fusangite said:
The ducal palace is not separately walled from the city. You enter the building directly from the street. Just like Robert Mugabe's house.
Uh-
huh. So, someone can just fly down out of the sky,
in the middle of the night, walk into an unlocked, unguarded ducal palace completely unchallanged, get to the Duke's bedroom, rouse him from his rest and immediately get him to zip off into the late-night sky so that Super-Duke can save the day?
Some scruffy little urchin hasn't wandered in off the street, CdG'd the Duke with a fire-hardened carrot while he's in reverie, and made off with a frilly lace-trimmed pillow-case or two of the ducal lewt?
And how do you know so much about Mugabe?
Please tell me, complete with page reference, which rules I violated by allowing the duke to get to the combat. I don't want a vague statement about "reality" -- I want a specific citation of a rule about how long things take.
Okalie-Dokalie, then, I'll need a complete break-down of all actions taken, transcripts of the discussions with times taken down for each, several scale maps of the area (showing where the vampires' tower is in relation to the PCs' house and the ducal palace, and indicating heights of buildings, particularly those between
flying characters and their destinations, conditions of streets and lighting for same), a complete list of all spells cast and level(s) of caster(s), magic items used, modes of movement and
exact rates of speed for each mode and character.
In triplicate.
Well, if you were expecting your city to be attacked by magic-using vampires and a loud evocation went off in the middle of the night, I guess you'd... turn over and go back to sleep.
Ha.
Ha.
Ha.
You misunderstand (not that I'm surprised at that); what exploded? What purpose did it serve other than to alert the characters that something was going down? From your descriptions, there were no spells cast that would make a ''horrible explosion''.
Wall spells and
enchantments don't go ''ka-boom''. So what went ''ka-boom''? Had one of the guards eaten a bad triple-bean chili burrito for lunch and then got too close to one of the
walls of fire?
BTW, fire-wielding vampires seems just plain
wrong to me (like a Tenctonese using water-balloons filled with seawater).
Thanks for bringing this up. Actually, the darkness god's clergy had offered to provide said contingent. It didn't seem to occur to anyone that the Neutral Evil God of the Undead might betray the troops and side with the vampires... This was another sign the players perhaps could have seen this coming. So, the dozen clerics manning the walls just left, unmolested, as soon as the vampires started the attack.
Due clever manipulations of the city's politics (exploiting alliances, debts, corruption, the byzantine civic political system), the cult was able to manoevre its members into this role. I reminded the characters of this fact every episode for the previous three episodes but I guess they just didn't take in the significance of the information.
In fact, the remaining vampires are hiding in this god's temple right now. But this possibility hasn't occurred to the players yet.
So, did this come up at the big meeting? Super-Duke was down with this plan of using the clerics of the NE Gawd of Undead? Or did he even know about it? How smart
was he, anyway,a nd how did he manage to get to be the Duke? Did he deserve to be Duke, or would the average 6-year-old be a decent replacement?
The guy who yelled at you was being a jerk (and now I begin to wonder just how big an explosion
that actually was), but it starts to sound like the rest of them are on the low side of Epsilon Semi-Moron. I think that I'd dump them
all at this point and take up writing bad poetry and masochistically-posting it at Portal Of Evil as a hobby instead.
Oh, and this caught my eye (from Page 4 -- I
think):
Time to fly to the ducal palace while hasted: 2 rounds (it was 120 yards away)
Haste helps with the speed of
fly spells? Where does it say that? Is it in the errata and I just missed it?
Haste
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creature moves and acts more quickly than normal. This extra speed has several effects.
On its turn, the subject may take an extra partial action, either before or after its regular action.
The subject gains a +4 haste bonus to AC. The subject loses this bonus whenever it would lose a dodge bonus.
The subject can jump one and a half times as far as normal. This increase counts as an enhancement bonus.
Haste dispels and counters slow.