D&D Wargaming: Evil OOC

Pyrex said:
And if they give me an action they could have a problem.

But yes, those wizards could wear me down. But they've got to find me first.

That I think is the key to DnD warfare - we have learnt painfully that High Level assasinations are easy, and that holding your ground makes you too much of a target.

The key then must be geurilla warfare - keep moving, use cover and concealment, buff up, hit hard and then leave.

Like the Druid - he might have been awesome in the open on the battlefeild making long range attacks and changes to the terrain. Stuck inside without the ability to move freely (and without those 24 hour casting time defenses) he was meat!
 

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I'm planning on using guerrila warfare. I have a one person army so I don't have much choice.

But I don't think that is the only way to do it. High level assasinations must have a weak point somewhere. Maybe a special magic item that will let you teleport in but not out. That would cause havoc the next time a mage tried to do a hit and run. Can anyone think of a way to do that.

Of course teleportation isn't the only worry. Look at my character, he has an insane speed and can travel underground without leaving any traces. How do you beat a creature like that.

And now that I wrote that down I just came up with several more stratagy's to take advantage of with my character :]
 

Actually I don't think holding your ground will be much of a problem anymore. Lead lining and Forbiddance will stop people from spying or popping in and out. Forbiddance can kill low level creatures of opposite alignment. The proper placement of traps and guards will stop anyone but a rogue or incorporeal creature from entering the layer.

That does leave the rogues and incorps however. And good ideas on how to stop a ghost with a +17 hide skill?
 

Forbiddance only covers a certain amount of area. To protect a large area they have to be layered...

Besides if they manifest and enter the Forbiddance they can't run away to the ethereal plane.
 

Forbiddance is also half price so it won't be too expensive to cover a large fortress.

A ghost can't demanifest in a forbidden area but he can go through a wall and have full cover/concealement then just strike and retreat. Also the ability to go through walls means most base defenses and traps are useless against a ghost.

Can anyone think of anything that is good against a ghost? I need to know what to expect when I assault the wizards tower.
 

[Force] effects, ghost touch weapons, attack spells & magic weapons (50% miss chance), guard creatures Plane Shifted onto the ethereal.
 

Keep in mind, that a entering an area with Forbiddance may damage you, you need to make a will save, or you could take up to 12d6 for entering a forbidden area.

Re,

C. Rowe
 


Also keep in mind that depending on the layout of their stronghold (and how they distributed their Forbiddances if they have any) you may be taking that damage more than once.
 
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In that case I'll start taking out everyone in the city and wait for them to come to me. That was my original plan but I figured I shouldn't give them time to prepare if I had the choice. If the city is covered with forbiddance I will use my energy drain a lot more often to keep my hp's up
 

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