I'm Attempting to plan an heist... [Archive] - Wizards Community

Post/Author/DateTimePost
ronarscorruption

08-11-05, 09:56 AM
Currently, I am in a campaign that's been running for a little over a year and we're up at around level 9.

I play a chaotic nutral sorcerer, and my friend plays a chaotic neutral rogue. (there are other players, but they're not important for now)

Togher we have planned and expertly executed several fantastic heists, including passing an eversmoking bottle off as a djinn bottle (at level four, i might add, our characters became ludicrously wealthy), talking a nobleman into handing us his lyre of building for a mere 100gp security deposit, and *nearly* obtaining a castle from an army we were working with at the moment.

as our castle plan backfired, we have decided to go and steal someone else's. However, in order to make this work, we're going to need to move it.

That's correct, we're planning to move an entire building (without the owner's permission if possible). The problem we're having is that all spells that we could think of include weight/size restrictions. This counts most magic items too.

I'd appreciate any help i could get on this topic, or any clever ideas. Remember, money is not a restriction (except in truly obscene cases)
theif lord

08-11-05, 10:53 AM
why dont you get the mattock of the titans get a bunch of people to weild it dig a tunnel under the castle and make it fall down gentlylike on a slope and cover it and tada you have your very own underground castle
ronarscorruption

08-11-05, 11:27 AM
hmm, perhaps i wasn't clear enough.

the goal is to steal the castle and get it somewhere else, such as a diffrent city. Underground is nice, but it's essentially in the same spot.
Puritan13

08-11-05, 11:57 AM
Manual of the Planes has a prestige class called The Planeshifter. It has a class ability that allows it to trade one place, for another place from another plane. In essence you can exchange the land the castle is on for a similar sized piece of land from another plane.

It's 3.0 and I don't think the class was updated to 3.5.

However, if you've got the book, then you might see if your DM will allow you to design a spell based on that class ability. Similar spells existed in 2E.
Fallen_Universe

08-11-05, 01:03 PM
I have no idea how you would be able to move an entire castle. However, you could use an illusion to let it vanish and make the owner think it has been stolen.
friedmad

08-11-05, 02:46 PM
i'm sorry, but i never got passed the part where you told us youre both Chaotic....Chaotic characters do not plan well, they'd much rather fly by the seat of their pants. so unless youre planning an alighment shift, i would reconsider doing anything with a well-thought plan
Puritan13

08-11-05, 02:59 PM
i'm sorry, but i never got passed the part where you told us youre both Chaotic....Chaotic characters do not plan well, they'd much rather fly by the seat of their pants. so unless youre planning an alighment shift, i would reconsider doing anything with a well-thought plan
This is false. Chaotic beings can make very detailed and intelligently thought out plans, they just won't hesitate to abandon those plans if they start to go south. Planning and forethought is not strictly the domain of Lawful creatures.
nome.

08-11-05, 03:01 PM
i'm sorry, but i never got passed the part where you told us youre both Chaotic....Chaotic characters do not plan well, they'd much rather fly by the seat of their pants. so unless youre planning an alighment shift, i would reconsider doing anything with a well-thought plan

Drow are chaotic. Are you suggesting they never make plans? 0_o


So're elves, and demons, and any number of critters.

You are on crack, my friend. Chaotic =/= insanity.
braindead345

08-12-05, 02:36 AM
These are meant to be fun and not taken seriously. If you want serious, try Bankshot by Donald Westlake. Westlake's team of crooks steal a bank on Long Island, circia 1970.

Well you could do it the old fashioned way...Get a sledgehammer and start knocking out bricks, have a few hundred Bags of Holding or Portable Holes waiting to haul the masonry. Number the bricks so you know how to put them back together.


A number of Tensser's Floating Disks might be able to lift walls, but the spell's durration might limit the distance you can move. Figure on one caster per disk to keep the concentration required and it is best to hire magic users of the same level to keep things uniform. Also, you would need to co-ordinate rotating the walls so you don't have to clear a 50-100' wide path to move the walls.

Hire giants to move large sections of castle walls. When they are done (tired and weak) kill the giants for the XP. Remember to note the change in your alignment.
ronarscorruption

08-12-05, 08:14 AM
i actually like those ideas, however the slight problem with them is that our DM has a bit of a tight squeeze on magic items that we don't make ourselves. There's absolutely no way we'd be able to find more then ten bags of holding/portable holes.

We were recently considering a gnomish engineering (from some 2.0 rulebooks, i haven't seen them in 3.5 yet) device that lets us move the castle, but thatnks everyone for trying.
penguin_16

08-12-05, 01:58 PM
What about casting an illusion of an army to make the people inside the castle come out, and have some giants pick up the castle and teleport them to a different place?

Im not sure whether it would work but its an idea.
ronarscorruption

08-12-05, 02:32 PM
giants, eh. that sounds feasable, we'll keep it in mind. though, one problem i see with that would be that each giant would need it's own wizard (due to again, size and weight restrictions). however, it IS doable, and does get it out of there.
psionichamster

08-12-05, 04:13 PM
take your time with this, and consider just what you need to pull it off

1. some way to make the castle moveable

2. some way to control that movement

3. distractions (or really friggin good concealment) to prevent the owner from knowing you are taking his house

4. a place to put said "loot"

now, the simplest way that i can see is with a simple-sounding idea

animate the castle.

that's right, get enough wizard to animate the castle's "parts" and have them essentially tear it into maneagable parts.

sure, there'll be some damage, but you've got to figure some collateral damage into your equation here

get the castle to move itself to it's new home, and you are set.

alternatively, enough earth elementals (you're a sorc, learn summon 5) can help you out here greatly...can't spare the spell? buy scrolls or elemental gems

personally, this is sounding like a "whole party" adventure, rather than a side-long heist for a couple of chums.

namaste'
the hamster
friedmad

08-12-05, 05:31 PM
simple - just friggin plane shift it onto a plane that has no air...wait for the inhabitants to suffocate, and have the clerics who planeshifted it bring it back to the PM plane.....

instant uninhabited castle, ripe for looting and occupying.

Oh, and then you can move it your leisure...perhaps the same clerics can shift it to a different part of the PM plane for good measure.