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From TomB (Kerac):

lf we do play this Sunday it might be a good idea to do a bit of brainstorming beforehand - we spent half an hour or so Iast Sunday and didn't get far. For those who were asleep/gone/not paying attention, the "Holmwood Swallow" was seen flying over town armed to the teeth with marines. It will land in about 10 mins (game time) and then our assumption is that the marines will search the town and capture the two princes, returning them to Jerris for possible trial and execution. Of course, the marines could just be on a pleasure jaunt to Parlainth (where sex with any Horror is free of charge), but l thínk not. We have a potential caravan to Syrtis (south) lined up to leave tomorrow morning if we want, but we obviously don't have that much time in the town. Various options have been thrown about - I've made some notes whìch I've written below.

Talk to the mayor
The mayor seems like an independent sort of a troll, and l don't know how he'd take to having foreign powers walk in, search his city and kidnap some of the temporary residents. Certainly it would be a bit of a snub to him. The marines might talk to him themselves, but if we get ín first we would have first throw of the dice (ha ha) so to speak. He might be willing to protect us to confirm his hold on power.
Take over the airship
The marines are likely to leave a skeleton crew while they search the city, and this could be the perfect opportunity to hijack the ship. Flying it could be a problem - who/how many of us have air sailing as a skill/talent? We may be able to force the remainder of the crew to help.
Steal the lifeboat
Apparently the Swallow has a lifeboat, which might be easier to steal/sail. If they realised we'd stolen it, I think we'd have a speed problem getting away.
Disable the airship to prevent it landing
Great idea....and we implement it how? One suggestion was Stick Together on the rudder. If we could force it to sail over Parlainth things could get interesting! Note that Stick Together has a time limit ofjust a few minutes.
Have someone talk to the marines
A few of us are probably unknown to the marines, so somebody could talk to them, find out what they want and possibly misdirect them. This is a bit risky, but at least we.would be better informed. They may not even be after the prìnces.
Talk to the NPCs, partícularly Cullyn and Sara
Both of them are from Jerris and presumably have their own opinions on the best plan of attack.
Hide in catacombs/sewers
A possibility.
Hide outside the city for a night
We could then meet the caravan the next morning and slip away quietly. I think we would have a reasona chance of getting out of the city unnoticed if we split up. There are enough people going in and out that one more wouldn't raise suspicions. I'm probably the only one who might get noticed, but there are other methods....Of course, 1-armed Dwarfs and 0-tailed T'skrangs would have to be disguised suitably. Once outside the city, we might have a problem as there is not much cover.

Ideas, anyone?

Kerac

From BenG (Jen):

Not that splitting the group has ever been a good idea but perhaps a combination of the following may work.

For example:

Aramis (and bodyguard) could talk to the mayor. Advise him or the situation and seek aid. Possibly gíve him false details or where in the city we may hide. Possible outcomes: Mayor decides to help, Mayor passes wrong directions on to bad guys, mayor gets 'misted' ror trying to take Aramis prisoner. Once leaving the mayor Aramis may also booby trap the place we are supposed to be staying (e.g. with a bone circle) in case the marines come looking...

Jen could talk to the marines. Since Jen has not been seen with the party very much (and is not an elf) perhaps he may be able to get some information or leave misinformation about our whereabouts. This may be difficult to do and may prove risky, however if this story is consistent with that told to the mayor then this may help validate the inrormation if pressed. e.g. the grumpy hermit says how he saw a big ugly rock man (with a short sword he wouldn't share) and a few elves go into an abandoned warehouse to the south. (This place could be trapped) and in a less than reputable area with thugs and thieves who don't take we11 to strangers (and may be bribed - quickly - to lie or hóld up the troops).

Others could do the impossible and either try and take over the ship or disable it once on the ground to prevent following (if the latter is the preference then someone should also steal/buy some horses).

After we have information, support and/or have disabled the ship we could meet up outside the city and perhaps catch the caravan... Then again depending on the information perhaps we could accompany them and see where this leads.

I'll think about it some more later - work beckons.

Cheers,

Jen