D&D 5E Two vs. thousands


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Derren

Hero
But what if the orcs were smart enough to see this coming and cast Hallow with Extradimensional Interference?

That just adds another round to cast a high powered dispell magic as Hallow prevents you from teleporting out, not in. Forbiddance would work.
 


Oofta

Legend
That just adds another round to cast a high powered dispell magic as Hallow prevents you from teleporting out, not in. Forbiddance would work.

You'd have to get there first. Easy enough to do I suppose.

But whether or not you could dispel a Hallow without targeting the point of origin is another debate (we haven't allowed it, but I can see it being a DM's call).

Forbiddance would also work of course. I had recently used Hallowed in a temple with a similar situation - by using Hallow I could exclude people who weren't followers of the BBEG without use of a password which could always be stolen. They also had a simple test - a teleportation circle to get to the inner sanctum the PCs will have to figure a way around.
 

ProphetSword

Explorer
Just get Groo the Wanderer. He can definitely wipe out an army of orcs all by himself. Of course, he is also likely to wipe out the hostages as well. Groo does what Groo does best!
 


Derren

Hero
You'd have to get there first. Easy enough to do I suppose.

But whether or not you could dispel a Hallow without targeting the point of origin is another debate (we haven't allowed it, but I can see it being a DM's call).

Forbiddance would also work of course. I had recently used Hallowed in a temple with a similar situation - by using Hallow I could exclude people who weren't followers of the BBEG without use of a password which could always be stolen. They also had a simple test - a teleportation circle to get to the inner sanctum the PCs will have to figure a way around.

Unless there was a ruling about it Hallow only affects creatures once they are inside. So teleporting in would be possible.
 

Oofta

Legend
Unless there was a ruling about it Hallow only affects creatures once they are inside. So teleporting in would be possible.

We may have been running it wrong for a while now. :)

It also depends on how you run dispel magic. If anything short of an antimagic zone could be removed by simply casting dispel magic at a sufficiently high level anywhere in the area of effect then no magic anywhere (in the book) could stop teleportation/plane shift. Forbiddance would not stop you from teleporting to the edge of the zone, dispelling it and then teleporting where you need to go.

I like to make my solutions a little more difficult.
 

merwins

Explorer
Keep in mind you have Very powerful spells at that level. You could cast Antipathy (Orcs) on your robe.

I missed this the first time around. Much thanks to @schnee for highlighting it. And thanks for posting it.

This is EXACTLY the solution I'm looking for. It's a time-constrained solution to the PCs problem that doesn't absolve them from participating in the rescue, either by putting them on the sidelines or making them superfluous. Perhaps more importantly, it's not a peak ability.

I can accomplish this with a 15th-lvl wiz! That's phenomenal. My world is pretty low-power, so high-level characters are few and far between.

The orcs have some non-orc creatures accompanying them and other non-orcs under their control, but they're not going to be sophisticated (or stationary) enough to rely on Hallow, Forbiddance, or other spell defenses. On the other hand, not all the hostages will be in the same place, so the PCs will need to be somewhat daring to rescue all of them. An Antipathy robe will be incredibly helpful.

And, for general illumination, we are dealing with an open-air situation. Not as bad as a sports stadium, but the analogy is apropos. Lots of orc campsites surrounding a central camp with more powerful action and resources, and of course, the hostages. My "Tears of Grummsh" (groups/tribes of roughly 50-100 orcs) trickle off the main Eye to scout and forage, returning to the main mass with food, slaves and information.
 
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Azurewraith

Explorer
a single wizard with abi dalzims horrid wilting? Or was it circle of death? They don't let me bring my books to work, either way one of these spells has an insane area and will off orcs with ease

Edit:I forgot the prisoners... dimension door them out first.
 
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D

dco

Guest
A spellcaster:
- Wish the hostages are safe at home.
- Divination magic, teleports +invisibility, etc.
If you want to fight orcs then the Champion is the best one at lvl 18, 3 attacks/round, dueling for damage, shield +defense for AC, criticals with 18, regeneration below 1/2 hp and does not waste resources. Druid of the moon with elemental form casting spells would also be very good.
 

RulesJD

First Post
Keep in mind you have Very powerful spells at that level. You could cast Antipathy (Orcs) on your robe.


You could stroll up to the place while the 1/20 or so orcs that don't flee in terror are easily dispatched.


*snip*

That wouldn't work. My use of Antipathy is much better because you need the Orcs to have Line of Sight for several hours to ensure they have all failed enough times to clear them from the encampment. If it's cast on your robe, it means they have to see you and be within 60ft before they need to make the first Wisdom saving throw. That means you'd be eating a metric ton of arrows before you cleared out the camp, far more than you could survive. Better to just cast it at the center of the camp or a rocking floating in the air so they can all see it even when they run away.
 

thethain

First Post
That wouldn't work. My use of Antipathy is much better because you need the Orcs to have Line of Sight for several hours to ensure they have all failed enough times to clear them from the encampment. If it's cast on your robe, it means they have to see you and be within 60ft before they need to make the first Wisdom saving throw. That means you'd be eating a metric ton of arrows before you cleared out the camp, far more than you could survive. Better to just cast it at the center of the camp or a rocking floating in the air so they can all see it even when they run away.

See you OR be within 60ft, not AND.
 

Bladecoder

First Post
"No one will remeber if we were good or bad, nobody will remeber if we won or if we were defeated. That is not important, what is important is that today two fought against many... Crom I have never prayed to you before, I have no tongue for it; But you are a god of valor and you enjoy this, so I ask you aid us in this battle" - Conan (Conan the Barbarian)

This being said I would choose a Barbarian and a Ranger.

Hope this was helpful.
 

FrogReaver

As long as i get to be the frog
Always bet on 2 wizards!

Invisibility + Fly should get the 2 of you to the prisoners. Quickly cast a 2 high level sleep spells on whatever Orcs you find in the room and take the key and then start casting dimension door to get them out?

The wizards would need to be moderately highly leveled.
 

Just to come at this from a different angle, and because I like Rogues.

A 10th level rogue with expertise in Insight, Persuasion, Deception, Intimidation, and Criminal Contacts.

You know a guy, that knows a guy, that can get a guy to get a message to the Orc leader for a secret meeting to negotiate. It'll be a very intense mafia style negotiation scene that might involve you betraying kingdoms and backstabbing allies. But all you care about is the hostages, so what if countrysides burn because of you.

No tricks, or spell, or grand stances, or heroism.

Just a plain dirty conversation filled with corruption, straining your morality to a breaking point. Making very hard choices that will change the person you were, forever.
 
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I'll second (or third) meteor swarm casted by an evoker wizard. Meteors falling from the sky killing everything but the poor hostages will be killed. Add a taumaturgy cantrip or a magic mout cast on letter short before that which foreshadows the orcs impending doom.
 

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