D&D Wargaming: Evil OOC

I have access to Nightmare, using it is another story, I need a name at the least, and the more I can identify with the target (picture, possession, body part, meeting with the target, knowing the target well), the better, as it is a Will Save, and it is best to get as many minus's on them as possible. I am intending to save this til later in the game, after I can Legend Lore people at will, but that is two levels away.

Using the scry pool might be a good idea, of course the wizard may choose to scry this location from time to time as it is known to him. I agree that there is some threat that we aren't aware of, maybe I should have my cleric Commune to determine more on this, also, the comment that forces are moving "manually" on both sides seems to indicate that we are being infiltrated.
 

log in or register to remove this ad

Fierari, who's next in line for playing? Are there any Good armies about to be finished, or already waiting in line?
I want to play, but the waiting is killing me.
 

Hey guys please check my new creature in the Rogues gallery thread. Its inspired by the Wild Hunt and suppose to be what happens to the manifest evil of the Dark Hunter slain whilst in whirlwind form.....

Imagine the image of a huge thunderstorm gathering on the edge of the battlefield, lightning dances across its billowing face, howling winds drive everything before it as it rushes forward striking fear into the hearts of the enemy and bringing the savage hunters of The Pack with it to feed. But most terrible of all, the souls of those so slain rise up dark and twisted to join the endless hunt...
 

Looks nice. I would recommend giving it a longer range and the feat Whirlwind Attack. Perhaps Haste as a spell-like ability so that it can move and whirlwind attack in the same round. You could drop Dodge and lower Wisdom and Charisma to pay for it, since the Storm is practically mindless it has little use for the other mental stats.
 

Serp, now that we've made camp, would your general mind whipping us up some fortifications? Tiered & staggered 5' Walls of Stone should slow down their ground troops giving the archers time to soften them up. I was thinking of something kind of like this...
 

Pyrex said:
Serp, now that we've made camp, would your general mind whipping us up some fortifications? Tiered & staggered 5' Walls of Stone should slow down their ground troops giving the archers time to soften them up. I was thinking of something kind of like this...

Okie, as soon as I've deployed my Shadows I'll give you a hand with the camp. I believe we would be better served by spreading out quite a bit, otherwise enemy spellcasters could easily vaporize us, but it's your army and your choice.
 

That's just kind of a representitive idea. Each of those squares should be at least 50'.

Depending on how much wall you want to build, we could easily spread out a bit and make them 100' squares.
 

Would the camp be open to the South or the North? I'm guessing South, to give us an easy access to the enemy while protecting our flanks. perhaps I could put down a handful of small towers across the opening to give cover to groups of your archers?
 

My idea was to leave it open to the north. That way when the opposing ground troops come at us they have to go either through or around the walls, giving the archers/wizards plenty of time to rain arrows/spells down on them.

Most of my troops (and those of yours that are staying behind) don't need easy access to the enemy, they need time to pummel the enemy from range.

A couple of towers (what do you think, 20' high or so?) could still be interesting though.
 

Ok, I'll do that.

I've had a second look at the Simulacrum spell, and it turns out that my character/2 would be pretty useless. He can't even use most of his SLA's with a caster level of 7. I might scrap the ability when I remake the character before the re-start.
 

Remove ads

Top