Coidzor
2017-03-08, 10:33 PM
Or otherwise distract them from your evil plans, for that matter.
So I'm in a Way of the Wicked game, and you can even read about our misadventures in Balentyne and Aldencross to some extent here (www.giantitp.com/forums/showthread.php?502547-Infiltrating-and-toppling-a-fortress-at-low-level/).
Having just fairly thoroughly sacked the fortress and unleashed a horde of bugbears upon the nation of Talingarde, we've been ordered to the backwater city of Farholde. As is apparently a bit of a habit for us, we broke session before actually reaching our destination, so our party is still on the boat and I want to get brainstorming.
I know that the city used to be a hotbed of loyalists to the former, deposed royal house and at some point in the not too distant past was the home of a fairly thriving hidden cult of Asmodeans. Naturally, we want to take advantage of some of that to build up our cult of followers and minions, but it's good to make sure that prying eyes are looking elsewhere before making a big splash or really getting down to business with our real secret mission.
There'll be an allied NPC party of adventurers and mercenaries who are supposed to be running interference for us and there's a chance we'll be able to suborn one of the local Barons who is probably running the city while the other lords are all having fun raising their levies and gallivanting off to gain glory by giving the foul bugbear what for in a jolly good spot of war, but I want to hit the ground running, as it were.
Especially since I can't really recall when we met this party of NPCs, but I seem to recall their leader not liking us and one of them being disappointed that one of us didn't sleep with him. While it might be theoretically possible to mend fences with them, I see a distinct possibility of betrayal, especially since they're not true-believers but are largely in it for the coin rather than the actual fete accompli. So at least some measures independent of that other group would be good as insurance.
In terms of resources, we'll have
1 6th level Gunslinger/Fighter who is a disgraced noble of a branch of a branch of the deposed royals and has a bit more intimate access to knowledge as both a local Taliranean and a noble.
1 6th level Unchained Rogue who is an assassin looking to make contact with her guild's local branch in the city we're coming to which may give us an in with the criminal underworld there
1 6th level Unsworn Shaman Lizardfolk who has been crafting magical gear for the party and has 1 surviving Bugbear Skeleton as well as 2 slaves who were servants at the fortress we sacked (May have to destroy the skeleton and sacrifice the slaves depending upon what kind of place we expect to arrive to in the city)
1 6th level LE Antipaladin who is has trained up 3 baby level 1 Antipaladin disciples and who is immune to disease but can act as a carrier for it and already has Filth Fever and plans to collect a number of other maladies so we can use him as a super Patient 0 at some point.
A fair bit of filthy lucre, though possibly slightly under WBL for a level 6 party, it's still more in coinage than in magical gear.
A crate full of the preserved skeletons of 5 Fighter types of around 4th to 8th level.
Hats of Disguise for each PC, a choker of body alteration(?) that allows for 24 hours of sex change 1/day
A small armory of weapons and armor (mostly longswords, halberds, crossbows, shortbows, chain shirts, breastplates, and heavy steel shields)
A few barrels of mead and the ability to generate a few more a day if need be.
Given enough time, our Shaman is considering retraining to have Craft Construct, and at least the Gunslinger and Unchained Rogue are going to take (Vile) Leadership to have a cult/be a nob and gain position in their assassin's guild respectively when they hit level 7.
Any thoughts about how best to make use of these resources or start to build a cult would be appreciated.
Best case scenario, for going above and beyond accomplishing our mission, we hope to 1. have an expansive cult of Asmodeus in the city that is friendly towards us even if we need to appoint one of the locals leader and can't afford to spare one of us or a cohort to lead it, 2. have enough control of the city and revitalized loyalty to the House of Barca that there's no doubt that the city will rally to our cause when we make our move openly, 3. corrupt or neuter the local Mittran church, and 4. arrange so that the local adventuring population joins us dies or has already departed for more interesting locales.
There's supposed to be barbarians who refuse to integrate with the rest of the kingdom in a great forest which has its border not too far from the city, so there's currently another bonus objective of investigating options with them, and either gaining another army of barbarians or making sure their population of adventuring types is also distracted.
So, what are your favorite techniques, other than the old classic of the Head of Vecna con?
Any particular spells or abilities to keep in mind beyond standard disguise magics and props for various quest hooks or rumors to start? We're currently running it fairly vanilla Pathfinder right now.
What sorts of things would be good to subtly manipulate the local bards without being too traceable?
What sorts of things could one do with a small but potentially rotating pool of NPCs who don't really much notable about them beyond their status as part of the city's population?
Any uses of urchins that present themselves, other than the typical use of them as spies and messengers?
If possible, I'd prefer it if we could keep Way of the Wicked discussion in spoilers, but avoid anything that would spoil further along in the AP for us, or at least have it in its own marked sub-spoiler. I'm also very much interested in general discussion outside of spoiler tags.
So I'm in a Way of the Wicked game, and you can even read about our misadventures in Balentyne and Aldencross to some extent here (www.giantitp.com/forums/showthread.php?502547-Infiltrating-and-toppling-a-fortress-at-low-level/).
Having just fairly thoroughly sacked the fortress and unleashed a horde of bugbears upon the nation of Talingarde, we've been ordered to the backwater city of Farholde. As is apparently a bit of a habit for us, we broke session before actually reaching our destination, so our party is still on the boat and I want to get brainstorming.
I know that the city used to be a hotbed of loyalists to the former, deposed royal house and at some point in the not too distant past was the home of a fairly thriving hidden cult of Asmodeans. Naturally, we want to take advantage of some of that to build up our cult of followers and minions, but it's good to make sure that prying eyes are looking elsewhere before making a big splash or really getting down to business with our real secret mission.
There'll be an allied NPC party of adventurers and mercenaries who are supposed to be running interference for us and there's a chance we'll be able to suborn one of the local Barons who is probably running the city while the other lords are all having fun raising their levies and gallivanting off to gain glory by giving the foul bugbear what for in a jolly good spot of war, but I want to hit the ground running, as it were.
Especially since I can't really recall when we met this party of NPCs, but I seem to recall their leader not liking us and one of them being disappointed that one of us didn't sleep with him. While it might be theoretically possible to mend fences with them, I see a distinct possibility of betrayal, especially since they're not true-believers but are largely in it for the coin rather than the actual fete accompli. So at least some measures independent of that other group would be good as insurance.
In terms of resources, we'll have
1 6th level Gunslinger/Fighter who is a disgraced noble of a branch of a branch of the deposed royals and has a bit more intimate access to knowledge as both a local Taliranean and a noble.
1 6th level Unchained Rogue who is an assassin looking to make contact with her guild's local branch in the city we're coming to which may give us an in with the criminal underworld there
1 6th level Unsworn Shaman Lizardfolk who has been crafting magical gear for the party and has 1 surviving Bugbear Skeleton as well as 2 slaves who were servants at the fortress we sacked (May have to destroy the skeleton and sacrifice the slaves depending upon what kind of place we expect to arrive to in the city)
1 6th level LE Antipaladin who is has trained up 3 baby level 1 Antipaladin disciples and who is immune to disease but can act as a carrier for it and already has Filth Fever and plans to collect a number of other maladies so we can use him as a super Patient 0 at some point.
A fair bit of filthy lucre, though possibly slightly under WBL for a level 6 party, it's still more in coinage than in magical gear.
A crate full of the preserved skeletons of 5 Fighter types of around 4th to 8th level.
Hats of Disguise for each PC, a choker of body alteration(?) that allows for 24 hours of sex change 1/day
A small armory of weapons and armor (mostly longswords, halberds, crossbows, shortbows, chain shirts, breastplates, and heavy steel shields)
A few barrels of mead and the ability to generate a few more a day if need be.
Given enough time, our Shaman is considering retraining to have Craft Construct, and at least the Gunslinger and Unchained Rogue are going to take (Vile) Leadership to have a cult/be a nob and gain position in their assassin's guild respectively when they hit level 7.
Any thoughts about how best to make use of these resources or start to build a cult would be appreciated.
Best case scenario, for going above and beyond accomplishing our mission, we hope to 1. have an expansive cult of Asmodeus in the city that is friendly towards us even if we need to appoint one of the locals leader and can't afford to spare one of us or a cohort to lead it, 2. have enough control of the city and revitalized loyalty to the House of Barca that there's no doubt that the city will rally to our cause when we make our move openly, 3. corrupt or neuter the local Mittran church, and 4. arrange so that the local adventuring population joins us dies or has already departed for more interesting locales.
There's supposed to be barbarians who refuse to integrate with the rest of the kingdom in a great forest which has its border not too far from the city, so there's currently another bonus objective of investigating options with them, and either gaining another army of barbarians or making sure their population of adventuring types is also distracted.
So, what are your favorite techniques, other than the old classic of the Head of Vecna con?
Any particular spells or abilities to keep in mind beyond standard disguise magics and props for various quest hooks or rumors to start? We're currently running it fairly vanilla Pathfinder right now.
What sorts of things would be good to subtly manipulate the local bards without being too traceable?
What sorts of things could one do with a small but potentially rotating pool of NPCs who don't really much notable about them beyond their status as part of the city's population?
Any uses of urchins that present themselves, other than the typical use of them as spies and messengers?
If possible, I'd prefer it if we could keep Way of the Wicked discussion in spoilers, but avoid anything that would spoil further along in the AP for us, or at least have it in its own marked sub-spoiler. I'm also very much interested in general discussion outside of spoiler tags.