Ok, so, the plan.
Primary goal - destroy the main anchor before the portal activates. In case of emergency we might have to destroy it after the portal opens.
Secondary goal - destroy the auxillary anchor to either buy more time for the primary goal, or delay the invasion by making the area around the portal harder to traverse.
Go contact the shoopkeeper in the Dwarven ward. Warn him of the situation and enlist his help and his connections. Dwarves can not be compromised by demons, so you can depend on them. You need explosives and their mechanical expertise. If they excel at construction work and build anti-earthquake devices, they know more than anyone about what it takes to topple a building. Have them grab anyone who has the necessary expertise and requisite whatever they need anywhere in the city, and send them to the Wizard Ward.
Your squad should help with informing the dwarven townsfolk (even if they have to walk the streats shouting 'Hear ye! Hear ye!'), contacting the right people, searching for Regreh and informing him of what happened and what we need (if we need someone in charge that we can trust), or just grabbing the resourses. Task them with anything that requires numbers.
Immediately after head to the Wizard Ward to evaluate the situation. Grab the wizards from the squads and a few soldiers assassins to keep an eye on them - you might need their expertise on what is happening in the Ward and what kind of field is in effect. Don't threaten them directly, but make it clear that their chances of living through this would be much higher if they cooperate. I think there are tough days ahead for wizards in Larnmarn, now that the head of their guild is complicit in treason. If I learned anything about how the city works, somehow I doubt good Larns will be very understanding of that.
Send Natrila to Alexander. Not only because she is his confidante, but because he might appreciate it if his girlfriend isn't anywhere near a nuclear bomb. Give him the full report, including Castor's message, so that he knows what we are dealing with and our time limits. Have him try and organize the Counsil. In a moment of uncertainty people tend to follow the one who behaves as if he knows what he is doing. I want him to try and contact the Circle, and I want him to direct a few siege weapons or something that could help against the Wizard's tower our way. Don't take too much or any forces from the Drunk Ward, though - we'll need them if there is an invasion. Try to limit yourselves to what you find in the neighbouring wards - I think there are 2000 people there, and they are closer to the Wizard's Ward.
We want Alex in control over the situation, if only to get anything we might need for plan's success.
In the Wizard Ward, take command of the forces there through Falr. Or rather, be his advisor. The forces won't listen to you, but would obey the Council's representative.
I assume the local forces are trying to bypass the tower's security measures. Keep doing so, if only to distract the enemy from plan B that is supposed to take them unawares.
Current plan B it to try and topple/damage the building by attacking its foundation. It can be done from the tunnels below, if there are any; directly from the ground; by siege weapons, or by dropping another tower as a method of payload delivery. Look at what's available.
Use your rings to see if there are any structural weaknesses in the building, or something that helps bypass the field. Use the expertise of wizards and dwarves to find out the details.
Use them to see what is normally unseen by others. If they can tell us where the external 'helpers' are (the wizards working against us), good enough. As long as they do
something useful.
There should be a lot of soldiers in the ward now, but not a lot of ways to use them as assaulting the field proves fruitless. See if you can use them in other ways. Try to evacuate the Ward. Try to set up a simple friend-or-foe system. Any wizard (or perhaps
anyone) who is not working with the local the militia and didn't leave after half an hour is considered an enemy and is marked for elimination, just like that. That should reduce the number of external 'helpers', if there are any, and partially solve the problem Castor was talking about (we don't know who is working with us - assume that anyone who
isn't, and who doesn't follow your orders is working against you).
Try to keep your eyes peeled for Circle agents if you can. There is no way there aren't any in Larnmarn, and there is no way they missed an explosion that rocked half the city. Someone must be there. If you can, identify them (maybe the rings could help) and ask them if any of the archmages are around and how fast they can get here. See if you can't use whatever rapport you may have with them (if you ever did) to broker a deal, or direct them to Alex. We need big guns.
I get this strange feeling that Masked could be around. This demonic invasion is too interesting and too close, and he must have known Castor's identity. I doubt he would pass up a chance to look at one of the most interesting events in the last 50 years, if Samer's account is to be believed. Perhaps the rings would help us find him, too, but I am not hung on that.
Send out Avian to check the Drunk Ward and maybe find Castor. He can only be in two places - in the Drunk Ward, preparing for the invasion, or in the Wizard Ward, coordinating the attack. See if he has any insights in the situation. In any case, have the forces in the Drunk ward try to get to the anchor below and blow it up. Not that we have much to lose from attempting everything at that moment.
REMEMBER THAT YOU ARE NOT A FOOTSOLDIER, nor you are a commander. You are not the one to storm inside the tower, and you are not there to fight anyone. Your role is one of a spy - to find weaknesses to exploit and direct the forces if there is a breach in enemy defences. If it looks like a plan could/would succeed, grab your team and whoever you care about and GTFO on the double
before it does! We DON'T want to be there when the anchor explodes, we want to be safely away, preferably FAR away.
Any additions, Codex?
Damn, you are sure that there are Circle agents around, looking at that what happened and ready to send reports.
Didn't read that, but came to the same conclusion. They can't not be interested in what's happening. It would be nice if any of the archmages were around, too, but that's a bit too much to hope for.
Betrayal of one of Council members will be impossible to hide and for few months entire city may be paralysed.
I want to make sure that Alex comes on top, and handle the situation in a way that is beneficial for him. We could use friendlies at the top. Taking charge of Larnmarn defence would be a good step towards that. People tend to remember that.
Also, he is the head of the Assassins Guild. Chances are he can off whoever doesn't comply.
Larnmarn could really use being ruled by a single governor.
Addition:
- Establish a 'connection line' with Alex, so that if you wanted something or if he wanted something to tell you, the message would reach the recipient fast. It could be a certain command center set up somewhere in the vicinity, a carrier-pigeon...
something. If we can find Castor, he might be used as a coordination tool.
- Obvious, but still - try searching for a way to disable the field. We are going to the center of the events to do anything that could help us achieve the stated goal.