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 gas bombs to fill the immediate area with knockout gas. Other priorities involve environmental navigation, including the use of Loosen the Threads to undo locks and bonds.
- 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. Once we find Doyle, to check him over mentally to make sure there aren't any unpleasant immediate surprises. Provide katana-based backup when needed.
- 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. The Paternoster are Prime-focused as a Ministry, so we may find more than our fair share of illusions and magical effects in place.
- 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.
- Forward Assault: We enter and move to free Doyle as first priority. The slaughter of any Seer agents is just a bonus.
- The Way Out: Once we have secured Doyle, we retreat through the gate, shutting it behind us.
- DNA Bomb: Veles will use the "DNA Bomb" in the rooms he leaves behind.
Back at the Beachhouse
- Into Twilight: We move immediately from the gate room to where the Twilight gate awaits, on the upper floor, and enter Twilight.
- 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 gas, destroying the house (and hopefully those in pursuit).
- To the basement: While in Twilight, we descend into the basement, where awaits a Space gate in Twilight to the Subterranean Grotto. We pass through it.
The Subterranean Grotto
- Arriving in the underground passage, we detonate the gas in the beachhouse.
- It should utterly destroy the house, wrecking the terminus of our gate to the Seers' HQ, destroying the upstairs (where we passed into Twilight), and filling the basements (where the Space gate in Twilight that goes to the Subterranean Grotto) with debris.
- Sarah moves us into Shadow from there. As we depart, Veles releases the spell that holds the Grotto in existence, changing the air in it back into solid stone.
Flight Through Shadow
- Flight Through Shadow: The waiting spirit uses the Speed numina to move us from the Cascades Shadow to somewhere else nearby. We rest in Shadow while we build a Space gate to get us home to Sarah's sanctum in Shadow. From there, we return to our sanctum.
Preparations
Spells & Casters
This is a rundown of the spells we'll need in order to make this plan, and who is going to be casting them.
- Group: Ward on beachhouse. Scry (to search for Doyle, led by Veles so we can use Concealment Potency Factors.
- Guterberg: Shield of Chronos (on cabalmates). Suppress Aura (on cabalmates).
- Veles: Expand Volume (for DNA bombs). Lesser Transmogrification (to create Subterranean Grotto, changing solid stone to air). Shape Air (for atmosphere in beachhouse).
- Transmute Air (turn air in basement into pure hydrogen as the cabal leaves the beachhouse)
- Bridge: Twilight Gate (on the upper story of the beachhouse)
- Sarah: Summon Spirit (a fire spirit, awaiting orders in the beachhouse basement).
- Shadow Gate (in Subterranean Grotto)
- Boss: Scry (to scry on the house when we leave it). Multitasking (to be able to watch scrying as well as take other actions).
- Mneme: Gate (cast in Twilight from beachhouse to the Subterranean Grotto). Increase Skill to boost fighting skills.
- Unknown: Gate (to get us to Doyle and back).
Equipment Worn During Raid
- 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.
- Establish a fire spirit awaiting orders.
- Upper Floor: A Twilight gate.
- Basement: A Space gate in Twilight to the Subterranean Grotto, basement.
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