Inconsequenti-AL
Breaks Games
Adventuring Party Needed! (Killing)
My GM stay out!
http://www.enworld.org/forums/showthread.php?t=79965
I havn't looked, but I'm betting it's not pretty! What's good for the GM is good for us. So I'm asking for some advice!
There's a party of six undead wyvern riding undead orcs that I can see we're going to end up in a fight with. We saw them at the end of our last session.
We've fought an orcish Blackguard mounted on one of these before, he was extremely nasty. We were caught in the open and he killed 50% of the party (and fed them to his wyvern ) before the survivors managed to run away. Later, we lured him into a forested area, shot his mount out from under him and beat him to a pulp. Even then it wasn't easy.
Our adventuring party:
1)A mage (L 11) - divination specialist.
2)A cleric (L 10)- wot can fight. Suprisingly. Can't turn undead very well.
3)An elven archer (L 11) - like a machinegun, with a big holy bow.
4)A paladin (L 10) - 2 handed fighter - with a big tiger.
4.5)A halfling rogue (?) - glass jawed cohort.
We're wondering what we can do to survive.
What we've got so far:
Most importantly: Avoid anything that looks like a fair fight - there's a lot of them and they'll kill us! We'd like to find out what their capabilities are, but not sure how to test them?
Next, avoid the fight. This would be great, but we're stuck in the region. As far as we know, they have scrying abilities and will find us sooner or later. So we're thinking of starting the fight to try and get things on our own terms.
We figured we want to split them up if at all possible - will make them easier to fight. My initial thought is to set up multiple events for them to respond to. Possibly make use of a house rule about teleportation being noticable (within a several mile radius): Use Lesser Planar Ally to conjure a couple of Arcons to teleport all over the place...
The big problem is the wyverns. The cleric and paladin are at their best while on the ground, these guys can fly around and attack us from above. How can we neutralise this advantage?
Anything else?
Please, no spoilers from the other thread!
Sorry about the rambling!
Any help keeping our characters alive would be much appreciated.
My GM stay out!
http://www.enworld.org/forums/showthread.php?t=79965
I havn't looked, but I'm betting it's not pretty! What's good for the GM is good for us. So I'm asking for some advice!
There's a party of six undead wyvern riding undead orcs that I can see we're going to end up in a fight with. We saw them at the end of our last session.
We've fought an orcish Blackguard mounted on one of these before, he was extremely nasty. We were caught in the open and he killed 50% of the party (and fed them to his wyvern ) before the survivors managed to run away. Later, we lured him into a forested area, shot his mount out from under him and beat him to a pulp. Even then it wasn't easy.
Our adventuring party:
1)A mage (L 11) - divination specialist.
2)A cleric (L 10)- wot can fight. Suprisingly. Can't turn undead very well.
3)An elven archer (L 11) - like a machinegun, with a big holy bow.
4)A paladin (L 10) - 2 handed fighter - with a big tiger.
4.5)A halfling rogue (?) - glass jawed cohort.
We're wondering what we can do to survive.
What we've got so far:
Most importantly: Avoid anything that looks like a fair fight - there's a lot of them and they'll kill us! We'd like to find out what their capabilities are, but not sure how to test them?
Next, avoid the fight. This would be great, but we're stuck in the region. As far as we know, they have scrying abilities and will find us sooner or later. So we're thinking of starting the fight to try and get things on our own terms.
We figured we want to split them up if at all possible - will make them easier to fight. My initial thought is to set up multiple events for them to respond to. Possibly make use of a house rule about teleportation being noticable (within a several mile radius): Use Lesser Planar Ally to conjure a couple of Arcons to teleport all over the place...
The big problem is the wyverns. The cleric and paladin are at their best while on the ground, these guys can fly around and attack us from above. How can we neutralise this advantage?
Anything else?
Please, no spoilers from the other thread!
Sorry about the rambling!
Any help keeping our characters alive would be much appreciated.