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Evil vs Good: D&D Wargaming

The FireKing replies to the Druid.

"I shall not run or hide from this pitiful wretch of a mage. He will not be a threat when he is dead. Prepare for battle."

ooc.
Sheesh, we just keep posting at the same time.

I am in the lower left, resting on my hoard.
The druid is nearby, as is the mirror. The mirror is currently open to the hunters forest and his troops are poring through.

The traps will be scattered everywhere. mostly on the upper level and around the enterances, there are a few that I know how to bypass around my hoard though. All of my and the druids troops know how to bypass these traps.

My Kobalds are randomly scattered throughout the building. Mostly on the upper floor.

My mephits are mostly with or near me. 15 are on the upper floor.
 

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Battle tactics.

Primary Protect the Druid . I will shield the druid with my body and attack anyone that tries to attack him.

If the druid isn't in danger and the mage is nearby I will try to charge and grapple him.

If the druid isn't in danger and I can't see/reach the mage I will use my breath weapon and full attack as much as possible.

My mephits will use their breath weapons as much as possible. Otherwise they will shoot arrows. Their primary target is the mage, followed by any archers. They will never get in melee range.

My kobalds will come running at the sound of battle but will stay back. They will try and be spread out and behind cover and will use their crossbows. Their primary target is the mage, followed by whatever enemy is closest.
 

ooc Question - is there anyway of using Tangle in the lair or is it all rock?

Druid Tactics
Be Protected by the Dragon:)
(all subject to change on a round by round basis)
Round 1 - Move into concealment behind the Dragon, Wild Shape to Large Air Elemental (standard action gives me AC 20)
Round 2 - Transmute Rock to Mud on ceiling above enemy troops
Round 3 - Cast Creeping Doom on enemy (9 centipede swarms in a confined area)
Round 4 - Summon Huge Air Elemental (natures ally) to attack in whirlwind form
Round 5 - Pull a Flame Strike down upon the enemy leaders (if the Dragon has the Mage grappled replace the Flame strike with call lightning)
Round 6 - Once the Druid can get behind the Pack its time to leave (with the mirror) *possibly meld into stone if leaving with the mirror isn't practical

Army Tactics
1. The flock of ravens (300 of them) come through the mirror first providing cover/concealment for those behind.
2. The Dog Soldiers* follow 5 go to the Druid and act as bodyguard (note 2 already here - they broughtthe mirror and have been guarding it), the other 5 go into offensive and attack the spellcasters
3. As the Dog Soldiers move, 20 raging Barbarians follow and defend the mirror
4. The Pixies then pour in and start shooting anything that looks like it shouldn't be here
5 The Bard in ethereal form comes through and hits the Wizard with a Sound burst

(The Marshall and remaining troops stand in reserve on the other side of the mirror portal)

* Dog Soldiers = Werewolf Rangers
 
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(Well, it turns out they can do this after all... amazing...)

The FireKing roars, and the cavern trembles. Your minions are startled, and awaken from whatever task they had been doing.

The Dark Hunter orders his ravens through the mirror... and with his back turned, the mage appears.

No, the mages appear.

Two of them, twins as far as the dragon can tell, dressed identically, appear in a flash. Before the Fireking has the chance to whip around and let loose a blast of fire, or even to snap one of their heads off, you hear them finish casting their next spell... a Finger of Death each.

Code:
Save DC: 10(base) + 7(level) + ???(stat mod) = ???

Dragon Saving Throw: 15(rolled) + 18(Fort) = SAVE!
Druid Saving Throw: 20(rolled) + 12(Fort) = SAVE!

Dragon Takes: 28 Points of Damage
Druid Takes: 30 Points of Damage


And either of you can do anything in retaliation... they vanish. Just like that... in the blink of an eye. They came, they tried to kill you, and left. It was over in the space of less than six seconds.

The ravens are still pouring forth.

What do you do?
 

"Those :) :) :) :) ing :) :) :) :) ers. Druid, new plan. Once your troops are all through we send everything into that city. Now."

ooc: basically the same plan but moving up the timetable.

additonally, my minions are now on high alert. Which means that half of them at all times have readied actions to attack anything that appears like that again.

Finally, I have blindsight 90' radius and am moving in a search pattern in my layer. If they are invisible or under an illusion I will notice them.

Fieari I posted a very important question on the rogues gallery thread. Please check it out and reply.
 
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Flinching with the pain of the strike The Hunter continues his trnasformation into Air Elemental form enjoying the sensation as his body becomes gaseous and vitality returns to his body.

"Beware brother Dragon" he says "I do not believe that was the extent of their attack upon us - scouts perhaps for a better coordinated strike upon.

Lo! The Pack comes as we speak and soon the fools will know suffering beyond their imaginations!"

The Hunter remains in elemental form, on high alert looking about for other incursions. He casts trueeseeing upon himself allowing him to spot anything that may be concealed by magics within the lair.

He also calls 50 of the Ravens up and sends them out (back through the mirror if quicker) to carry a message to the Ghost - each one takes an obvious token (a scale or distinctively coloured stone perhaps) that they have come from the Dragons lair - It is a summons to the Ghost and hope that he will respond

(ooc 18 HP restored! - I love Wild Shape:)!

Okay when the Pack comes through hopefully we will know if we are still under seige or whether it was a rash strike and we can take the fight to the city. I want to use the Mirror to link with the Ghost Cleric (Pyrex) first and thus get him in to the fight:P and from there to the City which we will hit with Fire Elemental Swarms, Stroms of Vengeance and Earthquakes all at once!... and they have a waterfall right? - what would happen if I cast earthquake on that!)
 
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OOC: You know, if you're trying to get in touch with Kael perhaps it might be a little faster to use the Telepathic Bond.

OOC2: Fieari, still waiting to know if we have a city between the southern tip of the forest and the northern edge of the desert.
 

I use my telepathic bond to inform kael and ask for his aid in the upcoming fight.

"I don't care if they are planning on striking again they will not be so eager to attack my lair when their city begins burning down around them."


ooc:
My current plan is to begin the battle mentioned on page I with one exception, the second gate will not open until we know where the wizards are. This will leave all your and my ground troops to defend the lair. Even 2 level 15 wizards can't get through that many units spread out.

If Pyrex agrees to join us I will focus the mirror on his layer first so he can bring his troops through.

This should take about 20-25 minutes to initiate. 35-40 minutes if Pyrex joins us. During this time me and my troops are on high alert (see above post).

What time is it? (sunup, sundown, etc.) See my post in ooc thread for actions I have taken and the time required.

And Tonguez, I suggest you focus your magic on the wizards tower. The troops are cannon fodder but the wizards are a major threat.
 
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Kael responds over the Bond
"As we speak I am mobilizing the bulk of my forces for the march south. If you delay the attack until dusk I can bring a small strike force. If you're unwilling to wait the best I can do is send a force to guard the interior of your lair."
 
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