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[FR] Waterdeep in Ashes
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<blockquote data-quote="VictorSim" data-source="post: 1040064" data-attributes="member: 11664"><p>This message is to all those nay-sayers out there who say that it is impossible for a bunch of mid-level (6-9th) clerics of Bane with several thousands orcs to take out Waterdeep, as written in the Forgotten Realms. This is way too easy and I wish I was playing a villain in your campaign because I would decimate your campaign world! There are not enough high-level goodies in the FR setting to possibly offset even one competent villain!</p><p></p><p>Here would be my plan of attack if I was the villains in this scenario:</p><p></p><p>1) Pray to Bane with some big sacrifices and use commune spells to to ensure that he is on board with my plan. As the God of Strife, this attack will be right up his ally and it will certainly cause more mortals to fear him so this should be an easy sell. The deal is that we as small group of mid-level Bane zealots will destroy the seemingly impregnable Waterdeep with its over-powered uber-mages to demonstrate the might of Bane! We request that Bane, as a greater deity thwart all divine interventions by those deities who would attempt to interfere with our plans or at least provide us with an equally powerful divine intervention on a case-by-case basis.</p><p></p><p>2) Our diplomatic (+19 diplomacy skill 12 ranks in skill, 5 from a charisma of 20 (18 plus 2 stat gains) and +2 for a skill focus feat) 9th level cleric with Craft Wondrous Item feat makes himself an amulet of diplomacy +30 and adds his own skills so that he can make a Diplomacy check of 50 on anything but a 1. This means that our uber-diplomat can automatically make even the most hostile opponent friendly (see chart in the DMG for NPC reactions). More importantly this skill increase does not affect opponents directly so spell resistance and magical defences and immunities are irrelevant.</p><p></p><p>3) Send our uber-diplomat into UnderMountain to meet with the mighty Halaster. Make an alliance with Halaster that he will not interfere with our plans and will allow our army to use UnderMountain as the base for our assault on Waterdeep. Convince Halaster to throw in the maps of the upper levels of UnderMountain and the secrets to several dozen of his portals throughout the Realms.</p><p></p><p>4) Being a well organized, secretive lawful evil society with ample contacts with the goblinoid races. We maneuver hundreds of orcish tribes to these scattered portals and convince them to enter Undermountain through this remote locations. Orcs and goblins start disappearing throughout the realms but who is really going to notice or care?</p><p></p><p>5) On the other side of each of the portals have some allied spectres (being lawful evil and anti-life they should practically drool incorporeally to be part of this plan) waiting. The spectres immediately slay each goblinoid that comes through the portals turning the victim into spectres. Continue the plan until we have amassed approximately 100,000 spectres. One of the northern citadels used to have a 100,000 orcs on its own as I recall. At 1 orc per portal per round (being a highly organized death machine society) with less than 10 portals I can move over 100,000 orcs/wraiths into Undermountain in less than a day. Being undead there are no supply line issues to deal with.</p><p></p><p>6) Undermountain defences make it virtually impossible for even the uber-mages of Waterdeep to know what is going on within its caverns therefore no one should have any clue as to the hell that is about to take place. Just before dusk have the spectre army move from Undermountain into the sewers (many such connections exist according to the descriptions) and spread out throughout the city. Being incorporeal the spectres can spread out by travelling through the walls themselves being virtually undetectable. </p><p></p><p>7) Once dusk falls all spectres fly through the ground in a widely scattered pattern (preventing area of effect spells from killing several of them at once) seeking out as many victims as they can find to kill as quickly as possible. The high speed of spectres combined with the fact that each victim turns into a spectre within rounds means that within minutes everyone in the city who is under approximately 10th level should be a spectre. The high level NPCs and uber-NPCs will be able to flee via magic and some localized areas with magical defences may be able to thwart spectre attacks but the city as a whole is completely destroyed! </p><p></p><p>Mission accomplished.</p><p>Bane Rules!</p><p></p><p>Victor Sim</p><p>Destroyer of Worlds</p></blockquote><p></p>
[QUOTE="VictorSim, post: 1040064, member: 11664"] This message is to all those nay-sayers out there who say that it is impossible for a bunch of mid-level (6-9th) clerics of Bane with several thousands orcs to take out Waterdeep, as written in the Forgotten Realms. This is way too easy and I wish I was playing a villain in your campaign because I would decimate your campaign world! There are not enough high-level goodies in the FR setting to possibly offset even one competent villain! Here would be my plan of attack if I was the villains in this scenario: 1) Pray to Bane with some big sacrifices and use commune spells to to ensure that he is on board with my plan. As the God of Strife, this attack will be right up his ally and it will certainly cause more mortals to fear him so this should be an easy sell. The deal is that we as small group of mid-level Bane zealots will destroy the seemingly impregnable Waterdeep with its over-powered uber-mages to demonstrate the might of Bane! We request that Bane, as a greater deity thwart all divine interventions by those deities who would attempt to interfere with our plans or at least provide us with an equally powerful divine intervention on a case-by-case basis. 2) Our diplomatic (+19 diplomacy skill 12 ranks in skill, 5 from a charisma of 20 (18 plus 2 stat gains) and +2 for a skill focus feat) 9th level cleric with Craft Wondrous Item feat makes himself an amulet of diplomacy +30 and adds his own skills so that he can make a Diplomacy check of 50 on anything but a 1. This means that our uber-diplomat can automatically make even the most hostile opponent friendly (see chart in the DMG for NPC reactions). More importantly this skill increase does not affect opponents directly so spell resistance and magical defences and immunities are irrelevant. 3) Send our uber-diplomat into UnderMountain to meet with the mighty Halaster. Make an alliance with Halaster that he will not interfere with our plans and will allow our army to use UnderMountain as the base for our assault on Waterdeep. Convince Halaster to throw in the maps of the upper levels of UnderMountain and the secrets to several dozen of his portals throughout the Realms. 4) Being a well organized, secretive lawful evil society with ample contacts with the goblinoid races. We maneuver hundreds of orcish tribes to these scattered portals and convince them to enter Undermountain through this remote locations. Orcs and goblins start disappearing throughout the realms but who is really going to notice or care? 5) On the other side of each of the portals have some allied spectres (being lawful evil and anti-life they should practically drool incorporeally to be part of this plan) waiting. The spectres immediately slay each goblinoid that comes through the portals turning the victim into spectres. Continue the plan until we have amassed approximately 100,000 spectres. One of the northern citadels used to have a 100,000 orcs on its own as I recall. At 1 orc per portal per round (being a highly organized death machine society) with less than 10 portals I can move over 100,000 orcs/wraiths into Undermountain in less than a day. Being undead there are no supply line issues to deal with. 6) Undermountain defences make it virtually impossible for even the uber-mages of Waterdeep to know what is going on within its caverns therefore no one should have any clue as to the hell that is about to take place. Just before dusk have the spectre army move from Undermountain into the sewers (many such connections exist according to the descriptions) and spread out throughout the city. Being incorporeal the spectres can spread out by travelling through the walls themselves being virtually undetectable. 7) Once dusk falls all spectres fly through the ground in a widely scattered pattern (preventing area of effect spells from killing several of them at once) seeking out as many victims as they can find to kill as quickly as possible. The high speed of spectres combined with the fact that each victim turns into a spectre within rounds means that within minutes everyone in the city who is under approximately 10th level should be a spectre. The high level NPCs and uber-NPCs will be able to flee via magic and some localized areas with magical defences may be able to thwart spectre attacks but the city as a whole is completely destroyed! Mission accomplished. Bane Rules! Victor Sim Destroyer of Worlds [/QUOTE]
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