A Musty Tome in Argos | World Anvil
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A Musty Tome

You hold in your hand an old tome, clearly many decades old. As you dispel the many magical seals, and protections upon it, you realize that text has been inscribed within....
 
  Title: Contingency.
  Often in my travels, I have come across plenty of allies who, upon seeing innocent upon first glance, have backstabbed me, and have otherwise gone out of our way to hammer our plans. And so, rather then slip up again, as I have in the past, I pen this time. Contingency. Should any members of a current, or future, adventuring parties turn rogue, there needs to have a plan in place to handle each and every one of them, should they become a threat. The people I have adventurer with are my teammates, friends, but we need to be prepared for the worse. Allways.
 
  Contingency 1. Ruthguar
  If Ruthguar ever becomes a threat, then it is utmost of importance that a plan be created, and put into place as quickly as possible. Ruthguars threat comes in two forms, his formal skill at arms, as well as his divine blessings from the various gods of Grenland. A direct magical attack is ill advised due to the protection of the blessings, however, Paladin powers are nothing if not fickle, and so, as a result, a social plan to engineer Rutgers fall from Maidenhood will make him significantly weaker, though still quite dangerous. Rather, his two favored weapons, the sword and mace, should be neutralised, his weapons emboldened with holy magic would wreck havok upon undead, but bandits, mercenaries, or elemental minions are no more vulnerable to their enchantments as solid stone. Rutgers stamina is legendary in a prolonged engagement, and so a quick, decisive strike, perhaps, ironically, a form of Domination will be necessary on his distracted mind to take him out permanently.
  Conengency 2: Nolith.
  Nolith, the robotic magehunter, is the heart and soul of our current party. However, his strength and speed, make him a formidable opponent, should he ever turn against us. His vulnerability to electracy would be hard to exploit, especially from a defensive position, however current research suggests that a Contagion spell, Metamagic with Admixture, might cause his skill to become conductive with contact with nitrogen in the air, neutralising him as a threat. Injection may prove difficult due to artificial metabolism and metal skill. Further testing required.
 
  Contingency 3. Blake
  The bond of a druid to nature is one of the most powerful forces of magic that exists, limited only by the wisdom and skill of the user. This connection cannot be separated from the user, except through the application of metal upon upon the druid, specifically, metal armor. The application need not be long, a simple metal coat doned can negate druidic power from the user for up to, and including an entire day. Blakes natural defences, as well as his tendency to shapeshift, however, make this a risky proposition. If suprise can be established, then a Ring of Arming, equipped with a chain shirt, or perhaps even a set of metal holders, disguised as Gloves of the Woods, can be used to force Blake to drop his guard. Alternatively, certain cursed items, such as Backbiter spears, cannot be relinquished normally,metal versions of these items can be engineered to knock out Blake's power for day at a time, making the excusing conflict trivial. Must investigate use of Compulsion spells to force targets to equip ill advised items.
 
 
 
  COntingency 4: Pepehel
  Pepehel is a good friend, which is just one reason it would be difficult to face him in combat, should he turn against me. It is not a thought I relish. BUt if it must be done, the following advice may prove useful. Pepehel has known me for years, and thus likely is able to predict any direct move I make against him, however, I too know much about him and his faith. And for a farming god, Erastil is surprisingly fickle about his priests, and they are surprisingly few in number. Their god asks for communal spriet, help the poor and helpless, with reputation, tradition, and honesty above all. Should Pepehel come for me, perhaps the best strategy I could employ would be a Delayed Blast Fireball in the center of a small rural village, and threaten to detonate it. Should he refuse, thousands of innocent lives are lost, and his tenants to his god are lost. Should he stand down, it is simply a matter of containment, should the old priest not go quietly, then a simple snap of my fingers is all that is required to rob the priest of his powers. Clerics are powerful, not invincible. Must test out this theory upon Quinn or Nectria.
 
  Contingency 5: Eric.
  Eric Adams. A unique opponent. Every soundwave within audible range is under his control, and he can manipulate those sound waves into anything he imagines. We are lucky that he is on our side, and that Eric is more concerned with playing comic relief then anything else. But should he turn; Erics desire for glory is something that has always guided his actions. If he could be tricked into an illusionary crusade, perhaps an entire illusionary boat and crew members, or perhaps an entire illusionary battlefield, created by dozens of wizards, then his desire for glory, as well as his alcoholic addiction, should keep him out of the action for some time. Trapped in an undying cycle of waking up inside of an illusion, and passing out from alcohol. In a direct fight? Burning him, either with fire, or another agent, is the best emergency response I’ve been able to identify. His heritage gives him resistance to cold, but fire can melt ice quite handily, when augmented with flesh as kindling. Alternatively, as above with Ruthgar, mental attacks may prove more successful than simple damage spells.
 
 
  Contingency: Other
  Basic counters to other adventurers require further research.
  Fred: Silence spell? Quinn: half-failing cage inside a vacuum? Queen? Political Ridicule? Kathi? Explosives? A well placed bomb could easily do the trick. Kenneth, Nausea? Lack of raw materials should nullify his abilities. Stanious, Amputation?
 
  If these plans are discovered in the wake of my death, please, understand. This had to be done. For all of us. Which brings me to:
 
  Contingency 6: Aquor
  While Aquor is a master strategist, and direct combative, he is only mortal. The best way to disable his strategic abilities should be to distract him, or quicken him, without giving him time to think through a situation. The Orcish Chiefdom of Greenland, and his father, are excellent blind spots, as is his endless pursuit of knowledge, along with the preservation of his spellbook and arcane knowledge. Threatening hostages from a superior position, is a good distraction, particularly if it includes his mother, tutor, or friends he has grown attached too. Once you do this, the conflict with likely end quickly, however, for good or for ill.

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