Spire of Long Shadows Spoilers - Tanglefoot+Silence and WoStone Beatdown

Ah. Someone is enjoying the wonders of the Spire of Long Shadows.

Advice: don't go into the lake. Well... not without Barkskin, Freedom of Movement, Water Breathing, and a host of combat buffs, anyways. Oh, and minus the 'dispellers'. The first 3 spells are important.

Also: you need an arcanist. One could probably solve a lot of your problems.

Example: Invisibility will give you and edge in surprise and force them to guess where you are. A few explosive evocations could probably force them to expend those 'Invocation of the Worm' on themselves to survive the next barrage, at the very least. Wall of Force gives you a non-dispellable method of charging and ripping into them, maybe. Poor fortitude saves makes Disintegrate a happy spell. For some targets, at least. ;)

You're stuffed to the gills with clerical magic. How about popping out of the corridor to Flame Strike them en-masse, retreat to reapply Death Wards, and then pop in again to Flamestrike them some more. Try to whittle them down one at a time.

Delay your spells and disrupt their concentration. Even SLAs can be disrupted with a readied action.

You might also want to dip into the Book of Exalted Deeds and grab that Soulfire enchantment for armor. You really sound like you need it.

PS. How many are you facing at once when you get to the lake proper?
 
Last edited:

log in or register to remove this ad

Well, we get down into that room that faces the lake ... in the lake we had 4-6 naga + "Big Fatty" + 2 knight-things and a lich. Off to the side were three SLA-typed casters. Off to the other side another knight and three more naga. At this point, though, it's pretty much over. TPK-Situation.

Post-Mortem and Age of Worms spoilers below

---------------------------------

From the begining of "The Issue": My character got hit with a TDM in the shaft room and lost half his spells, stepped and took a full attack and killed the naga that cast it ... next round hit Mirror Image and walked into the lake where 5 more naga popped up (scorching rays and TDMs) and a melee "knight" stepped up and full-attacked, taking out half the mirror images and getting a few big hits in. The Cleric/Rogue rolled in (losing most of his spells to TDMs), grave strike/SA the knight and I hit him a big one, dropped it as our fighter moved in.

The big worm popped up, went for me, missed on a Mirror Image. We decided that the big worm wasn't something we wanted to play with while 5 TDM guys stripped us to our underwear so we tried to retreat ... Wall of Force blocking retreat. Luckily the rogue has a dwarven earth-master theme and rock-to-mudded the hall so we could squeeze out around the wall.

Take a breath, another knight appears from a side hallway to threaten the cleric and three casters from the other hall. Our cleric seems to have the casters in-hand and the rogue and fighter are on the knight, so I take two rounds to cast Righteous Might and Disrupting Weapon so I can lay about with the hurt (since the only spells I have left up are Wind Walk, Stoneskin, and Heroes' Feast). Next round, three TDMs, one hits the last Mirror Image, another targets the Disrupting Weapon, the last hits me and literally removes every ... single ... spell on my character. The two rounds and 10 spell levels I spent are now wasted and the knight is tearing our melee to pieces, so I run in and lay smack on the knight. (This is where we break, so we decide that we're going to finish off the knight then Recall out and come back prepared to counter the dispel naga on the next session. Next session starts, though, and everything falls apart:

Three naga appear behind the knight and TDM myself and our rogue (but I'm spell-free already by this point). Our fighter pulls back 5' to heal, the knight moves 5' and full-attack drops the rogue, I 5' step, Rage, and full-attack drop the knight. Our fighter moves to engage the caster-undead, the cleric blows one of them away with a Maximized Searing Light.

Then a lich shows up through the wall-of-force (dismissed, I guess) and Power Word Stuns our cleric. WTF, mate, etc. With him is yet another knight. I try to get into the room, but there's a new WoForce between me and the cleric now. I drop out of rage instead and make an Intimidate check against the naga ("You're next.") and pull a Holy Storm to discourage them from rendering me into dogmeat. The GM, at this point, is already feeling a bit of remorse, I think, because the naga pull back from the storm. Our fighter charges the lich and knight and gets 3/4 of his HP blown off by the knight for his trouble.

At this point, we're hosed, welcome to TPK land. I'm all but out of spells, the cleric is stunned for 6 rounds, the rogue is out, the fighter is down to 20hp or so. But the GM role-played it out and the fighter sacrificed himself to become a Knight if the rest of us were left alone.

Half of that happened after I started the thread, since we ended one session before the lich showed up and turned a bad situation into a TPK situation. Right now, the players are up in arms. Logically, in-character, there's nothing on earth that will get us back in there without an army at our backs. Meta-game, we know that this is "the module" and unless we "win" for whatever reason we're not going to finish the campaign.

We need arcane magic, but these are the characters everybody has been playing from 1st level. I volunteered to retire my character and bring in an arcane caster, but the players are already tired enough of the "Video Game Mentality" of this and the last module of constant dungeon-pounding monster-fighting and nobody wants to continue if we have to retire characters we've nurtured for 14 levels because the module "demands" a certain character load-out.

It's become a serious problem. The last module, by the end, we were just going through the motions: "Oh no, another trap, oh no, more monsters that mysteriously appear, oh no, another trap with attendant monsters ... oh ... more traps and monsters ..." this one doesn't seem to actually have any sort of real ties to the plotline ... as far as the plot goes, it's akin to being dropped into a room full of monsters and saying: "We'll let you out when you kill all the monsters." and that's it. No recourses. The whole world is open as our oyster, but all plotline doors have been closed until, apparently, some video-game-styled trigger is hit by our "winning" the dungeon.

We could have got a caster, but the GM decided to take our fighter off to the side to Role Play the encounter of self-sacrifice, so the rest of us figured he'd been Dominated. We launched an ethereal rescue mission ... snuck in through the walls, touched the body and got out. So we've got a fighter again, but now he's a level behind everybody, which is going to exacerbate problems.

But, oh well, we probably won't be needing to put Silence in a tanglefoot bag now. One player wants to spend a month of game sessions role-playing out building an army to crush the dungeon. For my part, I figure we could go in and assassinate the lich and be done with it and maybe that'll "trigger" the next module, which I've heard from my old group is pretty different from these two.

--fje
 

Well, that adventure just sounds like no fun at all. And that's a problem. So the question becomes: how to salvage the situation and continue to have the most fun? You have a cleric in the party. Have him plane shift you all somewhere more interesting. Drag out the manual of the planes, or visit another prime material plane. Go somewhere entirely different, have new adventures, gain some levels, and when you feel up to it, come back and finish the original module. You obviously aren't high enough level right now to handle it. Personally I'd try to roleplay for a while, just for a change of pace. The idea of roleplaying the creation of an army sounds pretty good, or gathering some new, strong allies to help you.

Congratulations on rescuing your fighter, though, and good luck.
 


HeapThaumaturgist said:
Logically, in-character, there's nothing on earth that will get us back in there without an army at our backs.
Well then, get yerself an army! Targeted dispel magic is quite strong against a few heavily-buffed specialists, but is next to useless against a horde of crunchies who are not buffed to begin with.

Go on a recruiting drive across the planes, and hire every Sor1 you can find. A couple hundred of them should be good enough; magic missile damage adds up very quickly when multiplied by that many castings. Also grab one or two dozen Sor6 (or Wiz5 in a pinch), to provide area damage.

Low-level adventurers work cheap, especially when you consider that most of them will not come back in any condition to ask for payment.

Alternately, inform your DM that "This is what it says in the module" is no excuse for an unfun game and a crappy job of DMing. (Then steal his copy of the module, roll it up neatly, and use it to beat some sense into him.)
 

Sounds pretty rough, but if you have to go back in...

You have a 14th-level cleric and no other high-level casters, right? The cleric could cast planar ally and request a trumpet archon -- you normally don't get to pick the creature type, but if your DM is feeling conciliatory, it could work. Or if you know the name of a trumpet archon. Trumpet archons cast as 14th-level clerics themselves, so that doubles your caster power, and trumpet archons have a (non-dispellable) fly speed. It could fly over to the enemy casters and use its trumpet, or holy word if they're low enough level. It would cost 250xp plus ~1200gp, though. There are probably some other good options for planar allies as well.

Radiant assault (from SC) is also a great cleric attack spell. For a 14th-level caster, it's 14d6 damage in a 20' burst, plus it dazes everyone for 1d6 rounds on a failed save.

As for avoiding the TDMs... I think the best route is to prevent them from targeting you. Normally I'd suggest layering some defensive spells so that they have to spend a lot of actions working through them, but it sounds like that won't work here. If they're getting several dispels per round, they'll chew through your defenses too quickly.

There is one spell that looks like a very good option, though: flashburst (from SC). It has long range and blinds everyone within 120' for 2d8 rounds. The spell itself has instantaneous duration, so it can't be dispelled after it's gone off. If you can blind all those dispellers, they can't target you. You can protect against area dispels by using buffer spells at a higher caster level (read magic works well for this). However, flashburst is Sor/Wiz 3, and you might need to cast it a few times before it sticks on everyone -- not sure if you have a caster who can do that or not.
 

Thought I would provide an epilogue showing how this battle turned out:

Back in town, we rested a day and waited until nightfall. Then we cast all of our 1 hour/level spells including Wind Walk, Hero's Feast, Greater Status, Spikes, Magic Vestment on everyone's armor and shields, and Greater Magic Weapon on everyone's weapons, including a set of 50 arrows. Then we went to sleep.

The next morning, our spells returned, and we cast our shorter-duration spells. These included Mass Resist Energy[fire], Mass Shield of Faith, Elation, plus Death Ward on each person. I'm not sure what else we cast on the 50 arrows, but they became flaming burst aberration-bane in addition to the enhancement bonus from GMW. Then we split them up amongst the group.

Then we had assorted personal spells like the Rogue going invisible and the melee-cleric getting Enlarged.

Finally, we Word of Recalled to the ziggurat's upper chamber (where we had spent the night earlier and Consecrated it as a safe place). The two dwarves climbed into a bag of holding, and the two other clerics cast Etheral Jaunt.

We slid down through the rock to hit the lich's room and take him out solo. As soon as we arrived, the dwarves were dumped from the bag, we cast Anti-Magic Field, and swarmed the lich. He took a ton of damage in the surprise round, then went down in the first full round, as we cast Wall of Stone on the only door to his room, with the nagas right outside.

The Wall of Stone was made over a foot thick, and with handy arrow-slits. We began firing those arrows out at the nagas, who are aberrations. We were still in the anti-magic field, but the arrows regained their magic as soon as they left the field, in plenty of time to hit the nagas. The nagas fired off some dispel magics and rays of enfeeblment which either failed to penetrate the field or which simply missed because of the cover from the wall.

The uber-worm hit the wall hard, and nearly broke through. So we moved into phase II:

In a coordinated move, we dropped the anti-magic field and popped up an anti-life shell. At the same time, we cast Holy Word as an 18th level caster (thank you prayer beads for the +4 CL). Every one of the nagas went blind, deaf, and paralyzed. The worm was hedged out and could no longer reach the wall.

We peppered the worm for a couple more rounds (IIRC) and then stone-shaped a door into the wall after he fell.

We split up after that, with the remaining critters on the run. The two human clerics went after the remaining undead while the dwarves stuck around to coup-de-grace the nagas before they started moving again.

There is still at least one knight remaining, but he may have fled the building. We ended the last session without any HP damage on anyone that I'm aware of, and we're doing a room-to-room search for the remaining knight.

Lessons learned:

Liches, like any other caster caught by themselves, really really suck in the surprise round, especially in an anti-magic field. I'm pretty sure this tactic, like the traditional scry-and-teleport, would take out Tensor himself if he didn't see it coming.

Make sure the rogue PC who claims to have a good alignment actually *has* a good alignment before casting Holy Word right next to him.

A cleric with Greater Status plus an Enlarged Melee guy with a reach weapon and Anti-Life Shell equals an unhittable melee combatant who can still be healed by the cleric if he needs it.
 


Great tactics! I'm always happy to see a battle plan that involves more than "cast more spells and charge in faster." Double points for planning what to do when they started to penetrate your first setup.

Wall of stone backed by antimagic field is an interesting combination I hadn't thought of before. If your arrow slits are big enough for the emanation to penetrate, even the outside of the wall is protected by the field, which means it's not going to fall to the first disintegrate that happens along. I shall have to steal this one for my playbook.

Well done.
 

Solarious said:
Ah. Someone is enjoying the wonders of the Spire of Long Shadows.
In which case, maybe the thread title should indicate that, since this thread now contains a lot of spoilers.

Old Drew Id said:
[various good tactics, snipped]
That's great. Not only did you perform better, but it sounds like you had more fun too. :D

EDIT: D'oh, just 'got' your name. :o


glass.
 

Remove ads

Top