planning an ambush

questbreaker

First Post
i have a game in a few days and i am looking for some answers to a few questions so i can plan an ambush.
_______
part 1- the background info

the party consists of myself (a lv5 druid with a medium earth elemental companion), a lv7 fighter, and a lv5 sorceror.

our enemy is a (lv 9-10) necromancer with two well-buffed skeletons (7-11 HD). our enemy made off with a bag of holding containing all our party's loot. we need to get it before he goes and sells it all, we are about 5 days from the nearest town.
________
part 2-my plan

our party will most likely die if we face them, so the only way to get our loot back is an ambush, and we need to neutralize the enemy spellcaster and avoid confronting his skeletons in melee. my plan is to use 'entangle' on the spellcaster while he lies there sleeping, so he wont be able to cast any (non-stilled) spells. then i will have my earth elemental come up from underground and get the bag of holding and pull it underground with him via earth glide. then to cover the escape, i will cast 'obscuring mist'. if the skeletons give chase i will use 'soften earth and stone' underneath them to slow them or perhaps the sorceror can use lots of 'web' from the wand of web he has. with the 'web' all over the place i could cast flaming sphere in that area do do some added fire damage and burn the webs, then everytime web is cast with an area that overlaps the flaming sphere, it will do added fire damage. then our party runs as fast as we can.

______________
part 3-my questions

1. how good does this plan sound?
2. are there any tactical or rules errors i have made?
3. where can i find the rules for bringing items and/or opponents underground with my elemental via earth glide?
 

log in or register to remove this ad

Well if you can catch him sleeping, cast command undead on his 2 skeleton buddies, then have your fighter walk up and coup-de-gras him.

Entangle won't stop him casting spells.
 

i will ask the sorceror if he has command undead as a known spell. how advisable would it be to use SNA III to summon 1d3 hippogriffs and have them try to grapple the skeletons and fly away?
 

If you can summon something that can grapple the sorcerer then he shouldn't be able to cast any non-stilled spells with components not in hand. Assume the skellys are on guard all night so think of a way to neutralize them silently before waking the sorcerer. Or drop the grappler on the jerk then get the skellys. I think the earth glide is a great idea too. If you can sweep the area for Alarms and Arcane Eyes and such as you get close then you will increase the likelihood of the doofus actually sleeping when you get there. Good luck and give him all nine Hells.
 

I'd suggest an alternative: have the elemental use earth glide to pop in and steal the bag. At that point, it will either get away with it or an alarm will be raised. If the former, just let him get out without any actions on your part.

If things go sideways, THEN unleash everything you can to hamper your enemy. Just remember, death is the ultimate in hampering. (and necromancers aren't known for their excess of hit points.)
-blarg
 

thanks go to all of you for your help, i think that necro has a 5% chance of survival. if we can get them controlled, and kill the necro, i think i will use soften earth and stone and have my elemental dig a pit, put the skeletons in it, and cast vigor and whatnot into the hole while having my elemental and any summoned monsters fight the skeletons for silly exp. points.
 

Remove ads

Top