d&dplan

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how to overthrow othipol

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The PlanPart 1) Quietly evacuate all friendly non-combatants. They can't help us purge the cult, and if things go south and the clock strikes twelve, we want them at least outside the city, or on the way to zombietown (we rename it). Tannis and Prima's mentor are the men for this task. Principally this should include the orphans, the pathfinder society kids and their parents.The question I'm still struggling with is who else? Members of our guild? but not the ruling members? All my contacts? A general call for scholars and artisans and other useful people?And how do we get them out? Do we sneak, make a break? Do we kill, dodge, or recruit the anti-zombie militia?Part 2) We eliminate the cult. They seem legitimately prepared to end the city. The only safe move is to utterly eradicate them. But the clock means we have to dispose of them outside the city. And seeing as they are homicidally suicidal, exile or prison are not going to be options. Drowning them in the bay would be expedient. If the city rumbles still, we just drown them further out. We should try to first herd them towards the docks, and if that fails, incapacitate or render them unconcious.I doubt we can do this alone. So who do we get to help us? The army if there is a legitimate one, the anti-zombie milita, our guild, all the other guilds, or the general populace? Regardless, we're not telling anyone about the orb, and should get it out of the city immediately. For any of the groups, are they sufficiently sizable armed and trained to deal with the cult? Can we persuade them with the truth, that this is the only way to save the city? Or do we tell them that the cult is necromancers, doubling down on the undead threat we manufactured? Part 3?) If we can't organize the disposal of the cult, we need to sneak out as well. Do we think they'll follow us? If so, we just have to slaughter them in the desert before they can reach our convoy of refugees. If they are an actual substantial threat, then we just have to get back to zombietown before them and wait out a siege. Which could be tricky.If they go through with levelling the city we should plan to go back and pick up some survivors. And direct ships to drop anchor near the cave entrance to zombietown, at least until we can construct a pier, or something. We should also send envoys to the remaining towns and have them divert trade traffic to zombietown. Having the only reliable source of water, we should also get the surrounding farming villages to prepare to move out our way. Part 4) Long term, we need to explore the abandoned reaches of this world. There must be something we can learn or retrieve to increase the viability of zombietown, or somewhere better we can just relocate to. Surely the ship captains can offer some advice. What's-its-name, the place we got the orb from, can't be an entirely isolated occurence.