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#1
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Blue Team
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#2
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once you have your finalized map and starting positions please post it in here.
__________________Round 1: Please post your moves. When posting please list any special buffs that you have active at the time. Example: *flavour role playing stuff goes above* summary: Move action: (move to 12(a) 14(d)) Standard action: open door Special: Haste |
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#3
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Can we be already buffed by spells etc.. before round one?
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#4
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what is the diameter of the door (for the spell earth lock from spell compendium)
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#5
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Wisdom, I wouldn't worry about that spell at all. You're going to be hanging back with us and I have 50 charges of Arcane Lock. If we want to block a passageway of some kind, I think I'll be covering it.
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#6
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alright then got any thoughts for 2 lvl 2 spells
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#7
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You could pick a buff or two. The SRD has all the spells for +4 for a stat so maybe they may be worth looking at. Give our rogue an even bigger DEX mod or a higher INT for us spellcasters for a better spell DC.
__________________Now that I'm thinking on it, Gork, what weapon do you have equipped and do you have the weapon finesse feat? It's nothing worth fretting over, I'm just wondering for the sake of a good buff choice. |
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#8
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Because this seems to be going slow for us now, I'm going to post a summary of how I see our forces being used thus far.
__________________Red & Mason, acting as a Warlock and a Cleric, are going to work together and charge into the enemy base fueled by a number of buffs courtesy of Mason while Red will use his warlock powers to move under a cover of darkness and aim to kill off as many enemy units as possible. td and Gork will be staying by the flag to start with to effectively conceal it underground and then simply wait nearby to stop any enemy units from discovering the flags location or taking it away by using various spells and sneak attacks. I will establish a telepathic link with either Red or Mason then quickly rejoin td & Gork to add my strength to the defenses as well as use my wand of arcane lock to add extra security and perhaps make a maze within the maze. Our monster of choice will be a shadow capable of dealing irreparable damage and I believe it may be safe to put this monster closer to the centre of the whole map else we end up encountering it and taking the damage ourselves. The goal points will be seperated and placed near the front and the back to serve as a closer base to achieve victory and a location near the flag for defending spellcasters to recover their spells without having to trek too far. Locks and traps remain undecided on type and location for them. Deep pit traps seem to be the concensus but I believe there may also be a use for the simple portcullis as a method of blocking a specific path. The idea of placing them near the edge of our territory could also be a good plan but this should only be done once we feel enough security has been placed around/near the flag and our goal points. Once I have received word that the strike team has the flag, I think at that point it might prove useful to have one or two of the defending team head forward to act as backup in the event that they are found and flanked. This may also be the plan in the event that I hear their defenses are too strong and another in number might be needed to break them. If I hear no word at all (I plan to say something every few rounds to confirm they are still alive) then it means either one or both of the strike team has fallen and we must seriously consider abandoning the flag in its buried state and all three of the defenders assaulting the enemy base in the hopes that we can slip by and finish what the strike team started. Are there any objections/corrections/additions? |
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#9
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no objections
__________________and I've changed my spells: no ex retreat,true strike and false life but mage armor, fist of stone((CA)) and pyrotechnics (I also bought 10 everburning torches as they wont go out with pyrotechnics. can we get a map of the current situation than I can tell where i put the everburning torches and where to start |
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#10
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my start location: x49 y4 Flag location: x49 y5
Move Equivelant Action: open door between x49y4 and x50y4
Standard Action:Activate a scroll of Silent Image to affect between x50y5 and x50y6 and make it look like the back wall is situated there instead of the the end of the coridoor. Dice roll for Use Magic Device: scroll Dice Roll:
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#11
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Hey blue team! You are lagging behind a bit. The other team already has their finalized map posted in this thread and 3/5 of their moves for the first round posted.
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#12
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Sorry, I had the other thread bookmarked as a fav and not this one. Can someone post a map in this thread?
__________________Starting Position: Southern goal point. Standard Action: Casting Devil's Sight Move Action: Opening southern door. |
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#13
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I'll be starting next to Red.
__________________Standard Action: Cast Telepathic Bond, Lesser on Rednex Move Action: Open the eastern door It occurs to me that if we post all of our actions in this topic like so, then it won't matter if we talk amongst ourselves OoC as we'll still know exactly where all of our team mates are and what they're doing. For the real experience, we should send our actions privately to CH82 via PM so we only know as much as our character can know. Last edited by Master Ruck; 04-07-2009 at 05:46 PM. |
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#14
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You can secret text in this thread if you want to make it more authentic. My PM box will fill too quick if you do it the other way.
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#15
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so far we have
GorkNMork: Red Flag: Black Rednex: Blue MasterRuck:Orange North Goal Pint: Pink South Goal Point: Green ![]() some one else sort out Traps please this is just what i think is right by the way! Last edited by gorknmork; 04-07-2009 at 05:35 PM. |
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