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OOC: House Millithor in COSQ part 3

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Xael said:
*Stares at items. Drools.*

*Stares at stats. Swoons.*

Scary stuff.

The best place to face them would be just inside the Noble level. We could hide most of our forces behind the two doors that branch off from the entrance, keep a programmed Illusion (like the one of Dorina in the "Torture Scene") of the Matron as a guard and diversion (she would make a little speach about "how wasteful and meaningless this conflict is when we are fighting against a greater evil. The forces of Kiaransalee... etc.")

When the illusion has been triggered our diversionary force will be alerted (bats have good hearing) and move into position. The Bebiliths, Tierak and a group of 14 vampires will hide themselves further up in the ravine out of the range of True Seeing. The Vampires will descend in Bat form, together with a few bat swarms of Children of the Night, make a double move while diving and end their round just above the entrance to the Noble level. The Vampires will hold their actions next round until the bats (CotN) have descended upon the heroes in a clawing and biting (and very annoying) frenzy. Then half of them will descend, dismiss their Alternate Form, and attack their closest enemy. Tierak, the Bebs and half the vampires will hold their actions in readyness for the next round.
When the heroes have reacted to the diversion the doors to deeper inside the Noble Level will burst open, a new swarm of bats will emerge followed by the main force of our vampires and our spellcasters Dispelling the heroes protections. One of our casters will drop a Wall of (Stone, Iron or Force), leaving an inch between the top of the Wall and the ceiling. Preferrably two walls will be cast, dividing the heroes in three groups of 2, with the middle group effectively out of the battle. The heroes should then be killable.

Reason for dividing our own party:
*Our force is too numerous and takes up too much space for most of it to be effective in a one front corridor-battle.
*The Heroes will likely ready actions to nuke our first attack out of existence and the outside gives us more room to maneuver and avoid area-attacks.
*The hero-meleers will likely move towards our diversionary attack (Minsc certainly will) and the spellcasters might move away from it. When we then put down the walls we will have separated the different classes from each others and removed them from their mutual support-structure. They will be easier to kill that way. If Minsc and the Axe Bane find themselves in the outer third of the battlefield and they are defeating our diversion we can easily move away from them and leave them isolated and irrelevant from the rest of the battle. Then when we have dealt with the others we can attack them from both directions.

The end result should be most of our vampires in gaseous, a couple of PCs lost and the Heroes of the Sword Coast dead or enslaved.

Suggestions?
 

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Note: The matron would know that children of the night can not be summoned into the noble level. The forbiddance that protects the noble level prevents all summonings.
 

Boo is a miniature giant space hamster and his stats would cause severe depression to the reader, so they will remain classified for your own protection.

Xael said:
Where are the stats for Boo!?! :D
 



FYI: I just discovered that the 3.5 version of Forbiddance is radically different from the 3.0 version of Forbiddance. Having seen the new version, I take back the idea that Forbiddance was cast on the commoner level. Something was cast(I'll decide later what was cast) and a revolt has occurred.

There are the following entrances to the commoner level, so if you are trying to besiege the commoner level, I'll need to know who you are putting where to guard each entrance.

Two entrances to the great Chasm of Szith Morcane
One tunnel to the abandoned warehouse level
One tunnel that leads towards the Lake of Shadows
An underground stream flows through the commoner level, and the stream has both an entrance and an exit if you can swim and aren't worried about breathing underwater. None of the drow know where the stream comes from or where it goes.

The tunnel that leads towards the lake of shadows had an iron gate. The keys were held by the three thugs, although the thug who was forced into gaseous form lost his key to the gate.

If you wish to garrison the gate towards the lake of shadows, you'll need to either send people through commoner level from another entrance, or use magical transportation to make guards appear near the gate.
 

I guess that depends on which spell was cast. If it wasn't forbiddance there might very well be no reason not to simply attack the level and drive the commoners out. Eventually our vampires will outrun them and that will be that. The only way they could escape would be trough the river, and I doubt they believe they would survive that.
 

On day 5, after green sliming the thug on the commoner level, the revolting commoners did the following other actions that you know of:

The two entrances from the commoner level to the grand chasm and from the warehouse level to the chasm were sealed with walls of stone.

What forces are being sent in and through which entrances?
 

Endur, I'm not sure how much you want to deal with this but the 3.5 MM entry for Bugbears lists the special quality of Scent... (Though it doesn’t list them for PC.)

DO you want to assume that it’s a typo, that Kilcif is deformed, or that Kilcif does indeed have the scent ability?

Also I got the FR: PGtF the other day and it has regional feats for bugbears now… :cool: How much of a remodel would you allow? (I understand if you say big fat no to that.)
 

I put one vampiric guard on each of the (blocked) entrances by the chasm and gather the rest of the forces by the entrance in the warehouse level. From there we (The PCs, 3 vampires and the Morcanes (except the wraith)) breach the wall and proceed to crush the rebellion with a minumum of lethal force.

The Dominated gaurds are set to guard the Noble Level and the Barracks.
 

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