D&D Wargaming: Evil OOC

The Mirror's description also explicitly states that you can use it's Clairvoyance function to view other planes. Just how far away is the elemental plane of earth?

I believe the intent of the mirror is that it operate at limitless range. There are many items whose prerequisite spells are similar (but not identical) to their effect (ex: Necklace of Adaptation).

Similarly, I belive the Mirror's Clairvoyance ability is similar (but not identical) to the Clairvoyance spell; both because it can view other planes and also because it can see beyond 1080'.

Justification the 2nd: It's way overcosted if it's limited to 1080'.
 
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Pyrex said:
The Mirror's description also explicitly states that you can use it's Clairvoyance function to view other planes. Just how far away is the elemental plane of earth?

I believe the intent of the mirror is that it operate at limitless range. There are many items whose prerequisite spells are similar (but not identical) to their effect (ex: Necklace of Adaptation).

Similarly, I belive the Mirror's Clairvoyance ability is similar (but not identical) to the Clairvoyance spell; both because it can view other planes and also because it can see beyond 1080'.

Justification the 2nd: It's way overcosted if it's limited to 1080'.

Fine by me, I just wish to get a clarification before I start doing things with it I'm not supposed to. If such is the case, I am in game now, Pyrex, and can give your Army a ride if you need it.

Re,

C. Rowe
 

So what is everyone up to at this point?

As far as I can tell,

Drakknyte is causing havoc in Low Gate

Tonguez's Bard is mounting a retrieval mission on the Dark Hunter's corpse.

Pyrex?

My intentions currently, are to:

A: Get Tonguez back into the game, I can rebond his Bard, so he has communication.

B: Perform alot of recon. I need to find the locations of Southern Villages, Towns, and Fortresses. My primary way of doing this will probably be to scry the roads from Low Gate, and see where they lead. Once I have some locations, I will insert my Doppelgangers to learn more about these towns and villages, and perhaps show up in person to use Greater Arcane Sight to survey any magic defences they have.

C: Once I have the locations of a few towns down, I will probably pick a lightly defended village to do a raid. Raiding their villages hopefully will put them back on the defensive a bit. I plan to do this very carefully, striking in the dead of night, and masking my assaults with illusions, I don't want Good to find out about my raids until the day after I'm gone.

Re,

C. Rowe
 

Before you volunteer to move my army, what alignment did you key your Forbiddance to? My army takes up a lot of space...

I'm currently marching to reinforce the garrison just our side of the desert. Once we've got the city there locked down I'll be moving my troops into the south. (either via mirror or by crossing the desert)
Also keep in mind that moving my army via mirror will tie it up for quite some time (but if you don't mind it works for me).

C: Sounds good. I can provide some troops towards your raids.
 

Pyrex said:
Before you volunteer to move my army, what alignment did you key your Forbiddance to? My army takes up a lot of space...

I'm currently marching to reinforce the garrison just our side of the desert. Once we've got the city there locked down I'll be moving my troops into the south. (either via mirror or by crossing the desert)
Also keep in mind that moving my army via mirror will tie it up for quite some time (but if you don't mind it works for me).

C: Sounds good. I can provide some troops towards your raids.

My Forbiddances are keyed Neutral Evil, However the mirror room is unaffected by Forbiddance, and I expect it is rather spacious. I am not planning major troop movements at this moment, so if I can assist you, I don't mind.

Re,

C. Rowe
 

I've got 800 zombies and another 210 skeletal wolves with me. I don't think your mirror room is quite that big. :D

(but since your Forbiddance is NE my troops can spread into your fortress as necessary)
 

Fieari said:
Trinkets sold by these merchants may be more telling. Clocks are one of the more common goods sold by them, as well as a large number of mechanical toys. They say that the lands to the south have better things, but said better mechanical contrivances would not work in the north. No further explanation is given.

The merchants ask in trade both gold and silver, as well as certain herbs that apparently only grow in the north.

Okay so the enemy

1. Has Celestials!

2. Has Wizards and Scorcerers

3. Has Clockwork which imho = Automatons/Golems

and why do they want those herbs?

As for the Pack

Its currently split the two leaders are Ravage the Bard and Raptor the Marshall (both lvl 10) the Bard is currently approaching the Dragons Lair to recover the Dark Hunters and FireKings remains.

The Marshall is in the Grove (center of the Misylak forest) awaiting the return of the whole Pack and attempting to make contact with the other generals - via runners atm.

I'll probably use my 200 odd cr pts to recruit a few low level druids (level 3 gnomes probabaly) and maybe something bigger and nastier - anyone got a suggestion?

Also Fieari can we use our CR to upgrade exisiting characters (eg if I gave my Marshall Lycanthorpy or something?) or perhaps a few custom super powers:D
 

Tonguez said:
Okay so the enemy

1. Has Celestials!

2. Has Wizards and Scorcerers

3. Has Clockwork which imho = Automatons/Golems

and why do they want those herbs?

As for the Pack

Its currently split the two leaders are Ravage the Bard and Raptor the Marshall (both lvl 10) the Bard is currently approaching the Dragons Lair to recover the Dark Hunters and FireKings remains.

The Marshall is in the Grove (center of the Misylak forest) awaiting the return of the whole Pack and attempting to make contact with the other generals - via runners atm.

I'll probably use my 200 odd cr pts to recruit a few low level druids (level 3 gnomes probabaly) and maybe something bigger and nastier - anyone got a suggestion?

Also Fieari can we use our CR to upgrade exisiting characters (eg if I gave my Marshall Lycanthorpy or something?) or perhaps a few custom super powers:D

Judging by the 100 odd points of POSITIVE ENERGY damage delivered to Drakknyte, I would guess that they have a cleric active as well (sounds like a spontaneously cast HEAL to me, though the odd number of points seems a bit wierd, what spell does 114 points of PE damage???), this could explain some of the angels as well, Summon Monster and Planar Ally can pull some nice stuff.
 

Heal couldn't have reduced his HP to less than 1.

My guess would be high-level Cha-monkey paladin using his Lay on Hands.
(ex: Lvl 13 paladin x +9 Cha mod = 117pts of Lay on Hands)

Given that LoH doesn't allow a save, this seems likely.
 
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Pyrex said:
Heal couldn't have reduced his HP to less than 1.

My guess would be high-level Cha-monkey paladin using his Lay on Hands.

14th level Pally with a +8 Cha modifier could do 112 points of damage (This would imply a 14th level asimaar with a starting Cha of 17, cloak of charisma +6, and putting his 3 attribute boosts into CHA, nice, this guy will get +8 on all saves).

114 points is an odd number though (factors of 2 and 57), so it must have been a higher level Pally that pulled his punch abit, the above leveled up to a 17th level unequipped Asimaar Pally would have 136 points at his disposal...I would expect some round number damage like 100, 120, etc, certainly overkill on the 78hp Death Caller, and not enough to kill the 123hp Fire King. I guess how they decided 114 points will remain a mystery.
 

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