Adventuring Party Needed!

Creamsteak said:
The ghostly dragon's problem is in the incorporeality (as in, how do I ride this thing

Could always make on of the orc badguys an incorpereal sorcerer/wizard/fighter type. Of course, if i read the rules correctly about magic vis a vis incorporeality, magic from the incorpopreal plane can not affect the corporeal plane, not that I agree with that.
 

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catdragon said:
Could always make on of the orc badguys an incorpereal sorcerer/wizard/fighter type. Of course, if i read the rules correctly about magic vis a vis incorporeality, magic from the incorpopreal plane can not affect the corporeal plane, not that I agree with that.

I think you're confusing incorporeal and ethereal (ghosts do both). A ghost is normally ethereal, and then (basically) only force effects can be used to affect creatures on the material plane.

A manifested ghost, however, is on the material plane, but is incorporeal. Magic from a ghost in this form works just fine, but they can be affected by magic much more readily in return. There are some potential issues with incorporeal creatures and material components, however, so Eschew Components is a must-have feat for incorporeal casters.

Spectres, wraiths and shadows are also incorporeal, not ethereal.

Corran
 

Iron Sheep said:
I think you're confusing incorporeal and ethereal (ghosts do both). A ghost is normally ethereal, and then (basically) only force effects can be used to affect creatures on the material plane.

No, nothing from the ethereal plane can affect the material plane. Force affects can affect creatures on the ethereal from the material, but not vice versa.
 

Tyreus said:
No, nothing from the ethereal plane can affect the material plane. Force affects can affect creatures on the ethereal from the material, but not vice versa.

Yep, you're right. Sorry for the confusion.

Corran
 

A shield with Arrow Deflection to deal with the archer is a possibility.

Or perhaps an innate/supernatural ability to Warp Wood. Arrows fired at them inexplicably twist and veer off course.

A couple of them could do attack runs at the PCs who think they are safe from airborne attackers because of the forest canopy. Imagine their surprise and, possibly fear, as the trees and branches suddenly warp out of the way, allowing swoop, snatch, or flyby attacks.

I envision, as the strike force lands in the wooded area the PCs are located, the trees warp, twist, and bend away from the orcs and thier steeds. As though nature itself is is trying to avoid them. The grass browns, withers, and dies upon each footfall. Possibly even looking like it is trying to withdraw into the ground.
 

GMVictory said:
I envision, as the strike force lands in the wooded area the PCs are located, the trees warp, twist, and bend away from the orcs and thier steeds. As though nature itself is is trying to avoid them. The grass browns, withers, and dies upon each footfall. Possibly even looking like it is trying to withdraw into the ground.

Amd don't forget entangle, a must for any combat in the woods, and here's a new spell off the top of my head:

Abyssmal Entangle
Transmutation
Level: Drd 6, Plant 6
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 round/level
Saving Throw: Reflex (see text)
Spell Resistance: No

Calling forth the enegies from the evil planes beyond, the caster infuses demonic essense with the plants in the area of effect. The plants entwine about good-aligned creatures in the area or those creatures who are good-aligned who enter the area, holding them fast. An entangled creature suffers a –2 penalty to attack rolls, suffers a –4 penalty to effective Dexterity, and can’t move. An entangled character who attempts to cast a spell must make a Concentration check (DC 15) or lose the spell. An entangled creature can break free and move half normal speed by using a full-round action to make a Strength check or an Escape Artist check (DC 20). A creature who succeeds at a Reflex saving throw is not entangled but can still move at only half speed through the area. Each round, the plants once again attempt to entangle all creatures who have avoided or escaped entanglement.

In addition, the area of the entangle is considered desecrated and all weapons in the hands of evil creatures are treated as if they had the reverse of "bless weapon" cast upon it.

Could make it a fairly nasty, surprising battle.
 

I'd be careful about the EL of this encounter. Considering your party's level, if you put them up agianst 4 CR 9 badguys riding 4 CR 9 wyvrens, they may be in for a beating.
 

If I really wanted to give the players a hard time I’d make the most of the information that the surviving orc sorcerer can provide. If this is not enough then the orcs could set about gathering more information. Scrying is a great option, and even if the players know there being observed it serves well to start getting them paranoid. The DC of the scrying can be helped buy using one of the rangers arrows, either if the surviving orc sorcerer has one stuck in him or after the first time the two groups meet a single arrow should be easy to find. Alternatively send in a ghostly orc rogue to either materialize near the sleeping ranger and take a lock of his hair or to plant a scrying magic item, covered by a Nystal's Magical Aura, into the party’s possession. From this you can learn their plans and when you can catch them in the open.

Secondly I’d make the orcs really work as a team, combining spells from more than one caster and setting opportunities up for each other.

Now to cunning plans. I'd defiantly make the most of the air superiority of the wyverns by keeping them spread out and attacking with fly-by attack where possible, avoiding getting in to hand to hand where possible until they can dominate the situation. If the orcs can follow the activity of the players then there is no reason for them not to arrive fully prepared with an array of buff spells and defenses. If the orc force contains 2 wizards of at least 8th level then, between them, they can dimension door all 12 creatures in (or/and out). This should give them a surprise round on the players. In this round you can really hurt the players.

Otiluke's Resilient Sphere is ideal for neutralizing the cleric, With his low reflex save and being a dwarf, no doubt in full plate, low dexterity. Cleric generally also lack the teleportation or disintegration abilities to free themselves, and if you can get the orc cleric to drop a Silence spell in the area just beforehand he won’t be able to dispel it either.

A simple wand of Fog Cloud can reduce the effectiveness of the ranger immensely. In the surprise round drop a fog cloud on the party, once you’ve finished all your other attacks. Now the ranger will have to move before he can shoot limiting his rate of fire. If you can get the wielder of the wand to be readied waiting for the ranger to move he can drop a fresh cloud as soon as the ranger tries to start firing. Now the ranger is down to 1 shot around with a 50% miss chance. If having a wand at hand is too convenient then the orc wizards could stock up on 3 each to achieve the same effect. This can also all be done from the safety of Invisibility.

So with a group of 6 Orcs, 2 fighters, 2 wizards, 1 cleric and 1 (ghostly) rogue-
Dimension Door in gaining surprise. Fighters throw javelins (of lightening?), 1 wizard and the cleric silence and contain the party’s cleric, the other wizard drops a Fog Cloud on the party, especially the ranger.
Round 1 – The orcs attempt to contain the party’s wizard in a similar fashion, the other wizard continues to Fog Cloud the ranger, the fighters and rogue gang up on the paladin.

By this point things are getting pretty bad for the players and unless they can really hurt the orcs soon and make them flee to rethink there in big trouble. Should the paladin fall in this fight I’d defiantly have his corpse taken away by the wyverns as sending an ex-paladin reanimated against the party later on is just too good to miss out on.

However this might all be a bit harsh and end up just killing the party outright, so you might just want to use fog clouds to reduce the effectiveness of the ranger.
 
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Encounter Level

Doing the math, for the above party (average level of 10), the Encounter Level for this encounter should be no more than 14, and even that is considered to be "overwhelming". Wyverns have a Challenge Rating (CR) of 6. With some number crunching I came up with the following

An EL 14 encounter with Undead Orcs
------------------------------------
6 (six) wyverns (EL 11) - these are the mounts for the orcs
1 (one) orc chieftan with a CR of 12 (EL 12)
5 (five) orc minions with a CR of 5 (EL 10)

Another option, if you wanted all the mounted orcs to be the same level:

6 (six) wyverns (EL 11) - these are the mounts for the orcs
6 (six) undead orcs with a CR of 8 (EL 13)
 
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Morrus said:
Feel free to "play around" with the wyverns (technically, they don't have to be wyverns, just kinda wyvern-esque with an undead theme going on).

Here is a CR12 advanced wyvern. I'm lifting this from a module, but advancing the wyverns are a very nasty idea. See for yourself. And remember, a rider is technically in every square but I would rule that they get a cove bonus from their mount. Be sure to swoop in, then hover for that full attack next round. Make the archer move so he can't get a full attack out. Cast mirror image on the wyvern if it looks like the archer is about to get a full attack out. Have the wyvern drink a potion of barkskin before combat. Add the fiendish template. Lots of fun can be had.

Bertman

Wyvern, Advanced 15 HD: CR 12 ; Gargantuan dragon; HD 15d12+105; hp 202; Init +0; Spd 20 ft.; fly 60 ft. (poor); AC 20, touch 6, flat-footed 20; Base Atk +15; Grp +40; Atk +24 melee (2d6+13 plus poison, sting) or +24 melee (4d6+13, talon) or +24 melee (4d8+13, bite); Full Atk +24 melee (2d6+13 plus poison, sting) and +22 melee (4d8+13, bite) and +22 melee (3d6+6, 2 wings) and +22 melee (4d6+13, 2 talons); Space/Reach 20 ft./15 ft.; SA poison, improved grab; SQ darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent; AL NE; SV Fort +16, Ref +9, Will +12; Str 36, Dex 10, Con 24, Int 6, Wis 12, Cha 9.
Skills: Hide +6, Listen +21, Move Silently +18, Spot +24. Feats: Ability Focus (poison), Alertness, Flyby Attack, Hover, Iron Will, MultiattackB, Wingover.
Special: Wyverns can slash with their talons only when making a flyby attack.
Improved Grab (Ex): To use this ability, the wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.
Poison (Ex): Injury, Fortitude DC 26, initial and secondary damage 2d6 Con. The save DC is Constitution-based.
Skills: Wyverns have a +3 racial bonus on Spot checks.
 

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