The Theocracy (recruitment closed to those posted)


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Hunter would definitely enjoy that. But when it comes to the oppressive Church of the ONE. Hunter won't be satisfied until all of them are nothing but corpses, of the dead variety. :)
 

Doesn't Caul have that cleric dominated? Maybe it could teleport back to where the commander is, give a "battle report" ala: "I'm sorry sir, they're very potent, we need some other plan..." meanwhile, surprise attack/powerful cleric spell/poorly cooked meatloaf, who knows.

But we already have an enemy dominated, we can interrogate him as much as we'd like. Or we can use him as a special agent.

Personally, I have a cloudkill I'm itching to drop down on an army.
 

Hmmm. Should Arast get a go this turn or not? It depends whether the Clerics teleported in (and triggered his readied action) on the last turn but after his initiative count or whether it was sometime this turn.

I have a suggestion to simplify this sort of thing - I find it makes things easier to get your head around in a PbP environment. Rather than working in 'blocks' of a round (everyone posting their actions for a round and then the DM posting a summary including enemy actions) I find it works more easily if you work in units of 'player turn' and 'enemy turn'. So first any players who beat the enemy's initiative count get to go. Then the enemies go, and then ALL the players (including the ones who went before) go again, then enemies again, then players again, and so on. That way there's not so much need for contingency planning and such like, and everything is rather more intuitive.

Just an idea, feel free to ignore it if you like. ;)
 

The cleric Caul dominated is unable to teleport. Autumn, we can implement your idea in the next fight. We'll just keep doing what we're doing for now.
 

So the cleric plan's out, unless someone else has teleport. The question now is: how do we get the commander to hold still long enough for us to get to him? Hasted at 30' fly x3/x4, we need 11 rounds/8 rounds, and at 40' fly x3/x4 we need 9 rounds/7 rounds. We've got three people who can fly, leaving at least four plus the cleric to defend, which should be enough once we kill everything we're already fighting.
 

fenixdown said:
So the cleric plan's out, unless someone else has teleport. The question now is: how do we get the commander to hold still long enough for us to get to him? Hasted at 30' fly x3/x4, we need 11 rounds/8 rounds, and at 40' fly x3/x4 we need 9 rounds/7 rounds. We've got three people who can fly, leaving at least four plus the cleric to defend, which should be enough once we kill everything we're already fighting.

What we don't know is who is guarding the commander, or how potent the commander is himself. If we split up, our three flyers heading out half a mile up, and they get stuck in a bad situation, then we're lost. I mean I have some spells that Latham can cast that he has memorized today that could conceivably do the trick (Greater Invisibility, Fly, Haste, Mind Fog, Confusion, Cloudkill, Dominate Person, Hold Monster, etc), but it's all highly dependent on losts of failed saves and low-level mooks. Very risky.
 

Which is why we wait for WarlockLord to answer the previous question of what the troops look like. I figure, if it looks too dangerous we can just use Hunter's ridiculous range to put some arrows in the guy.
 


I'd need to get within 250' to hit..

Although, My suggestion is to just fight our way out the front gate, Take as many of those bastards out as we can, and see how it goes.
 

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