D&D Wargaming: Good OOC

mmmm, pie...

New stratagy:
Dan will be teleporting to J-1-9, with Zan going to J-1-1. Dan will cast finger of death at the druid. Zan will cast wall of force to cover one of the bottlenecks facing the dragon, but only covering enough area to stop the dragon, so the archons can still get through. If the druid dies, then Dan and Zan will let the archons deal with the dragon while Zan uses his contingeancy to switch places with the closest creature to the mirror. He will then cast his quickened teleport on himself and the mirror to go home. If an archon has already taken the mirror, Zan and Dan will wait untill round 2 and then cast a couple of widened fireballs and widened cone of colds around, trying to get the most minions in the AoE, but not hitting any allies.

If the druid survives, then Dan and Zan will both cast quickened disintigrates on him. Replace this with the teleport and fireballs/cone of colds.

(this is just to show you roughly what I'm trying to achieve here, since you said you would like little intervention from us. :) )
Dan and Zan teleport in to there respective squares, and Dan opens with a finger of death on the druid, who dies obediantly this time. Zan cast a wall of force on the described area. An archon makes off with the mirror while the others fly over to the dragon and paste him to the wall. Dan and Zan happily nuke the bats and what not coming through the portal.

Edit: To bad the first battle isn't with lots of troops, but when I saw the opportunity to strike I couldn't pass it up. Sorry if this whole thing irritates anybody.
 
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Sorry if I'm not what you were expecting. :)

I can do the double-gate trick and get all my troops there in one or two rounds, but only once per day, so I'd have to leave the gates open if I wanted to be able to get back in the next 24 hours. Blueshore is nowhere near our capitol, fortunately, but still, leaving the gates open like that...

However, Zedrihar doesn't know what's going on right now, so I'll need a clue-in before I can take action.

I have a nice array of combat-oriented spell-like abilities spread across my inevitables, and my construct troops are virtually immune to mass small-scale attacks, thanks to their plentiful hit points and damage reduction. Plus, I can send up a bunch of flying shocker lizard groups to cover our heads, if need be. Any ideas?
 
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Tyreus,

I am not sure what disintegration you are using, but the one from the 3.5 SRD reads:

Disintegrate
Transmutation
Level: Destruction 7, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.
Arcane Material Component: A lodestone and a pinch of dust.

There is a save and if you make it you only take 5d6 damage
 

I reccommend Chain Lightning instead. Reflex saves are both the Dragon's and the Druid's weak point. Plus, it won't hit any friendlies and will kill a bunch of secondary enemies at the same time. Empower the Chain Lightning and it'll really put a hurting on them.
 

Just wanted to say, I've done all the dice rolling. Most of your Archons are dead, but then, most of the Mephits are too... not from their fighting, but rather because the dragon used his breath weapon, not caring that his own minions would be caught in the blast.

But better news for you, when I rolled their fort saves, they both failed.

I'm not posting IC yet, because this is a disgusting rout, and I want to make sure that none of your stupendous luck has been due to a mistake on my part. Giving the bad guys a chance to ruleslawyer OOC a way for them to make it out of this alive... don't worry, I'd do the same for you.

Just a notice that if I didn't make any mistakes, you guys have earned a FANTASTIC victory.
 

Oops, sorry guys... turns out they were obligated a spot check to see you in the hallway, since the dragon has blindsense. That means yelling to the druid as a free action, meaning the druid can cast something nasty at you before your initiative comes up... what would you do in the case of an earthquake causing a cave in?
 

I'd be amenable to keeping a larger portion of my archons alive and saving some mephits at the same time, if that would make it a little less severe. Ideally, they were going to be surrounding the dragon, so unless he managed to get away from all of them, no more than maybe 1/3 would be in the same cone. Likewise, only about that many mephits would be blown away.

Finally, the Aid spell that the archons have would probably give them enough hit points to survive the blast if they make their saves (which most of them won't anyways), or if they rolled high on their d8+10 temporary hp. In any case, there's a good chance they're dying and not dead (same with the mephits), so a little first aid in the next few rounds might save units on both sides.

I hope the Dragon and Druid are dusted, though. *grin*
 

Will take that into account. Note that if the disintegrates hit, they more or less are dusted. The Druid for certain... the Dragon maybe not, but he'll take so much damage at once he'll need an additional fort save or die, and even if he makes that, he'll be so weak a commoner could likely kill him with a pointed stick.

That's if the spells get off... earthquake?
 

Dan and Zan will hold actions, waiting for the earthquake to end. Immediatly afterwards they will resume actions. Note: Even if their partially traped, they can still use quickened spells.

Edit: I just looked it up, my wall of force can't be dispelled. Only a rod of cancelation, a sphere of annihilation, disintigration, and mages disjunction can get rid of it.
 
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