Inconsequenti-AL said:Get your remaining mage to open a Gate to hell. Leave it open and see what wanders in.
Always fun for a Saturday night!

Inconsequenti-AL said:Get your remaining mage to open a Gate to hell. Leave it open and see what wanders in.
It's not like druid's can't fly. Just wildshape into a bird - or at high levels, an air elemental.VirgilCaine said:Druids, flying? Unlikely. They'll probably want to wildshape into an elemental and beatdown eventually.
"Air power" is just an ill-fit IMO... Air power cannot dominate enemy forces to do your bidding, control the weather, sneak into enemy encampments, read people's minds, etc... Running straight out with an "army" is viable so long as at least one side cannot bring HLers into the battle. If at least one side can, then go win the war first before bringing in the slow-moving army.TerraDave said:I should note the airpower analogy is quite broad. It does include intelligence gathering (the original use of aircraft in battle) and troop delivery at key points. But it is also a question of the extent to which HLC is a compliment to ground (or sea) forces, and to which point is it a replacement.
Is that 14th level Druid the only HLer the entire kingdom can muster to defend it? There are no other HLers in the service of the kingdom or in it's cities? No other heroes in the land to defend it?A few things. One is "cost effectiveness". E.g. what is going to be the ratio of high level druids to wariors. I could imagine campaigns where a kindgom might be able to call up one 14th level druid, and several thousand warriors...And given that, how do you want to use that druid?
IMO, your targets are the same, no matter how you go about it - kill/neutralize the opposing HLers, then stomp the army into the dirt. However, part of your plan against enemy HLers might begin with attacking supply lines, etc. to draw them out. Investigate/Isolate/Eliminate is often a good way to approach it. How you go about it of course will depend on a host of factors including what you got, what they got and how much time you have.The other is counter measures. Lets say your are a party of PCs with an army cobled togther to stop some advancing horde. You know that the other side has some casters, what do you do to stop them?
Cool... This is a lot like how civilizations have grown IMC. The major hubs are city-states which are located in easily defensible regions and ruled over by individuals/groups intelligent & powerful enough to hold them. Outposts and caravans are well-defended and you won't find isolated villages scattered across the countryside - too dangerous, even in my scarce-magic world.kigmatzomat said:I think this is the reason IMC I keep the kingdoms small. Any HLC can take and reasonably hold a couple dozen square miles. So you end up with all these little pocket kingdoms with two or three quite distressingly powerful entities and the couple of hundred villagers that they've gathered in some small area.