Zephyrus said:Further, Equip Orc's with smokesticks (noxious even) and alchemist fire, frost and spark as well as potions of Invisibility and Oil of True Strike and Oil of Magic Weapon. The Orc's start Invisible with their weapons oiled with magic weapon. The Warleader when the party reachs predetermined points starts to sing (inspire). This triggers readied actions on the part of the 'Shaman' to have the familiar set off pre-prepared light catapults loaded with alchemist fire like ammo. The Invisible Orc's oil their weapons at this time with True Strike. The Orcs should still be considered invisible at this point.
Zephyrus said:Edit: As for the ability to see Invisible.. yes that does present a problem. But their was no real mention of the party doing that and if its via spells they have to proactively cast it. If its via an item or similar then yeah. that does cause a problem. As for it being beyond the Orc's means to plan this... I did suggest that their might be a master mind behind it. Besides.. 17th level characters will have alot of enemies (they generally have only killed the ones they know about... their is often plenty more that they dont).
buzzard said:If the Orcs are not actively hiding while invisible, the spot check to detect their presence is only DC 20. For a level 17 party this is trivial.
buzzard said:Though as elaborate as the plan is, this takes some pretty savvy orcs. I'd say they'd be savvy enough to not feed themselves into the meat grinder that tangling with level 17 characters amounts to.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.