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DCC #8 Mysteries of the Drow (CLOSED)

So recapping:

Group #1

everyone is ready inculding s@squ@th I believe his character must have come from another game or something the only thing I found wrong was he didn't specify turn or rebuke undead but he hasn't posted here in over a month if he lost interest will npc the healer role and start Group #1 a week from today

Group #2

everyone ready but WD and I believe Voda Vosa took his barabarian over to VotD is ok I will NPC that slot also (a drow to keep the mercenaries in line) so we start as soon as WD is ready

Sorry for such long recuritment time but it's what comes with leaving the character gen open

HM
 

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So recapping:

Group #1

everyone is ready inculding s@squ@th I believe his character must have come from another game or something the only thing I found wrong was he didn't specify turn or rebuke undead but he hasn't posted here in over a month if he lost interest will npc the healer role and start Group #1 a week from today

So, Vesper is approved? If so, can anyone in group 1 recommend a 3rd level spell for Vesper to know? Was thinking fireball, but I'm not certain.

Holyman said:
Group #2

everyone ready but WD and I believe Voda Vosa took his barabarian over to VotD is ok I will NPC that slot also (a drow to keep the mercenaries in line) so we start as soon as WD is ready

Sorry for such long recuritment time but it's what comes with leaving the character gen open

HM

Holyman, I did have the skeleton up for a level 7 character for Group 2, if there are slots that need filling. Granted, the character is more anti-Drow than pro-Drow.
 

since this is a module I'm not going to allow members in both groups I know people don't Meta-game much but there's that and the Mystery will lose it's interest if you have played through

save the character i have other modules just not time for other games as of yet

HM
 

since this is a module I'm not going to allow members in both groups I know people don't Meta-game much but there's that and the Mystery will lose it's interest if you have played through

save the character i have other modules just not time for other games as of yet

HM

Alright, just checking as earlier you marked me for cloning. ;)
 

So, Vesper is approved? If so, can anyone in group 1 recommend a 3rd level spell for Vesper to know? Was thinking fireball, but I'm not certain.

Speaking as the main melee person for group 1, I do not recommend fireball, unless you can shape it.

Some good spells (from the sources in your list) are as follows (and I can verify the effects of these for you HM, since I have these books):

[sblock=SRD]
Dispel Magic: It's a highly useful spell, no matter which way you slice it.
Stinking Cloud: Helpful, neutralizes enemies in large groupings, Gar should be able to make the save regularly, since it would only be DC 18 and he's got +13 or +14 on Fort.
Heroism: Awesome buff spell for our level (especially for Gar). Rage spell is also good, but not quite so great, since you'll have to maintain concentration on the spell.
Fireball and Lightning Bolt are classics for a reason.
Displacement, Invisibility Sphere and Major Image are all good for trickery, the Sphere is very good for cloaking the whole group. Major Image is better the more you can think of things to make illusions of.
Ray of Exhaustion: Make them exhausted or fatigued, dropping attack rolls and AC and they can't charge. Excellent debuff.
Fly: Excellent transport spell and good for getting out of melee range for you.
Haste: Always an awesome buff. Opposite true to Slow (awesome debuff).
[/sblock]

[sblock=Complete Arcane]
Bands of Steel: immobilize or entangle a creature, works on Medium and smaller. Not bad, and helps take someone all/partly out of the fight.
Shadow Binding: close range burst that dazes for 1 round and entangles for 1 rd/lvl on a failed Will save is not too shabby.
[/sblock]

[sblock=Draconomicon]
Dragon Breath: Cool thematically, though not an awesomely strong spell. Even so, lets you use 3 breath weapon attack at 4d6 each for a nice little total of 12d6. Better total per cast than any other attack spell at this level.
[/sblock]

That's my take on the various spells from the sources I have in common with you. Just be aware that if you hit Gar with an attack spell, he might tear your face off. He's not the most kindly person/beast...
 

Speaking as the main melee person for group 1, I do not recommend fireball, unless you can shape it.

Some good spells (from the sources in your list) are as follows (and I can verify the effects of these for you HM, since I have these books):

[sblock=SRD]
Dispel Magic: It's a highly useful spell, no matter which way you slice it.
Stinking Cloud: Helpful, neutralizes enemies in large groupings, Gar should be able to make the save regularly, since it would only be DC 18 and he's got +13 or +14 on Fort.
Heroism: Awesome buff spell for our level (especially for Gar). Rage spell is also good, but not quite so great, since you'll have to maintain concentration on the spell.
Fireball and Lightning Bolt are classics for a reason.
Displacement, Invisibility Sphere and Major Image are all good for trickery, the Sphere is very good for cloaking the whole group. Major Image is better the more you can think of things to make illusions of.
Ray of Exhaustion: Make them exhausted or fatigued, dropping attack rolls and AC and they can't charge. Excellent debuff.
Fly: Excellent transport spell and good for getting out of melee range for you.
Haste: Always an awesome buff. Opposite true to Slow (awesome debuff).
[/sblock]

[sblock=Complete Arcane]
Bands of Steel: immobilize or entangle a creature, works on Medium and smaller. Not bad, and helps take someone all/partly out of the fight.
Shadow Binding: close range burst that dazes for 1 round and entangles for 1 rd/lvl on a failed Will save is not too shabby.
[/sblock]

[sblock=Draconomicon]
Dragon Breath: Cool thematically, though not an awesomely strong spell. Even so, lets you use 3 breath weapon attack at 4d6 each for a nice little total of 12d6. Better total per cast than any other attack spell at this level.
[/sblock]

That's my take on the various spells from the sources I have in common with you. Just be aware that if you hit Gar with an attack spell, he might tear your face off. He's not the most kindly person/beast...

Well, once Vesper hits level 10, he'll be able to attach Area effect spells onto his Eldritch Blasts, allowing him to get more 'stuff' done each round. 2 standard actions normally as opposed to 1 full round action to ride the Area effect onto the Eldritch Blast, hence me thinking Area effects would be good. Though debuffing the enemy is also good, so Stinking Cloud might be decent, unless I start debilitating allies, lol.
 

Gar (me) is the most likely one to get caught in your area spells, though he's also pretty likely to ignore the effects of Stinking Cloud (which is a very useful Battlefield Control spell). Stinking Cloud is probably the best bang for an AoE debuff rider effect. But you could also do the Ribbons of Shadow or whatever it was in Complete Arcane, which has a smaller area (thus less likely to catch Gar) and can also mess the enemy up pretty badly (if they're helpless, CDG incoming).

I don't have Eldritch Theurge access, but is it only Area spells, or could it be single-target as well? If so, Vampiric Touch (PHB/SRD) is another good candidate that I left off the list.
 

Gar (me) is the most likely one to get caught in your area spells, though he's also pretty likely to ignore the effects of Stinking Cloud (which is a very useful Battlefield Control spell). Stinking Cloud is probably the best bang for an AoE debuff rider effect. But you could also do the Ribbons of Shadow or whatever it was in Complete Arcane, which has a smaller area (thus less likely to catch Gar) and can also mess the enemy up pretty badly (if they're helpless, CDG incoming).

I don't have Eldritch Theurge access, but is it only Area spells, or could it be single-target as well? If so, Vampiric Touch (PHB/SRD) is another good candidate that I left off the list.

Level 3 is area only. If we gain three levels(thus letting Vesper reach level 12 during the course of the adventure), the Capstone ability would be to add rider's such as 'Finger of Death' onto the Eldritch Blasts. At which point Vampiric Touch is a spell I would most certainly pick up. It's also why I was considering Touch of Idiocy. I decided to save those until it seemed likely I would reach the required levels to actually make the best use of those spells.

And as a rider, I could ride Fireball on the Eldritch blasts at tenth level. The fireball would be emitted from the space of the target struck with the Eldritch Blast. So, maybe Stinking Cloud for now, and pick up Fireball later.
 

That, or pick up fireball and hit enemies with it before Gar gets to them (but he moves very quickly...;))

For now, though, since you'll only be casting the AoE, Stinking Cloud is a better debuff choice. But, there's quite a list, so take your pick. :)
 

Sielg (the Finesse Rapier Wielding Chaotic Neutral Dwarven Rogue) is likely to be in range of the aforementioned Fireball/Stinking Cloud as well - but his Reflex save is WAY better than his Fortitude save, and it's save for no damage as well ;)

Guess he'll have to stay on the fringes and pick at their flanks :D
 

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