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DirkDiggler
2016-10-24, 09:30 PM
Hi, guys! First, thank heavens for this site. My bard would be boring without it. Second, my party, a pixy... thing, a gnomish bard/cleric (me), a half-elf ranger, faunus wizard/alchemist, another wizard, and... We call him a potato, but he's some kind of fighting class, ran into and killed a dracolich. Now we have to find its phylactery, which is in the Necropolis, populated, of course, by undead of every shape and size. We have to kill them all to get to where it might be. We convinced some mages, some clerics, and some warriors to follow us into battle. This is my first campaign. How do we pull this insane plan off??? We won a big fighting tournament, mostly by starting a bar fight that resulted in the deaths of half the contestants, so we have plenty of money. Any suggestions on gear for ourselves and the rest of our small army, along with tactics and anything else would be helpful.

D&DPrinceTandem
2016-10-24, 09:41 PM
nightsticks you need nightsticks
do you have Hide from Undead (Undead can’t perceive one subject/level.) last 10min/lvl


Hide from Undead
Abjuration
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action Range: Touch
Targets: One touched creature/level Duration: 10 min./level (D)
Saving Throw: Will negates (harmless);
see text
Spell Resistance: Yes
Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremor- sense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can’t see any of the warded crea- tures. However, if it has reason to believe unseen opponents are present, it can at- tempt to find or strike them.
If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.
strait out of the players handbook.

D&DPrinceTandem
2016-10-24, 09:42 PM
reserved :smallwink:

edit:does the wizard have halt undead



Halt Undead
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) Targets: Up to three undead creatures, no
two of which can be more than 30 ft.
apart
Duration: 1 round/level
Saving Throw: Will negates (see text) Spell Resistance: Yes
This spell renders as many as three undead creatures immobile. A nonintelligent un- dead creature (such as a skeleton or zombie) gets no saving throw; an intelli- gent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.
Material Component: A pinch of sulfur and powdered garlic. also straight out of players handbook

DirkDiggler
2016-10-24, 09:54 PM
Fortunately, the wizard hasn't finished leveling himself up yet. Something to do with the bard taking the player's handbook home or something, so he might when we meet this Saturday. Nightsticks sound like exactly the kind of thing we need. Good thing we have, like, all of the gold. I also have hide from undead, but I figured it was kind of useless for us to roll up on the shores of an undead infested island, in boats, with a small army at our backs, and cast hide from undead. Maybe we shouldn't go in so heavy? I dunno.

D&DPrinceTandem
2016-10-24, 10:46 PM
I did this for my last campain and this is all we used with some tweaks because we wernt based on undead
buy a tiny wagon, then cast hallow on it 5x
attach these spells to the wagon
1:Protection from Evil


Protection from Evil
Abjuration [Good]
Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1 Components: V, S, M/DF
Casting Time: 1 standard action Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) Spell Resistance: No; see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (includeing enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would- be controller would then be able to men- tally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Arcane Material Component: A little powdered silver with which you trace a 3-foot - diameter circle on the floor (or ground) around the creature to be warded. players handbook pg 267
2:find some one who can cast curent of light Book of exalted deeds 96

3:Positive Energy Aura cl20

POSITIVE ENERGY
AURA
Conjuration (Healing)
Level: Cleric 4
Components: V, S
Casting Time: 1 standard action Range: Personal
Area: 10-ft.-radius emanation centered on you
Duration: 1 round/level Saving Throw: None Spell Resistance: No
You speak the eldritch phrases of power and an aura of white, shining, positive energy surrounds you.
Each round on your turn, every living creature within 10 feet of you gains 1 hit point per three caster levels (maximum 5). Creatures can’t exceed their full normal hit point totals as a result of this effect. Undead creatures take 2 points of damage per round. Characters with immunity to positive energy effects are not affected by this aura. A positive energy aura does not affect you.
Spell compendium pg161
4:PORTAL ALARM,IMPROVED


PORTAL ALARM, IMPROVED
Abjuration
Level: Bard 4, sorcerer/wizard 4 Components: V, S, F
Duration: 8 hours/level (D)
This spell functions like portal alarm, with the following additions.
• You can designate the alarm set off by an improved portal alarm to be mental, audible, or both.
• If a mental alarm is chosen, you receive a mental picture of all creatures that have passed through the portal and which direction they passed through. The mental image provides information as if you were standing 10 feet away from the portal.
• You can enable another creature to receive the mental alarm instead of yourself. You must touch the creature, which receives a Will saving throw to negate the effect, if applicable.
Focus: A small leather pouch containing three brass bells.
spell compendium 160
5:Mordenkainen’s Magnificent Mansion

Mordenkainen’s Magnificent
Mansion
Conjuration (Creation)
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Extradimensional mansion, up to
three 10-ft. cubes/level (S) Duration: 2 hours/level (D) Saving Throw: None
Spell Resistance: No
You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You
may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you desire to the limit of the spell’s effect. The place is furnished and contains sufficient food- stuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.
Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.
Focus: A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp).
make sure the horse pulling the wagon has hide undead as well (though "you" kinda don't need it)
make sure that there is someone out there for you to be able to see out
a way of doing the make the wizards familiar be on the look out and the have a permanency ray telepathic bond



all hands feet and body parts inside the wagon were going for a ride!

D&DPrinceTandem
2016-10-24, 10:49 PM
Fortunately, the wizard hasn't finished leveling himself up yet. Something to do with the bard taking the player's handbook home or something, so he might when we meet this Saturday. Nightsticks sound like exactly the kind of thing we need. Good thing we have, like, all of the gold. I also have hide from undead, but I figured it was kind of useless for us to roll up on the shores of an undead infested island, in boats, with a small army at our backs, and cast hide from undead. Maybe we shouldn't go in so heavy? I dunno.
well good luck maybe you might not have enough gold for all the stuff i mention after you said this


Any suggestions on gear for ourselves and the rest of our small army, along with tactics and anything else would be helpful.
if you want you can use this for coordination of the army

squad
3 warriors per group (paladin)
2 wizards (blaster/transmuter)
1 ranger (with nemesis undead so the can detect undead near by)
1 cleric (heals and turn undead support)



good at any lvl
paladin(up to lvl5)/anointed knight(x= left over) Human(radiant template +6 to cha score +4 to dex score)
Human feat:ancestral relic (Longsword)
lvl1:hands of the healer(+2 cha for lay on hands)
lvl3:exalted turning
lvl6:disple of the sun FOR ONE scared boost FOR ANOTHER exalted smite for the last
ITEMS
armor: +1 mithral fullplate
Weapon: +1 mithral scared longsword
nightsticks(x3)
holy water(3flasks)



lvl 7 or 6
Blaster= B Transmuter=T
T:wizard1/master specialist(left over)/wizard(x)
B:wizard1/master specialist(left over)/wizard(x)
T/B human feat:pecocious apprentice
TBlvl1:Spell Focus (school of specialization).
TBwiz1: scribe scroll
TBms: skill focous (spellcraft)
TBms:Greater Spell Focus
Tlvl3:extend spell
Blvl3:consecrate spell
Tlvl6:metamagic spell focus
Blvl6:sculpt spell
MAIN SPELLS
tans
0lvl:message(used to get info to mission controls: the pc party)
1st:enlarge person (on warriors) extended
2nd:bulls strength (on warriors)extended
3rd:haste (on self) extended
4th:polymorph(self)extended
blast
0lvl:message(used to get info to mission controls: the pc party)
1st:Hail of Stone consecrate spell
2nd:Snowball Swarm consecrate spell
3rd:Fireball consecrate spell
4th:Greater Invisibility



any lvl
human(radiant)
ranger(x)(favored enemy{undead}
human feat:nemisis
1lvl:two weapon fighting
ranger1: urban track
ranger2: imp twf
3lvl:combat reflexes
6lvl:greter twf
ranger6:perfect twf
weapons
+1 undead bane,mithral scimitars
+1 mithral studded leather
liquid mortality (x20)



human(radiant)
cleric 5/radiant servant of pelor1
flaw:sacred vow
flaw:vow of poverty
human:extend spell
planning domain: extend spell
vop1:nymph kiss
vop2: vow of nonviolence
vop4: vow of peace
vop6: Exalted turning
1st:DMM(persist)
3rd:IMBUED HEALING
6th:augment healing
NO ITEMS FOR THIS ONE
spells of note:
3:dmm persist imbued augmented mass vigor lesser
4:dmm persist imbued augmented positive energy aura
any cure spell with imbued augmented meta-magic on it


Pawn:have you standard teams go in first so they can be a distraction
knight:group of 3-5 paladins. have these spells casted on a standard team
Blessed sight: so they can see were the "phlajgonefonw" dracolich thingy is
hide from undead: so they can't be found
celestrial aspect/wings of the deva : so they can fly over the site and not have to fight the ground undead
message so they can tell you when they find it and you can coordante your way through from there[/SPOILER]
queen: take you strongest standard team and have them go with this
call faithful servants: 4 lantern archons.
King: your pc group
Rook:group of 4-6 wizards. even number of blaster and tranformers for full combatablity.
Bishop:a group of 3-5 clerics as above. but they all have holy transformation lesser dmm persist
[SPOILER=The plan"aka lets play chess"]
this is my base for my good army i hope it is useful for you