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Post by Ginger on Dec 13, 2004 9:49:35 GMT -5
Well, all of our planning was for naught, because we got attacked while preparing. However, we still did well. Imagine if we had a 5 more cure spells to use?
What did we learn from this? Did we make any big mistakes? Did we do anything that worked out really well that we can do again?
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liato
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Post by liato on Dec 13, 2004 10:22:42 GMT -5
I think splitting up helped us. By distracting the big mage we let the rest of the group get the basic battle under control. If we'd have had a little more luck we might have actually finished off the mage.
That's actually the second time it helped if you count the spectre.
The lesson is that distracting the boss is probably worth it, even if it means sacrificing one or two members. It's particularly true if the baddie has AoE.
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Post by Dell on Dec 13, 2004 11:13:25 GMT -5
The way I see it, we only survived because the mage was an arrogant show-off. Of course, that's a typical villain move.
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liato
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Post by liato on Dec 13, 2004 12:22:50 GMT -5
I think we deserve a little more credit that that.
We don't know what resources they had left but we really out manuvered them.
If the ranger hadn't cut off the golem's escape and Raven and I hadn't kept the Mage occupied it might have gone a little differently. And we did lose a couple critical die rolls or it might have gone more in our favor.
What went well was we didn't spend a lot of time futzing around. We mostly just took action.
I think dividing into two teams was a good idea. One team handles the minions and the other team handles the boss. The worst thing you can do is fight through minions to get to the boss. That's the whole reason minions are there. Even if the team that attacks the boss goes down it might be enough that the rest of the party can win.
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Post by Dell on Dec 13, 2004 13:35:36 GMT -5
Working in small groups is the best way to work against spellcasters, so they can't target multiple people. If the Paladin and Dell hadn't gotten caught up trying to get through the gate, it would have been a much more successful battle. Clearly, I need a higher dexterity...
And the minions weren't difficult to deal with, either. If we didn't have the ability to destroy them a dozen at a time, we might have been in trouble... Yes, we did manage to outmaneuver the golem, which was a good move.
Our best moves? Cornering the mage, and not backing off of the priest. But remember, it's only out of the wizard's generosity that we don't have three or four new corpses to drag home.
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Post by Dell on Dec 13, 2004 13:40:03 GMT -5
Oh yeah, one more thing - the standing in the hallway thing was not wise. How many times has the DM said "a lightning bolt right now could hit the whole group?" When we get back to town, Dell's buying the lightning bolt spell. With company funds.
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Post by Ginger on Dec 13, 2004 13:43:04 GMT -5
Oh yeah, one more thing - the standing in the hallway thing was not wise. How many times has the DM said "a lightning bolt right now could hit the whole group?" When we get back to town, Dell's buying the lightning bolt spell. With company funds. No, we're prying a spellbook with lightening bolt in it from the Wizard's cold, dead hands.
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Post by Dell on Dec 13, 2004 14:23:29 GMT -5
Do you know what the range on the "teleport" spell is? There isn't one - it can take you anywhere that you want to go, with only a small percentage chance of instant death. If he's smart, he's already left and will never come back.
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Post by Ginger on Dec 13, 2004 16:53:18 GMT -5
Do you know what the range on the "teleport" spell is? There isn't one - it can take you anywhere that you want to go, with only a small percentage chance of instant death. If he's smart, he's already left and will never come back. So you think that he teleported back a few feet, shouted "You haven't defeated me that easily!!!" and teleported a million miles away? It's hard to think of less efficient uses of resources.
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Post by Dell on Dec 14, 2004 8:10:10 GMT -5
So you think that he teleported back a few feet, shouted "You haven't defeated me that easily!!!" and teleported a million miles away? It's hard to think of less efficient uses of resources. Well, let's try and figure out what the wizard will do. He has 4 hit points, so wherever he's gone, I bet there's a cleric there to heal him. If he's going to continue the defense of the temple, he's going to make us come to him. I would expect lots of magical traps, possibly some more wizard locked doors... of course, I expected that anyway. They seem to be low on undead, since all they sent at us was zombies and skeletons. Essentially, our plan remains the same, no matter what - go in, be wary of traps, and keep looking for stuff. We just have to make sure we don't get caught lined up in a row again.
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liato
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Post by liato on Dec 14, 2004 9:01:46 GMT -5
That's actually a good point.
What are we going to do? I guess it's pretty clear we should continue now.
So our next step is to set up camp and memorize our spells?
If we take 3 hours the big mage will have some spells back but we'll have more. That means another globe of invulnerability, cone of frost, lightning, etc... Of course he's still got a bunch of spells left anyway so I think memorizing is a good plan.
Since those guys came out basically by themselves I'd be surprised if there were too many more bad guys. I think mostly what we need to look out for are traps. The big one is figuring out how to get down that long hallway.
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Post by Dell on Dec 14, 2004 9:34:55 GMT -5
The long hallway shouldn't be too problematic. Someone needs to go in with the "detect traps" spell active. Everyone else comes in 40' or 50' increments As long as we keep that distance, a lightning bolt would only hit one or two of us.
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Post by Ginger on Dec 14, 2004 10:48:20 GMT -5
If we take 3 hours the big mage will have some spells back but we'll have more. That means another globe of invulnerability, cone of frost, lightning, etc... Of course he's still got a bunch of spells left anyway so I think memorizing is a good plan. Why would he have more spells? Unless he's got a bunch of scrolls stashed away, he'll need a lot of sleep. We can just assume that he's got 18 INT, which gives him 2 level 5 spells, 3 or 4 level 4 spells, and a whole bunch of lower level spells. Unless he sleeps for 10 hours, all he can do is swap his currently memorized spells.
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liato
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Post by liato on Dec 14, 2004 16:05:24 GMT -5
That's true. If he is still around he would have to sleep for 8 hours to get his big spells back. He should have a few level 3 spells waiting for us, though.
Anyway we do need to figure out how we are going to clean out the rest of the dungeon.
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Post by Ginger on Dec 14, 2004 19:15:22 GMT -5
At this point, we definitely get more powerful if we wait several hours. We just memorize our spells and go. He needs to either swap a few of his spells around or prepare defenses. Either way, it will take him a lot longer to get fully prepared.
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Post by Mr. Trommer on Dec 16, 2004 13:35:21 GMT -5
I'm not sure about that. If he doesn't have access to healing then the sooner we get to him the better. Even in our beat up state. The quicker we go after him the better chance we have of killing him. This is where we generally let them get away by waiting to get healed up. Just like at the first pirate lair. I'd arther go after him now.
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Post by Ginger on Dec 16, 2004 13:49:26 GMT -5
Well, if we wait 15 minutes, Lloyd, Garvin, Huxley, Liato, Dell and Winthrop can all have an extra level 1 spell. If we wait 30 minutes, we can either have twice as many level 1 spells, or have level 2 spells. I think that we should definitely wait at least 30 minutes, because we'll be much, much stronger.
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Post by Mr. Trommer on Dec 16, 2004 14:40:06 GMT -5
I just don't want him to have time to try and get another Protection from Normal Missiles or Globe of invulnerability back. Maybe if we get some first level spells back we can have bless (silence or light even) cast on some of your arrows making them magical. That may allow them to pass through.
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Post by Dell on Dec 16, 2004 15:20:09 GMT -5
We're almost out of healing, and most of our people are in dire condition - Frank, Liato, Liato's wolf, Raven, Dell, and Lloyd all have hit points in the single digits. The paladin has a strength of 3 for the next couple hours, Winthrop hasn't yet memorised any Fireballs, and Al is dead. Garvin and Huxley are the only ones that are healthy.
Yeah, we should wait.
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liato
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Post by liato on Dec 16, 2004 15:38:07 GMT -5
I can memorize 5 level 2 spells which is 5 cure light wounds.
I think it might be worth waiting 1 hour. that's about 8 cure light wounds spells we could cast. That should be enough to kill the mage if he's left.
The other question is how many other defenses are left?
the big problem with waiting is that the longer we wait the more important stuff the mage can gather up to take with him. He can grab all his spell books and escape possibly.
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Post by Ginger on Dec 16, 2004 16:00:32 GMT -5
All of this involves a ridiculous amount of speculation. For all we know, the wizard is going back there to get healed by the 3 or 4 mid-level priests they held in reserve. Additionally, he could have hundreds of scrolls in his room which he can use to vaporize us.
All we really know is that he's running low on spells because he's cast a bunch. We're running low on spells because we haven't memorized them. He needs at least 4 hours of sleep to get 1st level spells. We need only 3 or so hours to memorize spells and we'll be in good fighting condition.
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Post by Dell on Dec 16, 2004 18:42:03 GMT -5
The plan, as I see it, hasn't changed. Memorise, then invade. Honestly, there can't be too many more people in there, and we've already seen the worst that they had to throw at us - 10th level wizard, and the cleric was at least 9th, probably higher. A large group of mid-level clerics is probably the worst thing that we have to watch out for. That, and a ton of traps.
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