Lamplighters Planning

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The Great Rescue

In which Our Heroes rescue a long-lost Councilor from the Bodhisattva Mandate. The plan basically looks like this:

At the Beachhouse

  • Final Name: Using Doyle's True Name, Bridge attempts to construct a Final Name for him. If she is able to do so, it means he is dead, and we abort. If she isn't, we push forward.
  • Scrying: From the beachhouse, we perform a big, fat group scry (with Veles as leader, so we can add Concealment Potency to the working), trying to punch as much power into it to get through wards. If we cannot get a lock, we try some higher-potency attempts before abandoning. If we succeed, we push forward.
  • Gate: We open a gate, either employing a more powerful Space mage, or by Veles using Reaching Up the Watchtower.

Doyle's Prison

  • Mission Objectives: These are our relative roles during the raid:
    • Veles: First in, and immediate use of transmute air to fill the immediate area with knockout gas.
    • Boss: First priority is to murder the fuck out of Seers. Attempt to draw most fire, and make doubly sure that Sara and Gutenberg are defended.
    • Mneme: Keep an eye out for mentally dominated individuals and incoming mind effects, providing dispelling backup where possible.
    • Sara Stainless: Provide any healing where needful. Try to avoid direct confrontation, except where pressed. Too valuable to our escape.
    • Gutenberg: First priority is to deal with magic we find in the area, preferring incoming magic over ambient effects.
    • Bridge: First priority is to use disperse energy (Death ••) to wipe out the local power grid. After that, feel free to get creative - the ambient darkness will probably provide great cover for your Twilight tentacles to come out and play.
  • Actions In: Right through the gate, we do the following:
    • Disperse Energy (Bridge): Cast against electricity, to kill the power in the place.
    • Transmute Air (Veles): To fill the area with knock-out gas.
    • X (Boss): X
    • X (Mneme): X
    • X (Sara Stainless): X
    • Undo Spells (Gutenberg): He should nuke any spells he sees incoming.
  • Forward Assault: We enter and move to free Doyle as first priority. The slaughter of any Seer agents is just a bonus. Once we have secured Doyle, we retreat through the gate, shutting it behind us.
  • Into Shadow: We move immediately from the gate room to where the Twilight gate awaits.
    • Either Mneme or Boss use Mind magic to allow themselves to genuinely multi-task, and opens a scry window in the house as we depart, to keep an eye out for pursuit.
    • If pursuit uses follow through to make it through the wards, Sara long-distance commands the fire spirit to ignite the explosives, destroying the house (and hopefully those in pursuit).
  • Flight Through Shadow: The waiting spirit uses the Speed numina

Preparations

Spells on Group

  • Time Wards: From the moment this operation begins in truth, we will need to be under a Shield of Cronos, to disguise what we're doing. This should be cast ritually, and on all of the participants.
  • Eliminated Auras: For the same reason, we should be under the effects of aura suppression, via Suppress Aura.

Equipment Worn During Raid

  • Masks
  • Night Vision Goggles
  • Gas Masks

The Beach House

Cannon Beach, OR

  • Owned by an intermediary's of Veles, whom he will reimburse for the loss of the house.
  • The ventilation ducting full of putty explosive & the fire spirit.
  • A Twilight gate, upper floor, on the other side of which waits a Space gate to the Subterranean Grotto.

The Subterranean Grotto

Cascade Range, OR

  • Totally sealed off from the outside world, with no entrances whatsoever.
  • Designed by Veles, who hollows it out by transforming the stone into breathable oxygen in its pocket, through the use of the Lesser Transmogrification spell, ritually cast.

The Spirit Grotto

Cascade Range Shadows x

The Path to Sara's Manse

Shadow, from Cascades to Portland x