What Ba Chim's spy tells you about Il Tasi'in Il Tasi'in, a thick-walled town of 3000, is the seat of power for one of the the most isolated of the borderland satrapies of the Scarlet Sultanate. Located on the east coast just after the shoreline turns south, it is a bare 60 miles from the Xobi, the cold rocky southern desert in the Weird. The town which is dominated by the two raised quartz-dome hills called the Teats of Manat was formerly called Manawat and was deeply associated with the worship of that chthonic goddess (who is said to have ruled over fate itself and “sapped the self-will and value of Men”). The ruling satrap is like other borderlands satraps both a highly-positioned courtier and necromancer, an important role in the maintenance of the undead-worked plantation system (more about Industrial Necromancy in a blog post). Ul-Namihirra is generally considered to be a deeply incompetent in both his expected roles but survives politically by his ability to shift...
Good thought. Still, we've got to get in there--and we've got a dearth of frontline fighters for that sort of assault.
ReplyDeleteOh, and a thick coating of grease on the stairs around the scythe trap. (Having some ventriloquism of "Quick, back up the stairs!" to draw the cyclopes up and to the trap, plus making it sound like we don't have a second entryway.)
ReplyDeletetrey causey yeah, this is true. I think that we can take them on (as things stand) with use of invisibility, sleep and web, but it'll leave us pretty dry on spells after that. I think that if we Home Alone them we can maybe take out 2, cutting it down to 4 (more manageable but still bad).
We've got to find another way to get back in, though.
ReplyDeleteYeah. I'm pretty sure that at least one route exists from the Undercity (as we can see from that weird door), and probably an additional one from the Fungal Forest, but we'll need to find both.
ReplyDeleteOther thoughts: tossing out hold portal spells on the two doors will seal the ogres in - that lasts 2d6 turns. (I'm assuming we can get access to or research hold portal.)
ReplyDeleteIf we go ahead and set that up, we can seal off one of the two doors and only have to deal with three ogres at a time (manageable). A silence spell would prevent the Eld from being alerted.
Have we been into the Fungal Caves before at all? Is there someplace [other than the obvious library] where we could research it a bit, or at least pick up some rumours?
ReplyDelete