rope, and Cast Fly - he will fly to the roof of the Keep Proper at the broken trebuchet, and invisibly tie the rope off to hang down the Eastern Side
  6. The rest of the party will go down from the rookery back to the Banner room and head outside and behind the stable to the East Wall Parapet, making their way halfway down along the wall and tying off a section of rope and climbing over the wall to the main courtyard on the west of the keep, leaving the rope
  7. As Xander, Picket, and Pretor begin climbing up the keep rope, Valak will be ready to disable the guards, perhaps a silence will be the opener once Xander climbs up
  8. Take out rooftop guards, fire the flare, and head down from the top level, taking out troops as we go as quietly as possible towards the jail
  9. Rescue Amadeus - whatever it takes, if Havelyn is there, even better
  10. Head back to rooftop, if no Havelyn, check his room. From Rooftop before climbing down,
    fireball the Ballistas if they are in range, otherwise we need to climb the rookery and take care of it from there
  11. Down the Keep Rope and back up the Parapet rope, along the East wall, down by the stables, back up by the rookery, fireball if we couldn't already, and then head along the north parapet to the winch room
  12. Disable winches and lower bridge, and hold the line.

Re: Tower Attack Plans

Posted: Thu Mar 01, 2018 8:59 pm
by Dave
Because I don’t want to be accused of fucking you guys, there are some things that I want to make sure you guys understand.

1- The soldiers and leadership in Everard Tower know that they are being attacked.

2- They know their enemy can pass through their ranks while under disguise.

3- The rank and file guys are well trained, and somewhat seasoned. Their commanders are solid. Yes, the rank and file is a bit on edge, what with half their number taken out in about 24 hours. And fireballs blasting them in the open. And Tacitus gone, etc. But Havelyn and Iron Sam are good leaders. Varning ain’t no slouch either. You can safely assume that they have a plan to try and deal with a bunch of murderous mice such as yourselves...

4- You guys still have the advantage of surprise, don’t squander it.

5- They are satisfied with having one prisoner already. They won’t likely be taking any more.

I want you guys to succeed in opening the tower, but it won’t be given to you. If you guys go in half-cocked, it will turn into a giant mess.

Re: Tower Attack Plans

Posted: Fri Mar 02, 2018 12:37 pm
by Kyle
My concerns
1. When we open this hidden door, I expect us to encounter someone.
2. We need to sabotage the weapons in the armory, put them into the fire and start the fire.
3. We need to blow up the room with the archers/arrows.
4. We can’t count on our disguise, assume there are passwords, sign/counter signs going on
5. We need to launch that flare asap
6. We need to high tail it to the gatehouse.
7. We need to defend the gatehouse.
8. Once at the gatehouse we can try and take out as many defenders and defenses as possible. Arrows/scorpions/oil/ whatever we see in there.
9. An hour is a hell of a long time to defend somewhere. We need to take that into account.
10. I do think we can use the fireworks/party to mask some of the sounds, but I think that having silence being used will be key.
11. Invis is an option but I can only do it so many times.
12. We need to use that fireball wand to the best effect. Someone that stands up front should not have it.
13. I am just going to say it, saving the wizard may need to be a secondary objective, hes an obvious trap for us. (yeah yeah I know I know)

Re: Tower Attack Plans

Posted: Mon Mar 05, 2018 3:07 pm
by Kyle
  • If we can get Tim and Grim into the keep, maybe we can use them as a distraction. If they can hold a stairwell, that will slow the advance down.
  • If we can find a way to blockade a hall way or two inside the keep (not sure how) that will force them to take different routes, or be forced to break blockades. Even inside I think fire is our friend.
  • We have lots of oil from the bag of holding, we need to use it, even if its just to make smoke, smoke rises, use that to our advantage.
  • While the guards are alert, we can use the 2 alarm horns we have and have Tim/Grim sound an alarm in a different part of the keep maybe drawing away forces.
  • I still believe we need to use that fireball wand to our advantage. One good fireball will ruin most if not all the arrows in the arrow death trap room.
  • Getting into that gatehouse is key,weather its from the door on 2nd floor, or we go up top and try and work our way down.
  • If we want to pick a fight, we grab those tapestry's and throw them from the keep aflame. Its all about theatrics.
  • Honestly, what if we fake capturing someone? A New Hope style... “Had a slight weapons malfunction, but everything’s perfectly alright now. We’re fine, we’re all fine, here, now, thank you. How are you?”

Re: Tower Attack Plans

Posted: Mon Mar 05, 2018 3:24 pm
by rgl2112
We still need to make Amadeus a priority, I think Stealth to the jail using my rooftops and ropes approach is the best plan for that. After that point, yes, diversion in the rookery area, horn and fireballs, launch the rocket, bring in Grim and Tim, and work our way to the drawbridge.

I hope we find Havelyn or Donagan in the jail interrogating Amadeus, we must vanquish one or both if we have a chance of holding the drawbridge open.

The area we must avoid is the ground floor where the infirmary/barracks are....we cannot risk that area, we must bring them to us.

Re: Tower Attack Plans

Posted: Mon Mar 05, 2018 3:32 pm
by Kyle
  • I agree about staying off bottom floor, but stopping them from going up the stairs how ever we can I think is also a good option.
  • I can invis 4 of us, but that basically takes most of my 3rd level spells.

Re: Tower Attack Plans

Posted: Mon Mar 05, 2018 3:54 pm
by rgl2112
We just need to invis one person according to my plan. Here's how I see that portion going:

We enter the keep through the secret door, progressing upstairs towards the rookery, silently eliminating anyone posted there to clear all the way up to the Mad Birdman. We destroy weapons and break arrows, fletchings, etc, on the way, perhaps even oiling them up a bit, but no fire yet.

All of the following must happen as quickly as possible. (Optional) Launch a fireball at the Siege Engines on the Main Gatehouse at the moment we begin heading down the stairs, and at the same time, cast Invis and Fly on Valak, he waits at the top with a signal horn until he sees us come out of the rookery tower near the stables below and get up on the East wall, hopefully out of sight. It's dark, the dwarves and guard disguise may help a bit just in case, or servants and skullery boys.

((OOC: Could anyone see where the fireball came from, it's not a projectile, correct? Just a fiery ball of flame that expands from the center point?

EDIT nevermind...:
Fireball
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

I guess we really need to do this quickly, or not fireball the siege engines until we head to that side...thoughts?))


Once he sees we are clear of the round tower he sets fire to the arrow pile, launches the signal rocket, and blows the horn. After all of that, he invisibly flies over to the main keep rooftop and carefully ties the rope to the east parapet as we make our way to that location on the exterior.

The rocket and fire will signal the Horde, and hopefully Grimnok and Timothy the SQUIRE, and hopefully create enough of a diversion to pull some troops to that location. We climb the main keep and clear the rooftop quietly and if needed, fireball the rookery again if we see anyone in it, but then heading down the stairs from the roof towards the jail.

We fight our way to Amadeus in the jail if needed, and hope to Karamaka that one of the big three are there with him.

After the rescue, we search the bedrooms upstairs, head back to the roof, climb down and hopefully rendezvous with Grim/Tim at the parapet or the courtyard, and head to the portcullis and drawbridge room to secure it.

If we have not killed Havelyn, Iron Sam, or Donagan at this point, we must be prepared to hold the bridge and portcullis with our lives as the horde approaches, the Lady's Will be done.

(OOC: I can draw all of this on the actual map if it helps anyone understand it, my character would, he's very logical...)

Re: Tower Attack Plans

Posted: Mon Mar 05, 2018 4:30 pm
by Kyle
  • I dont think we can invis him, have him take a bunch of actions, and stay invis.