D&D Wargaming: Evil OOC

OldCrowe said:
So what I am asking, is if anyone has any good ideas on inserting, communicating, and extracting said spies.
What's the name of that ring that allows small items to be teleported through it to another ring keyed to it? That would be an excellent way for you to negotiate with them.
 

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The Lich-King said:
---== The Forces of Light attempt to steal our people. ==---

Where have people been dissappearing from? (our capitals or some of the smaller outlying towns?)

About how many people have dissappeared?

Crowe, if your general doesn't have the time to do it himself, I recommend dropping one of the hunt masters (with backup) to FK's cave to use his scrying pool and view some of the people who have dissappeared.
 

Perhaps a relocation program of our own would stop the problem. Split up families to different towns to make sure that whoever leaves also deserts a hostage. Make it known that the closest relatives of those who desert will take the punishment for the refugee so that even if they steal entire villages there will always be someone left to punish.

I'm not even in the game yet, but that's what my character would do. If the problem continued he'd unleash his shadows on the poor bastards.
 
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Fieari:

I've been thinking about this for a while and a ghost dragon, while undeniably cool and powerful, is not what I wanted for a general. Nor, as I have so well shown, is it something I'm capable of playing effectively. I was wondering if it would be alright if I got rid of him and made a new general with equipment instead. I have an idea for a cl15 creature with 250,000gp of equipment that I believe I would be able to play better.

I'll understand if you say no but I thought it was worth asking.

Everyone else:

I'm still thinking of ways to beat those cursed wizards and I came up with this. A wizards main weakness is his short endurance. After using his spells up he pretty much unable to battle anymore. An intelligent wizard saves a contigency or teleport wo they can run away at this point. But what if they couldn't run away.

Right now I'm thinking of a massive strike/seige on LowGate. When I say massive though I mean MASSIVE. The majority of everyones troops pouring through the mirrors into the heart of the city, killing everything they come across. Obviously they will move quickly to counter this but if done properly it will be one army against many. Even if the the others move to join the wizards it will take time to gate all their forces their. If we move quickly we could get entrenched before this and put up major resistance. If things go absolutely horrible we leave the weaker troops as cannon fodder and gate the higher level troops out. The wizard's player is obviously an experienced D&D gamer but your average D&D game doesn't send thousands of troops of varying levels and abilities at two wizards.

Another Idea is to strike at the wizards other weakness, the need to prepare. Under the cover of night, slip several low level rogues with poisoned arrows into the tower with the mirror. Strike the wizards while they are asleep and make them take a ton of CON damage.

One final idea is a war of attrition. Send a group of shadows into the city and have them spread out and attack civilians. The wizards can deal with a single ghost but how will they do against several dozen? If this doesn't work they can just go underground and fly away.

If you like any of these ideas feel free to implement them, although I don't recommend the seige unless we can get everyone in on it. I'll help if I'm able but I'm lacking in troops right now. If someone is willing to supply the poison and mirror I will make the rogues for the sneak attack though.
 


Drakknyte32 said:
I'm still thinking of ways to beat those cursed wizards and I came up with this. A wizards main weakness is his short endurance. After using his spells up he pretty much unable to battle anymore. An intelligent wizard saves a contigency or teleport wo they can run away at this point. But what if they couldn't run away.

That's why I was proposing timed raids every 4-6 hours. If we can get them to deplete their spells and prevent them from resting long enough to recover them we have a significant advantage.

On that note, Crowe, Serp, can either of your generals (hopefully both) cast Nightmare?

Right now I'm thinking of a massive strike/seige on LowGate. When I say massive though I mean MASSIVE. The majority of everyones troops pouring through the mirrors into the heart of the city,

Currently we only have access to one mirror, we can't move enough troops through it fast enough for this type of massive suprise attack. Also, if they land a Dimensional Lock around the mirror any troops that have already gone through are stranded without reinforcements until we can refocus the mirror.


...but if done properly it will be one army against many...

It's not just the wizards and their army. We know there is at least one army of celestials already in the city. Mabye two.

...slip several low level rogues with poisoned arrows into the tower with the mirror...

Not a bad idea, but if the tower is protected by a Forbiddance it won't work.

I think what we need to do is force the wizards to leave their tower and walk into an ambush.


Send a group of shadows into the city and have them spread out and attack civilians.

Once we get a raid or two underway I've already got something like this planned. :] (and once he starts I belive Serp was thinking along those lines as well)
 
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Ghalarasser can keep Greater Teleporting four people at a time for these task forces, and I think his Ethereal Marauder rogues should be quite effective with the tactic.
 

I can cast Nightmare 1/day, and that might take out one of the enemy wizards, at least until they take steps to protect themselves. I was planning on sending my shadows to smaller towns first, where their casualty-rate would be lower, but I should be able to commit a couple of hundred shadows to an attack on day 2 or 3 after I enter the game.
 

You might want to check with Fieari on that Dalamar, the outsiders with Teleport in the MM usually can't take other people with them.
 

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