Infiltrating the Uninfiltratable [Archive] - Wizards Community

Post/Author/DateTimePost
Apparit

05-18-07, 11:38 AM
My party in the campaign is really at a stalemate on what to do next at the moment. Alot of what I'm about to say won't make sense to anyone who's not familiar with Fritz Leiber's Nehwon.

Our Sorcerer has been given his second task to gain entry to the Sorcerer's Guild of Lankmar, and it is going to be very amusing, as our DM put in the session prior to us finding out what it is. He has got to infiltrate the Overlord of Lankmar's Royal Palace, to gain access to his personal dungeon beneath the army barracks. Problem is, how? We had the original idea of going in by sea, but after being informed that we would have to levitate 105 feet to get to the castle walls, we decided that that was not the best option.

EDIT: Almost forgot. We need to infilitrate his personal dungeon to retreive a person who has been badly injured and tortured.

Our party consists of (not their real names btw):

Bob Level 5 Mingol Assasin (Me) Neutral Evil
Rob Level 4 Quarmal Black Mage Neutral Evil
Lob Level 4 Eastern White Mage Lawful Good
Nob Level 5 Eastern Noble Fighter Lawful Evil
Cob Level 5 Kleshite Amazon Chaotic Neutral
Job Level 4 Kleshite Thief Level 2 Mage Neutral Evil

Yes. There is only one good character in the party, but fortunately, he doesn't know that.

I think I need to add that most of these characters hate each other for some reason. Bob hates Nob, 'cos Nob killed Bob, (near death, he was recussitated, not resurrected), Lob hates Nob, because he knows that he Nob killed Bob. Cob dislikes Nob prior to allying him, because he's Chaotic Neutral. Job thinks Cob is crazy and a flight risk. EVERYONE thinks "I think I'll draw my sword" Nob is a flight risk.

Any ideas?
Comus

05-18-07, 11:49 AM
Have you considered walking in the front door in one disguise, getting out of sight in order to don a second disguise (specifically, the guard uniform - hidden clerverly under the loose-fitting clothing and cloaks of the first disguise), and then attempting to infiltrate the dungeon while disguised as guards?
Apparit

05-18-07, 11:53 AM
Have you considered walking in the front door in one disguise, getting out of sight in order to don a second disguise (specifically, the guard uniform - hidden clerverly under the loose-fitting clothing and cloaks of the first disguise), and then attempting to infiltrate the dungeon while disguised as guards?

Oh, forgot something. We're trying to get someone who has been badly injured out, I'll add that to the first post. And, are you familiar with the Overlord's Palace? At least under Vanaehawk's rule, you cannot enter during the night, and when you enter during the day, you are constantly watched. The disguise thing could possibly work, but not during the day. We'd be walking someone who is not in a disguise, and just dead weight out of the castle in broad daylight.
LCD2YOU

05-18-07, 12:02 PM
Reminds me of the typical Travellertm scenario of avoid the Laser Turrets, land the ship, bypass the auto securtiy features, sneak by the FGMP-15 armed rent a cops and more.

Bob Level 5 Mingol Assasin (Me) Neutral Evil - The Merc
Rob Level 4 Quarmal Black Mage Neutral Evil - The Demo expert, ex Marine
Lob Level 4 Eastern White Mage Lawful Good - The Systems Expert, ex Imperial Navy
Nob Level 5 Eastern Noble Fighter Lawful Evil - Merc
Cob Level 5 Kleshite Amazon Chaotic Neutral -Merc
Job Level 4 Kleshite Thief Level 2 Mage Neutral Evil - Ex Imperial Scout

Seen this before.
Apparit

05-18-07, 12:12 PM
Reminds me of the typical Travellertm scenario of avoid the Laser Turrets, land the ship, bypass the auto securtiy features, sneak by the FGMP-15 armed rent a cops and more.

Bob Level 5 Mingol Assasin (Me) Neutral Evil - The Merc
Rob Level 4 Quarmal Black Mage Neutral Evil - The Demo expert, ex Marine
Lob Level 4 Eastern White Mage Lawful Good - The Systems Expert, ex Imperial Navy
Nob Level 5 Eastern Noble Fighter Lawful Evil - Merc
Cob Level 5 Kleshite Amazon Chaotic Neutral -Merc
Job Level 4 Kleshite Thief Level 2 Mage Neutral Evil - Ex Imperial Scout

Seen this before.

Only one good character aswell? Wow, now that is strange. I've never heard of a campaign with allignments like this. But It's not surprising we are in a city where you have to be evil to get by.
Optimized_Commoner

05-18-07, 12:35 PM
Any ideas?

Make a group that can work together?
Thiez

05-18-07, 12:53 PM
Make a group that can work together?

So far they appear to be working as a team, so maybe you could explain the motivation behind that post, and how it applies to the OP's group?
The Violinist

05-18-07, 01:19 PM
1.This is assuming his personal dungeon is beneath the castle or whatever. Why not dig through the ground? Rent a Delver or something, if there is a lack of time.

2. Hire an illuisionist.

3. Hire a druid to explore the area, and then get a teleport spell.
Apparit

05-18-07, 01:37 PM
The Overlord's Palace is not in an out of the way location. It is actually in the city, in the utmost north. I think someone digging right outside the castle, or in fact anywhere within the citadel might be a bit suspicious. Digging is an impossibility.

As for making a group that can work together, do you have any suggestions as to how we do that? This the group of PCs, and this is how they feel about each other, there are no quick-fixes. Besides, we can work together, while Lob and Bob hate Nob, they both know along with the rest of the party that Nob is vital to the party's success.

We have one month btw, another piece of information I forgot to mention.

As for hiring, we have bugger all in terms of funds. Nob is a Prince, but because he's stupid, he only brought 100 Gold Rilks with him. We don't have the funds to spare.
Optimized_Commoner

05-18-07, 03:04 PM
So far they appear to be working as a team, so maybe you could explain the motivation behind that post, and how it applies to the OP's group?

"I think I need to add that most of these characters hate each other for some reason. Bob hates Nob, 'cos Nob killed Bob, (near death, he was recussitated, not resurrected), Lob hates Nob, because he knows that he Nob killed Bob. Cob dislikes Nob prior to allying him, because he's Chaotic Neutral. Job thinks Cob is crazy and a flight risk. EVERYONE thinks "I think I'll draw my sword" Nob is a flight risk."

The OP seemed to think it worthy of mentioning, presumably it has relevance. If you don't think it does, take it up with the OP, he's the one who brought the issue up.
Apparit

05-18-07, 03:27 PM
The OP seemed to think it worthy of mentioning, presumably it has relevance. If you don't think it does, take it up with the OP, he's the one who brought the issue up.

I mentioned so if I plan was made specifically naming the characters, it would not be with characters I would next have to reply with the fact that it was impossible for that to be done if we were roleplaying properly. For example, while Nob may have many uses, no one would allow him to accompany them if they were for example attempting to straight up sneak into the castle.
Thubby

05-18-07, 03:49 PM
wait for dark, stone shape/pass wall through the outer wall.
teleport scroll.
hire large group of mercaneries to attack the castle, sneak in during battle.
diguise and walk in, then level up in dungeon to teleport, or just RUN out.
Templetroll

05-19-07, 01:46 AM
Is the magic being run as normal D&D or is it being run like the old Lankhmar supplement from way back? Magic is really tough in that setting.

Also, trying to dig from outside the city is difficult since it is almost all swamp surrounding it.

One option, get captured and tossed into the dungeon. Go with the style of the stories, be brazen, audacious, lie to everyone you can and make them think they are getting over on you until you pull the last trick and get away.

Note: Fafrd and the Mouser rarely got away completely free, although they usually succeeded in what they were trying to do.
Apparit

05-19-07, 05:58 AM
We're playing 2.5 'cos our DM says it's better :P Besides, it seems more fitting for Nehwon, which is a much less magical world.

Me getting tossed in the dungeon also was one option at the time, until we discovered that our Overlord was a sadist and spends a large amount of his free time personally torturing prisoners. I don't want my fingers fed to the hounds.

Also, hiring is not possible, especially a large band of mercenaries. Another couple of reasons why we don't use mercenaries,

1) We're terrified of both Razors and Bloody Blades.

2) We made enemies of the Northeners our first night here by mentioning "poison" in the middle of the Golden Lamprey, then getting tossed out, literally.

3) I managed to have my face seen by one of the Snakes, and never let my face be seen. Basically I killed his friend on the Grain Road (didn't know who he was at the time), and took his Snake Ring, then showed it to the Snake on the way back, who basically swore a bloodlusty vengeance against me.

We have many enemies, mostly caused by Nob.

And Thubby, Nehwon is a very non-magical place. The Sorcerer's Guild only consist of 13 Sorcerers at one time, if someone wants to join they have to kill one of the Sorcerers. We won't be able to find a teleport scroll if they even exist here.
wizarddog

05-20-07, 03:54 PM
1. Have you tried bribing someone to look the other way? Perhaps a low-paying clerk or guard.

2. Get in touch on who supplies the Overlords servants and slaves. Become their agent or new slaves.

3. Try to bluff your way in as delivery of torture devices (or any other items) for the Overlord. Maybe share some of the wine with the guards.

4. The Overlord loves entertainers-try appearing as minstrels or a acting troupe to gain audience (perhaps a sex show?)

5. Impersonate Lords from the City or the other cities.

6. Take out City guards (not the constables) put on armor. Have false papers drawn up that you are ordered to take prisoner to the dungeon. Once there you replace prisoner with another poor sap you found. Put injured in armor or as a prisoner exchange (have papers for their release) and walk out. If you can fake that you been drinking you can have the other look like they have passed out from the booze.

7. Do above but have a coffin to take out the dead.
Apparit

05-23-07, 03:11 PM
Rob the Sorcerer thinks 6 might work. But we both think we need some more advice until we're sure, thanks anyway.
StevenO

05-23-07, 06:42 PM
This may not be the best place to ask how to perform an operation when using second edition rules. 3rd Edition has relatively defined methods of operating while 2nd seemed more like DM whim.

Have you considered the infamous sewers on Lankhmar? I haven't read any of the actual books but have seen the game supplements (and own what I believe is the final TSR soursebook) and believe that the Heroes once infiltrated the Rainbow palace through the sewer system.
Comus

05-23-07, 07:31 PM
Hm. This really is a tough nut to crack, isn't it? Hm. Let me take another crack at this.

With the enemy having an entire army, simply bashing one's way in is obviously impossible. You have almost no funds and probably no access to magical equipment. You only have two members of the party with infiltration skills. So far, this isn't looking easy.

Now, the first thing you need is information. You don't have cash on hand, so bribery is not an option. Thankfully for you, you're an evil party. I'd start by capturing one or more members of the guard and torturing information out of them. Of particular interest would be the layout of the target and any secret passages. You're going to want more than one guard, I'd say, so you can verify information. You might want ones of sergeant rank or better so you can get the most info out of them.

Now, with the layout known to you, with any luck there'll be a secret passage or two. You may want to invest in contacting the local thieves guilds (have the party thief join up - they're useful regardless). They might know the sewers enough to tell you about some way into the dungeon from them, or at least onto palace grounds. Failing that, they might have some contacts in the palace that can get you in and out.

If you still don't have an easy way in at this point, it probably means the DM wants you to go at it alone. Use the uniforms of the men you tortured (to death - you don't want to leave them alive to tattle), making sure to tailor them to fit as well as the average guard's uniform, and to get rid of anything too unique, like a nametag. That is, if you can't get employment yourselves as guards - they'll be down a few men, so they might be hiring. If they are, try and grow a beard and leave your hair long. You're going to be shaving those immediately after the job to disguise your appearance.

Now, as guards you should have access to the barracks. You might be able to slip into the dungeon from there if you haven't got a better way.

Okay. That's step one - getting in. I assume you know who to look for, so there's no need for a step 1.5: finding the dude.

Step two is getting out. Depending on circumstances, that might be easier or harder than step one. If you had a backdoor to get in, you're taking that out, so no problem there. If you went in as guards, this is the time to frantically look around for a backdoor you didn't know about before. Regardless, you'll have brought with you one very important thing - an extra uniform, stained with fresh blood.

See, plan B is going to be simple - stage a prison riot. Just let everyone out of their cells at once. Dress the guy you want to get out in the extra uniform, act like he's hurt (for best effect, be hurt yourselves, too - stage cuts with a dagger or something for a point of damage and some blood), and say you're getting him to a healer. In the confusion, you might be able to slip away with no problem.

Then we've got plan C - when plan B just won't work. Maybe there aren't enough prisoners for a decent riot. Or maybe they're too sick. Or maybe the patrols in the dungeon are too thick.

Plan C is the sneaky plan. The prisoner is badly injured, you said, so I'll assume the worst, that he's total dead weight and can't even walk. Hm. Prolly too much to ask that you can just Solid Snake your way out. You might want to try finding a place to hide and getting out one at a time, or however many guards tend to travel together at once. It'll be less conspicuous. At least some of you should be able to get out okay. Most palaces are more worried about what comes in than one gets out.

But that injured guy. Hm. If you can heal him in some way, you might be able to just walk out. If not, it's a whole lot trickier. One thing you might want to consider is getting someone on the wall, in a less-watched spot, and using a rope to get the guy up to the top of the wall. You've got two ways to go from there if you can make it - into the city and into the ocean. Ocean might be the least-watched, but you'll have to either have a boat waiting (which might attract attention) or hope you've got a strong swimmer who can support another person.

Did any of that help?
WolfHati

05-23-07, 08:06 PM
I dunno how to succeed, but it seems obvious that a key part of the plan should involve having this Nob fella trade places with the person you're trying to rescue in order to act as a decoy. :D
Apparit

05-25-07, 10:55 AM
Brilliant idea WolfHati. Love the whole locking Nob in the dungeon thing, chances he'd taddle on us though.

Now, getting serious to Comus post, that actually seems like a pretty good plan. However, the getting out part is where then plan fails. 1, we don't want to be looking around frantically for a backdoor, 2, they'd lockdown the palace in the event of a prison riot, 3, Plan C really has nothing solid. It's a possibility we could work out an escape exit beforehand, but other than that, we've gotta find another way out.

Oh, we don't know that the mage is hurt by the way. I just assumed that apparently, so is your suggested plan affected by that eventuality?
Comus

05-25-07, 12:01 PM
If he's not actually hurt, then you're doing good. Now, assuming there's no secret way out that you've uncovered in your pre-infiltration research, I'd say the best thing to do would just to be dressing him in the uniform of the guards and walk out in small groups. One thing you might want to try is waiting in the dungeon for the shift changes of the guard, knocking out or killing the replacements as they arrive, and having members of the party leave the dungeon in the place of the relieved guards.

I suggest simply walking out for two reasons - one, if you're spotted sneaking around, you are definitely in some deep trouble. Two, few people suspect the person wearing the correct uniform and acting like he belongs where he is.
sabrewolf

05-28-07, 01:24 AM
Two mages, Two rogues and two mercs.. Short on money.. And needing to get someone (who may not be able to walk) out of a fully maned and armed fortress. Tough cookies, but not impossible to chew.

- Considering you have stealthy and arcanes, choosing a stealthy path helped by some arcane tricks might be the best way.

Things to do in your 1 month time:

- Pass by the front gate, around/nearby the fortress or watching from afar (though a set of lenses, probably is out ofqustion, telescopes might exist but would hardly be cheap): Gather intel about the placeīs exterior (how many are stationed at the gates, up the walls, at towers; their weapons; distance between them; shift periods (and when they change shifts); weather patters outside (mists?); and ilumination at the walls). This information might be helpfull for planing when to act or when not-to act - guard changes at end of shifts tend to be a good choice for infiltration if circunstance allow it, but hard for fighting since the guard numberss double at the time.. Magic may help if one can stay invisible for long enough or disguise himself (maybe more then once)..

- Gather information about the place. Maybe you can find ppl that know a guard or a guardīs relative that can tell how are the general spirit in there: Do the lord treat them fairly, as mercenaries or harshly? Are they fanatical followers, loyal soldiers, neutrals or the dont-care-about-the-lord-only-his-money kind of ppl? Whatīs their numbers and how often they rotate stations? (one may find this somewhat through placeīs survey..).. If the guards leave the place (to live elsewhere in the city, for example) you may be lucky to find one in a tavern, and if randm talk find him being unhappy with his "job" you may be able to use alcoholl and smooth talk to get information about the place, like itīs spirit and general layout.. and maybe even some more details like unusual defenses..

- Sit and talk about what you can do (in game). The stealth spetialistīs best skills (and worse skills) can guide how to do it. The mageīs spellīs repertorie can say how to make your life easyer or if they are better off as backup and distraction. Spells like invisibility, disguise self, sleep, detect thoughts, reduce person, sumon swarm, expeditious retreat, feather fall, jump and spider climbing (among others) can be handy for many roles and situations.. See what you have and plan from there..


Consider the possibility of a quick action (an hour or so) as well as a slow one (many hours): you may need to sit and wait things to quiet down in case the guards get stirred up (but havent found you yet) either by accident or on purpose (distraction)

Think the worse for the prisioner (wounded, weak, cant walk) and how to go from there. If heīs any better then this, good for you...

Plan more then one way out - one sugestion can be a shrinked torch (or worse) thatīs dropped in their supply of grains (if they have such.. like vs-sieges supplyes) - fine grain make a nice great fire and blow up wonderfully, might be one perfect distraction to set off somewhere in the fortress while you escape some other way.

If the outer wall is a choice, consider leaving the fighters behind and waiting: instead of swiming or leaving a boat down there, they can bring the boat at the propper time.. choosing a moonless night is best for this as torch light cant iluminate that far.. rocks can be a problem tough...


Comusīs advice is good. Sneaking in is good if you can bypass all the guards. But sneaking out with an extra person might be way harder. Disguise and proper behaviour (even if bluffing) can be an easyer path..

Consider what you have, what you can get, then plan..

Hope to be of help..
Good luck.. and take care.
Voran

05-30-07, 07:44 PM
At your combined levels and wealth, it should be possible to seriously brighten the day of a potential 'inside man' with a nice bribe.

Or you could sneak attack your party-mates and steal all their lewt. Then sell out to the opposition.
fun2223

05-30-07, 07:46 PM
Cast teleport. OR PUNPUN
penchant

05-31-07, 02:11 AM
I think that everyone agrees on the sneaking in part. The getting out is more difficult. You mentioned earlier that the seacliffs are 105 feet high and difficult to get to. However featherfall makes it very easy to get down FROM. and in 2.5 featherfall is area effect so one spell affects everyone. Invisibility is also a great duration (hours long until expended with an attack).

1. Sneak in (many good ways have already been mentioned)
2. invisible your rescuee and put him/her on a tenser's floating disk so nobody must carry them. Make your way to the sea wall which should be less guarded than the rest of the installation.
3. jump and featherfall to safety (and hopefully waiting boats).