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<blockquote data-quote="Pielorinho" data-source="post: 1782228" data-attributes="member: 259"><p>Here's the deal: our group of planes-hopping, fourth-level PCs have found ourselves on a backwater ice-world. The locals have been subjugated by the Dominion (think Star Wars' Empire), but not heavily: just enough to promote fighting amongst the different tribes and to get them to issue a twice-yearly tribute of children and tasty algae to the Dominion. (The algae is a fantastically concentrated foodstuff with obvious military uses). The Dominion accesses the world through a stone circular gate, located in the middle of their fortress; we've got our own means of reaching the world, but the trip takes several hours.</p><p> </p><p>The tribute day is coming up tomorrow, and we want to shut the Dominion down for good on this back world.</p><p> </p><p>Here's what they've got:</p><p>* Their leader seems to be an old hero of the local folks, who many decades ago (just before the Dominion showed up) turned evil. We think the Dominion may have parasitized him somehow. He's our biggest worry, and probably has mind-control powers.</p><p>* They've also got twenty or so guards; we don't know how many.</p><p>* They've also got the fortress.</p><p>* Most importantly, they have the gate. If they can get a messenger through the gate before we get a chance to destroy it (and we think it'd take at least ten minutes concentrated effort with several sledgehammers to destroy it), they can call on the virtually infinite resources of the Dominion to pour through the gate and crush us.</p><p> </p><p>Here's what we've got:</p><p>* Fairly good information about their fort, including a back-entrance through their sewer tunnels that'll get us inside, though not near the gate.</p><p>* Semireliable information that extradimensional spells such as Rope trick will, if cast within the gate, disrupt its operation for a matter of minutes.</p><p>* Allies amongst the locals, including some two-dozen low-level rangers and barbarians, and a handful of first-level clerics. Our allies can breathe water.</p><p>* A Centaur PC whose main power resides in his lance and Ride By Attack feat (due to rules fudging, he can use it by himself, and gains double damage on a lance charge).</p><p>* A shapeshifty Akashic (from AU) with the group's only magic weapon, a +1 greatsword that grants the IMproved Sunder feat.</p><p>* A verrik Greenbond (from AU) with lots of healing specialization.</p><p>* My character, a halfling wizard3/rog1 necromancer specialist. In addition to having Rope Trick, she's got glitterdust, scorching ray, blindness, grease, cause fear, chill touch, and a handful of other spells, NOT including protection from evil (remember the scary mind control powers? oops)</p><p> </p><p>Our current plan:</p><p>Disguise the halfling PC and the shapeshifty PC as children. Load up a sledge with the algae, covered in burlap, only hide the Centaur and the Greenbond underneath the burlap. Have one of the locals bring our party up to the fortress. Meanwhile, one group of our allies swims up the sewer pipes (ewww) and hides out just inside the fortress, while another group hangs out just outside the fortress, awaiting our signal. Everyone is coordinated with <em>whisper</em>.</p><p> </p><p>Once we're as close as we think we can get to the Gate, cast Rope Trick inside it, call to our allies, and try to kill off the Dominion's local leader ASAP. Once he's down, work on the remaining guards; once they're down, work on the gate itself.</p><p> </p><p>Does anyone have some other ideas on this? I'm debating whether to prepare two rope tricks on the off-chance that the first one gets dispelled by someone (I have no idea if anyone has that capability); I only have three second-level slots, though, and it'd hurt to give another one up. I have a scroll of pyrotechnics and a bunch of alchemist fire, and that seems like it oughtta be useful, but I'm not sure how to put that to best effect.</p><p> </p><p>Ideas are welcome--we're playing through this tonight!</p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1782228, member: 259"] Here's the deal: our group of planes-hopping, fourth-level PCs have found ourselves on a backwater ice-world. The locals have been subjugated by the Dominion (think Star Wars' Empire), but not heavily: just enough to promote fighting amongst the different tribes and to get them to issue a twice-yearly tribute of children and tasty algae to the Dominion. (The algae is a fantastically concentrated foodstuff with obvious military uses). The Dominion accesses the world through a stone circular gate, located in the middle of their fortress; we've got our own means of reaching the world, but the trip takes several hours. The tribute day is coming up tomorrow, and we want to shut the Dominion down for good on this back world. Here's what they've got: * Their leader seems to be an old hero of the local folks, who many decades ago (just before the Dominion showed up) turned evil. We think the Dominion may have parasitized him somehow. He's our biggest worry, and probably has mind-control powers. * They've also got twenty or so guards; we don't know how many. * They've also got the fortress. * Most importantly, they have the gate. If they can get a messenger through the gate before we get a chance to destroy it (and we think it'd take at least ten minutes concentrated effort with several sledgehammers to destroy it), they can call on the virtually infinite resources of the Dominion to pour through the gate and crush us. Here's what we've got: * Fairly good information about their fort, including a back-entrance through their sewer tunnels that'll get us inside, though not near the gate. * Semireliable information that extradimensional spells such as Rope trick will, if cast within the gate, disrupt its operation for a matter of minutes. * Allies amongst the locals, including some two-dozen low-level rangers and barbarians, and a handful of first-level clerics. Our allies can breathe water. * A Centaur PC whose main power resides in his lance and Ride By Attack feat (due to rules fudging, he can use it by himself, and gains double damage on a lance charge). * A shapeshifty Akashic (from AU) with the group's only magic weapon, a +1 greatsword that grants the IMproved Sunder feat. * A verrik Greenbond (from AU) with lots of healing specialization. * My character, a halfling wizard3/rog1 necromancer specialist. In addition to having Rope Trick, she's got glitterdust, scorching ray, blindness, grease, cause fear, chill touch, and a handful of other spells, NOT including protection from evil (remember the scary mind control powers? oops) Our current plan: Disguise the halfling PC and the shapeshifty PC as children. Load up a sledge with the algae, covered in burlap, only hide the Centaur and the Greenbond underneath the burlap. Have one of the locals bring our party up to the fortress. Meanwhile, one group of our allies swims up the sewer pipes (ewww) and hides out just inside the fortress, while another group hangs out just outside the fortress, awaiting our signal. Everyone is coordinated with [i]whisper[/i]. Once we're as close as we think we can get to the Gate, cast Rope Trick inside it, call to our allies, and try to kill off the Dominion's local leader ASAP. Once he's down, work on the remaining guards; once they're down, work on the gate itself. Does anyone have some other ideas on this? I'm debating whether to prepare two rope tricks on the off-chance that the first one gets dispelled by someone (I have no idea if anyone has that capability); I only have three second-level slots, though, and it'd hurt to give another one up. I have a scroll of pyrotechnics and a bunch of alchemist fire, and that seems like it oughtta be useful, but I'm not sure how to put that to best effect. Ideas are welcome--we're playing through this tonight! Daniel [/QUOTE]
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