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View Full Version : An unwilling rescue.



Crow T. Robot
2008-04-26, 08:07 PM
In a Burning Wheel campaign they party has found our selves to be in a bit of a pickle.

There are 4 of us. A Human noble, Dwarf craftsman, Giant Wolf, Rat Spy/Mage, and an Orc (me).

The tech level is burgeoning steam punk (guns, trains, and telegraph).

The problem is that the Humans brother has been making some face time with some other lords. He was long over due. Thus the human gathered his Dwarf smith, contacted an old spy master, and an orc merc.

So we go in and after a day or so of searching we find him. The mage deduces that his brain is scrambled and he is about to enter into a very bad alliance.

The spell that was used is probably one that can not be dispelled. It is permanent. The only slim hope it to take out the caster, but as we have no idea who it is or what orders were given.

My plan is the one that the party are going to go with now. We are going to get the brother back to the family castle against his will.

My basic plan is as follows.

We book passage on the train. Take all considerations for a bunk that would be secure. Room for 6. All the details. This is a decoy to throw off amateurs and professional who don't specialize in tracking and thinking like a bastard. There is a mage/assassin who is after us and I suspect this won't fool him.

Then we grab the brother when he is nice and drunk. Maybe even drugged. bind and gag him (but be careful he won't choke or drown in his own, well you know.)

Then toss him in a sack and take an over land route home.

So is there an details that could use refining? Or a better way to do it?

Jack_Simth
2008-04-26, 08:19 PM
You need to arrange to be seem boarding. Whether you do this through illusion, exiting the train after boarding it, or disguising some schmucks to take the fall for you doesn't matter; however accomplished, you will need to do this. It's an extra layer for your misdirection.

Mind you, the plan won't really work, for two basic reasons:
1) In character, the logical thing for someone who is successfully fooled (finds out on the train that you're not on it) is to take the train to your ultimate destination (which is fixed), and find alternate routes you would reasonably have used - and either block those up or take them backwards and meet you partway (the train is faster, so they get there first). You have to go where you have to go, and there's no getting around that aspect.
2) From a metagame perspective, there is going to be somebody who isn't fooled. Period. It makes for a better narrative when the tracker catches up. It does not matter what precautions you take, you will be found out because the story demands it. At the same time, though, the misdirection makes for a great story, so it'll mostly work.

Dr Bwaa
2008-04-26, 08:30 PM
Everything Jack just said is correct.

A good thing would be finding some way to make your pursuer believe he's killed you on the train--very good look-alikes are good for this, but logistically and morally difficult of course.

Finding a way to get back faster than your pursuer would be good: possibly book passage conspicuously on a lateish train, to restrain the amount of time your pursuer has to head you off. Possibly have the decoy be on a slower mode of transport than the one you'll actually be taking (no idea if this is feasible).

Triaxx
2008-04-26, 08:33 PM
First thing to do is use the noble's resources to hire another group to take your place on the train. So instead of finding themselves against five adventurer's and a bound, drugged man, they are facing six armed and prepared warriors. They aren't going to make it off the train to cause further trouble. Then you only have to worry about pursuit from the one who figured you out.

Are you mounted? Or normally on foot? If the former, hire a coach with more horses than is necessary. Put the nobles inside, and let the mage drive. If you're attacked, the Mage is to run as fast as the larger number of horses will allow. The remaining forces will hold the enemy as long as possible.

For the latter, you want two coaches, still more horses than you need, but not too many. Drop the nobleman in one and his brother in the other. Dress your nobleman in rope, so he looks bound as well. Split up at some point, with a plan to meet up at another location. If the Assassin follows the combat party, stand and fight. Otherwise run for the meeting point. Don't tell the DM which is which though.