11-Skullport-Trip 2- After the Fat Man!

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GreyWolfVT
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Re: 11-Skullport-Trip 2- After the Fat Man!

#401 Post by GreyWolfVT »

Glimble turns to forest and holds a finger to his mouth. "Shh"
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Inferno
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Re: 11-Skullport-Trip 2- After the Fat Man!

#402 Post by Inferno »

Tantos Vek, failed paladin:

"It's now or never," croaked Vek. Then the murderer in the service of angels quietly, quickly laid out a possible plan to assassinate the enslaver of children.


Sorry. This'll be easier for me to do OOC:

We choose an attack point (X) where the surrounding buildings (A and B) are wooden, and there's an alley nearby (at 4), like this:

Image
(Buildings are grey. Streets are white.)

Before the attack:
Roseheart and Glimble get to the rooftop near 1. Tella and Enoka get to the rooftop near 2. If these are inns, they could book a room and head to the roof and hide, waiting.
Vek and Forrest wait inside a building near 3, to avoid the blast radius. Looks like Garl's out.

When the Fatman and his procession of bodyguards reach 'X', we attack.

Round 1:
This should be a surprise round for us. Fatman and floating skulls don't act.
Glimble casts Dispel Magic on the Fatman.
Then Tella, Roseheart and Enoka attack with area of effect spells like Fireball.
Forrest and Vek hear the explosion and then move from point 3 to 4.
Blocks A and B are on fire.

Round 2:
Fatman and floating skulls may act this round. Skulls begin to move toward us.
Tella, Roseheart and Enoka attack with non-area of effect spells, like Lightning Bolt.
If Fatman is dead, Forrest and Vek flee back the way they came.
If Fatman is still alive, Glimble casts Hold Person on him, and Forrest and Vek charge from "4" to "X" and attack him.

Round 3:
It's possible the skulls have arrived at this point. But maybe not. If so, they will focus on A and B, and the action at X. Lots of smoke from burning buildings to give us cover.
Casters at 1 and 2 escape into the buildings they are standing on.
If Forrest and Vek had to engage Fatman, they are now at X. They split the potion of phasing and escape down into the sewers to avoid the floating skulls.

Round 4 and after:
We all rendezvous at the Fatman's Keep.
Skulls will be focused on the burning neighborhood. Fatman's Keep will be leaderless.
We use the effects of potion of phasing to enter and let everyone in. Once inside, skulls can't find us. We kill the leaderless minions of the Fatman and free the slaves held captive within, perhaps escaping into sewers.
If Fatman survives the assassination attempt, he will return here, and we'll have another chance to surprise him.

I know it's crazy/daring, but no guts, no glory.

Thoughts? Any other ideas?
:)
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: 11-Skullport-Trip 2- After the Fat Man!

#403 Post by Bluehorse »

Inferno wrote:Tantos Vek, failed paladin:

"It's now or never," croaked Vek. Then the murderer in the service of angels quietly, quickly laid out a possible plan to assassinate the enslaver of children.


Sorry. This'll be easier for me to do OOC:

We choose an attack point (X) where the surrounding buildings (A and B) are wooden, and there's an alley nearby (at 4), like this:

Image
(Buildings are grey. Streets are white.)

Before the attack:
Roseheart and Glimble get to the rooftop near 1. Tella and Enoka get to the rooftop near 2. If these are inns, they could book a room and head to the roof and hide, waiting.
Vek and Forrest wait inside a building near 3, to avoid the blast radius. Looks like Garl's out.

When the Fatman and his procession of bodyguards reach 'X', we attack.

Round 1:
This should be a surprise round for us. Fatman and floating skulls don't act.
Glimble casts Dispel Magic on the Fatman.
Then Tella, Roseheart and Enoka attack with area of effect spells like Fireball.
Forrest and Vek hear the explosion and then move from point 3 to 4.
Blocks A and B are on fire.

Round 2:
Fatman and floating skulls may act this round. Skulls begin to move toward us.
Tella, Roseheart and Enoka attack with non-area of effect spells, like Lightning Bolt.
If Fatman is dead, Forrest and Vek flee back the way they came.
If Fatman is still alive, Glimble casts Hold Person on him, and Forrest and Vek charge from "4" to "X" and attack him.

Round 3:
It's possible the skulls have arrived at this point. But maybe not. If so, they will focus on A and B, and the action at X. Lots of smoke from burning buildings to give us cover.
Casters at 1 and 2 escape into the buildings they are standing on.
If Forrest and Vek had to engage Fatman, they are now at X. They split the potion of phasing and escape down into the sewers to avoid the floating skulls.

Round 4 and after:
We all rendezvous at the Fatman's Keep.
Skulls will be focused on the burning neighborhood. Fatman's Keep will be leaderless.
We use the effects of potion of phasing to enter and let everyone in. Once inside, skulls can't find us. We kill the leaderless minions of the Fatman and free the slaves held captive within, perhaps escaping into sewers.
If Fatman survives the assassination attempt, he will return here, and we'll have another chance to surprise him.

I know it's crazy/daring, but no guts, no glory.

Thoughts? Any other ideas?
:)
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Re: 11-Skullport-Trip 2- After the Fat Man!

#404 Post by DadsAngry »

Enoka does not have that type of offensive spell. Most of her spells she has memorized are not offensive.

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Re: 11-Skullport-Trip 2- After the Fat Man!

#405 Post by Inferno »

DadsAngry wrote:Enoka does not have that type of offensive spell. Most of her spells she has memorized are not offensive.
Hmm. Well, almost every episode of Mission Impossible has a crazy complex plan that, midway through, goes a little awry because of some unforeseen element. Enoka could troubleshoot that element when it comes. Or heal us when the Fatman fights back. Or act as a spotter for the Fatman or the skulls. Or anything else she can think of. :)
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: 11-Skullport-Trip 2- After the Fat Man!

#406 Post by DadsAngry »

Inferno wrote:
DadsAngry wrote:Enoka does not have that type of offensive spell. Most of her spells she has memorized are not offensive.
Hmm. Well, almost every episode of Mission Impossible has a crazy complex plan that, midway through, goes a little awry because of some unforeseen element. Enoka could troubleshoot that element when it comes. Or heal us when the Fatman fights back. Or act as a spotter for the Fatman or the skulls. Or anything else she can think of. :)
Enoka is the Barney of the group. :lol:

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Re: 11-Skullport-Trip 2- After the Fat Man!

#407 Post by Inferno »

Just realized a better option for Glimble in Round 2 is to cast Silence of the Fatman.

Also:
Vek:
Image
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: 11-Skullport-Trip 2- After the Fat Man!

#408 Post by GreyWolfVT »

Parts of your plans that work for Glimble, I have dispel magic, I have hold person. However i do not have silence spell currently I did not pray to Gond for such a spell this day. For alternative spells i have dust devil, bless, aid, CLW x3 and Glyph of Warding. Otherwise i like the plan.
Glimble
Image
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: 11-Skullport-Trip 2- After the Fat Man!

#409 Post by spanningtree »

Tella - Mage'o-rama

Sure, let's see what happens. She says to Vek's plan.
Anall nathrack uthos bethos doss yell yenva. -Merlin

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Re: 11-Skullport-Trip 2- After the Fat Man!

#410 Post by Darkmane »

OK I love it! You guys are about to go "saving private Ryan" on this place.

You head back up the large tradeway with purpose, until finally you find your spot. You are close to the spot where the cavern begins to widen into the heart. There are three possible exits once the job is done. The best of those is probably still a quarter mile run, but at least better vs trying to flee back down where the buildings are all on top of each other.

You all nod at each other. None other buildings are completely wooden here but these two have large complex wooden catwalk structures with stairs on both sides of the street. The wood is wet but will at least should smoulder and cause an amazing amount of smoke if it doesn't catch aflame.

Using those stairs you take high positions on both sides of the main road. Wizards begin to prepare mentally going over their firs spells.

Does anybody, perhaps Enoka, want to go as a forward scout and watch the Fat Mans keep directly to make sure he takes the right path?

Also, could everybody with spells post their lists in here so everybody sees exactly what you've got right now? If you want to change one or two slots right now I'm OK with it. This planning phase has gone on for days, so you likely would have tweaked your lists last night.


OK - now you wait for the fat man, after everyone posts their lists, somebody roll me up a 1d6... Game time!

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Re: 11-Skullport-Trip 2- After the Fat Man!

#411 Post by Inferno »

Darkmane wrote:If you want to change one or two slots right now I'm OK with it. This planning phase has gone on for days, so you likely would have tweaked your lists last night.
Thanks, DM. This will help!
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: 11-Skullport-Trip 2- After the Fat Man!

#412 Post by GreyWolfVT »

Glimble gets into his position and prepares for his portion of Vek's plan, he quietly wonders about Garl and where he is hoping he is ok and wishing he was here helping with this plan.

Spells:
Level 1:
Cure Light Wounds x3
Bless
Level 2:
Aid
Hold Person
Silence 15' Radius
Level 3:
Dispel Magic
Protection From Fire
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: 11-Skullport-Trip 2- After the Fat Man!

#413 Post by ravenn4544 »

OOC: jacked up w/ a work F2F so trying to get to the action! later today for sure.

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Re: 11-Skullport-Trip 2- After the Fat Man!

#414 Post by Bluehorse »

Forrest

Takes up his position with Vek and stands with his sword out and ready. Seemingly content to stand and wait for the signal that will send them out into melee. One thing that is beneficial of one of...well... Forrest's condition... there was little capacity for impatience or worry.

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Re: 11-Skullport-Trip 2- After the Fat Man!

#415 Post by DadsAngry »

Enoka:

Enoka will transform into a bat and scout ahead. She'll also set up a series of signs with the group in the form of aerial acrobatics to signal different situations.
1. Target on correct path - rock wings side to side
2. Target on path B - rock wings side to side with a hard turn in path direction B
3. Target on path C - rock wings side to side with a hard turn in path direction C
4. Now - Series of quick circles
5. Abort - Loop de loops

OOC: We should add anything?
Last edited by DadsAngry on Thu Jun 22, 2017 10:28 pm, edited 1 time in total.

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Re: 11-Skullport-Trip 2- After the Fat Man!

#416 Post by ravenn4544 »

Roseheart, not a religious man, seems to make a familiar religious sign.... He will make his way to the building to get a vantage point of the kill zone....


spells prepared:
Level 1
Color Spray
Light
Magic Missile
Protection from Evil

Level 2
Levitate
Melfs Acid Arrow

Level 3
FIREBALL
lightning bolt

Question: does my wand of Polymorph work on myself or only on others?

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Re: 11-Skullport-Trip 2- After the Fat Man!

#417 Post by Darkmane »

I took a quick read in the DMs guide and I ink you could polymorph yourself or others by touch and it reads the same way as polymorph self spell. In that version, the affected person can elect to shift back mentally at any time. Read the spell details carefully though, it wouldn't be you the attacks of the new form. But you could turn into a bird and fly etc..

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Re: 11-Skullport-Trip 2- After the Fat Man!

#418 Post by ravenn4544 »

Perfect - thanks. Also - do we have knowledge of the quickest exists out of skullport and back to 'civilization'?

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Re: 11-Skullport-Trip 2- After the Fat Man!

#419 Post by Inferno »

Tantos Vek, failed paladin:

Vek learns Enoka's bat signals.


;)
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: 11-Skullport-Trip 2- After the Fat Man!

#420 Post by Darkmane »

LOL - bat signals!

You guys know that these exits are supposed to lead out into Undermountain but don't have any knowledge of the way to get back up to 2nd level and 1st level, etc... you have heard from other Delvers in the Yawning Portal who have heard of folks finding the underground city of Skull Port and that it is roughly at the same depth as the dungeons on the third level of Undermountain.

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