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Old 10-07-2007, 06:04 PM   Top  -  End  -  #1
SilverClawShift
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Default Horror Campaign (prev. Army of Commoners)

I'm leaving the original post up in spoilers, cause it's be just silly to delete it ,but the thread's kind of no longer about what it was originally about. Now it's a bunch of updates about my groups halloween campaign, so, yeah, you don't need to advise on how to beat the kythons, we came through it with heavy losses, but survived.

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Last edited by SilverClawShift : 10-21-2007 at 11:08 PM.
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Old 10-07-2007, 06:26 PM   Top  -  End  -  #2
Iamdead7
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Default Re: Build An Army of Commoners

O_O


You are all screwed.

Very very screwed.
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Old 10-07-2007, 06:26 PM   Top  -  End  -  #3
Drider
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Default Re: Build An Army of Commoners

Bards shine when you have this many people, see if your DM lets an old-tale teller have bard levels and be on a rooftop with the arcers, overtop the battle, so share his bonus with the people below.
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Old 10-07-2007, 06:27 PM   Top  -  End  -  #4
Azerian Kelimon
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Default Re: Build An Army of Commoners

First things first, this is going to be Alien II all over again, so prep for your group to be the Ripley's. It's an insalvable situation unless you can use heavy Exalted cheese.


Second, d'you have summon spells? They'll be vital in battle.


Third, if you wanna get some use from the person with high INT and a +1 rapier, I THINK warmage used INT. If it doesn't, search for a batsorc like class, rapido!

Fourth,, if you can cast "greater/normal magic weapon", now is the time to use it and give a few super arrows to the archers.

But mostly, prepare for going down, wether in a blaze of glory or obscurity. This ISN'T going to end well.


PS: Actually, it might end well. Find a way to guide the zombhus against the Kythons. Weaker Kythons and less zombies is good.
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Old 10-07-2007, 06:31 PM   Top  -  End  -  #5
JackMage666
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Default Re: Build An Army of Commoners

Your DM wants you to flee. I won't tell you all a Slaymaster can do, but it's CR 11, and a single Kython adult is CR 5. With next to no weaponry, only up to level 3 spells, you're SOL. Your best option if to get the Kythons and Undead to fight each other. They Kython's should be able to take care of a fair number of Undead, and the Undead should be able to take care of a good number of Kython's. This will reduce the numbers greatly, and you'll only have to fight one force of considerably weaker forces, which is a good thing.

Kython's are intelligent, after all, so they'll probably figure the undead are the bigger threat (Slaughterkings are drastically more intelligent than Humans).

My definative recommendation - Let them kill each other. You will die, unless the DM is very nice to you. Perhaps get all the villagers very good at Hiding and let the town get decimated in the Kython/Undead battle. Once they're done with each other, spring up and kill the weakened forces.

The other option is to craft a whole lot of Wands of Fireball, and nuke the undead forces - Kythons are demonbred, so most likely resistant if not immune to Fire, though. Rely on Scouts (Complete Adventurer) to deliver Hit and Run tactics to the Kythons, and they should eventually be killed. It woud take a while, though...

Best tactic I see is fleeing, or letting the armies weaken each other first.
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Old 10-07-2007, 06:31 PM   Top  -  End  -  #6
Dullyanna
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Default Re: Build An Army of Commoners

I'd suggest:
1. Have an escape route for the people. Even if it's just a ladder to climb off of a building, it's better than being trapped in a cellar. Unless these xenomorphs can climb walls . Anyway, try to bring some of the noncombatants along, if you can. A few crying children should melt the heart of any real paladin.
2. Make lots of villagers into improvised clerics, if you can. Turn undead and protection from evil can really help against massive waves of zombies.
3. Try and force the kytons to fight their undead ex-chums, if you can. If you can do this, It'll drastically weaken the forces of both sides.
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Old 10-07-2007, 06:36 PM   Top  -  End  -  #7
Dullyanna
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Default Re: Build An Army of Commoners

I'm not sure if nuking them with fireballs is that great of an idea. The kytons are, in all likelihood, much stronger than the undead. Try to get the slaymaster surrounded by undead, if at all possible. Don't know if it'll work at all, but tanglefoot bags +web spell might help.
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Old 10-07-2007, 06:37 PM   Top  -  End  -  #8
Azerian Kelimon
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Default Re: Build An Army of Commoners

As I said, this scenario is Alien II. The commando's battle, they brutally reduce the aliens, but in the end, only Ripley and Bishop survive. I REALLY recommend you lure the foes to battle each other, and also, ask your DM if you could reduce everyone's level by 1 to get one antilife shell. If it lasts long enough, you'll be able to kill the Kythons when there are very little of them, and next to no zombies. Else, prepare an escape route, 'cause you're going down.
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Old 10-07-2007, 06:40 PM   Top  -  End  -  #9
SilverClawShift
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Default Re: Build An Army of Commoners

Quote:
Originally Posted by Iamdead7 View Post
You are all screwed.
Yes, yes we are.

Quote:
Originally Posted by Drider View Post
Bards shine when you have this many people
Yeah, we've touched on that. We have a dragon shaman, who gives a bonus to everyone within 30 feet. We're going to have him keep the "Senses" aura running (a class based bonus to initiative, currently +2 for him) at the start of the battle to tip the initiative rolls in our favor, and then have him switch to damage reduction. If things start looking grim, the fast healing (which only works up to half your hitpoint total) aura goes up.

A marshal or two in the army might be good. If we have a villager or two with 14 CHA, a +2 bonus to something and a +1 bonus to something else (for the class) wouldn't be a bad way to go. Bard falls into the same category of course.

Quote:
Originally Posted by Azerian Kelimon View Post
Second, d'you have summon spells? They'll be vital in battle.
I think our wizard knows some actually, but i don't have his spell list. I'll bring it up.

Quote:
Originally Posted by Azerian Kelimon View Post
Third, if you wanna get some use from the person with high INT and a +1 rapier, I THINK warmage used INT. If it doesn't, search for a batsorc like class, rapido!
Actually, we're talking about making her a swashbuckler. I think our DM figured we'd try to make her a wizard or something like that, but a 2nd level wizard isn't going to be a whole lot of good for us. She'll run out of spells real fast, only have 1st level spells, and why be excited about 16 INT if all it means is a bonus to some save DCs for spells we can barely use?
Wizard makes sense for a player character, but in this one-time situation? If she's a swashbuckler, she can finesse her weapon, add her int to damage, and have some bonus AC

Quote:
Originally Posted by Azerian Kelimon View Post
Fourth,, if you can cast "greater/normal magic weapon", now is the time to use it and give a few super arrows to the archers.
We can cast that for sure, but certainly not enough times to give it to many people.

Quote:
Originally Posted by Azerian Kelimon View Post
This ISN'T going to end well.

PS: Actually, it might end well. Find a way to guide the zombhus against the Kythons. Weaker Kythons and less zombies is good.
We've talked about that. We can't come up with a good way to make them fight. The kythons will likely shred them if they get in the way, the ONLY good thing might be kythons clearing out undead so we don't have to.

Luckily, zombies = undead, and kythons = abberations. So our Archivist will be able to get us some handy bonuses against both of them with dark knowledge checks.
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Old 10-07-2007, 06:40 PM   Top  -  End  -  #10
Illiterate Scribe
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Default Re: Build An Army of Commoners

Train them as rogue 1 (skillz)/warlocks with eldritch spear, and preferably with initiative boosting feats, and probably weapon focus as well. You can then find a narrow pass, and pull a '300' on mooks and kythons - use concentrated sneak-attacking eldritch blasts at 200ft to keep the enemy at arm's length, and just keep firing. A bard 1/marshal 1 along with a marshal 2 with the steady hand (+1 to ranged) and motivate dexterity (+cha to dexterity based checks, including initiative) auras will also do wonders for your cause, as you can boost your attack rolls quite a bit.

Goodness knows how you'll fluff this one out, though.
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Old 10-07-2007, 06:45 PM   Top  -  End  -  #11
Azerian Kelimon
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Default Re: Build An Army of Commoners

There's actually a good way to get zombies and kythons to fight. Train someone to be a barb (I think they get slightly faster movement at level 1/2), get them to make the zombies follow them, make it so Kythons arrive and find zombies in front of them, and watch the fireworks. Also, seriously consider the antilife shell idea. It's more or less the only way you can escape if things get sticky.
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Old 10-07-2007, 06:45 PM   Top  -  End  -  #12
JackMage666
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Default Re: Build An Army of Commoners

Figured something better out - There are 2 Spells that wll prove invaluable in this -

Hide from Undead - Cleric 1 - Becomes for ALL purposes undetectable by undead. Best part is, Mindless undead don't even get a save. You can't attack the undead, or cast spells at them, or anything like that, but they won't even notice you. Duration is 10 min/level, and it effects 1 person/level with each casting. If the undead show up before the Kythons, you'll just have to continuously cast this through a wand, until they show up, then hide from the Kythons and watch the Undead and Kython fight. Alternatively, cast it on some fast people, who bait the Kythons into running right into the Undead ranks. They can jsut run in between the undead, and the undead will form a protective wall so they can flee back to town.

Command Undead - Sorc/Wizard 2 - Short range, LONG duration (1 day/level.). Allows you to command the undead to fight for you. Again, no save for Mindless undead, so you can have the undead attack the Kythons and later have them commit suicide (the spell strictly states they will do so). Make your enemies your allies - Just make sure you have wands of this on hand too, to possess the Stronger Kython zombies when they die.

In other words - Make them all Clerics and Wizards, if they have even 12 Wis/Cha. The others can be Rogues with Max ranks in UMD, or other things that can shoot from a distance and run like crazy. This will not be won with the villagers in melee.
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Old 10-07-2007, 06:47 PM   Top  -  End  -  #13
SilverClawShift
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Default Re: Build An Army of Commoners

Quote:
Originally Posted by JackMage666 View Post
Your DM wants you to flee. I won't tell you all a Slaymaster can do, but it's CR 11, and a single Kython adult is CR 5. With next to no weaponry, only up to level 3 spells, you're SOL.
Yeah, we know the challenge ratings

The thing is, we're a 6 person group instead of 4, which gives us a little bit of an edge, and we're getting a small army of second level 'whatever we wants'. Not that a bunch of second level mooks are likely to decimate a slaymaster, but it's not 4 on 1, it's 53 on "question mark".

I don't know a ton about challenge ratings, but our DM has a habit of twisting things up or down in various directions anyway, so the chllenge rating in the book likely means less than what we can come up with.

We are still screwed, i'm just saying, we're screwed for different reasons

Quote:
Originally Posted by Dullyanna View Post
I'm not sure if nuking them with fireballs is that great of an idea.
Elemental spells aren't going to be much help against kythons. Immune to cold and acid entirely, and resistant to fire and electricity.
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Old 10-07-2007, 06:47 PM   Top  -  End  -  #14
TK-Squared
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Default Re: Build An Army of Commoners

Quote:
Originally Posted by Illiterate Scribe View Post
Train them as rogue 1 (skillz)/warlocks with eldritch spear, and preferably with initiative boosting feats, and probably weapon focus as well. You can then find a narrow pass, and pull a '300' on mooks and kythons - use concentrated sneak-attacking eldritch blasts at 200ft to keep the enemy at arm's length, and just keep firing. A bard 1/marshal 1 along with a marshal 2 with the steady hand (+1 to ranged) and motivate dexterity (+cha to dexterity based checks, including initiative) auras will also do wonders for your cause, as you can boost your attack rolls quite a bit.

Goodness knows how you'll fluff this one out, though.
Sneak Attacks must be from within 30 ft.

The best bet is, as mentioned, make a Marshal or a few for the +Cha to Initiative and what not; make a few clerics too, for spontaneous healing and buffing. But, as a fail-safe, back everyone into the basement with only a single entrance and make a stand there. Ranged behind a wall of meleers; that should hopefully thin numbers down enough. Also, use AoE spells like Chain Lightning with the Wizard to anyone in the way and Magic Missile for Force Damage on any improvised Wizards. Scrolls of Chain Lightning are a good idea; or battle field control spells for minor wizards to cast.
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Old 10-07-2007, 06:48 PM   Top  -  End  -  #15
Illiterate Scribe
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Default Re: Build An Army of Commoners

I'm just worried about the future. Warlocks are infinite reuse, but the wands aren't. There are still going to be undead around after the Kythons, so you'll need long-lasting support.



Oh dear. I just realised something. Kythons are aberrations, not outsiders.

They'll get back up as undead after you kill them!

Does consecrate stop that?
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Old 10-07-2007, 06:52 PM   Top  -  End  -  #16
Illiterate Scribe
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Default Re: Build An Army of Commoners

Quote:
Originally Posted by TK-Squared View Post
Sneak Attacks must be from within 30 ft.
Whoops, forgot about that. Any decent ideas for the second level?
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Old 10-07-2007, 06:53 PM   Top  -  End  -  #17
Ghal Marak
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Default Re: Build An Army of Commoners

Well, I believe I have an idea. I have no clue if it would work, but hey it's the best I have at the moment.

You could hide everybody away and then let the undead in. When the Kython's roll through, they will see a village of only undead and wipe it out. Hopefully, they won't question it and move on.

Just my 2c.
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Old 10-07-2007, 06:54 PM   Top  -  End  -  #18
SilverClawShift
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Default Re: Build An Army of Commoners

Quote:
Originally Posted by Illiterate Scribe View Post
I'm just worried about the future. Warlocks are infinite reuse, but the wands aren't. There are still going to be undead around after the Kythons, so you'll need long-lasting support.



Oh dear. I just realised something. Kythons are aberrations, not outsiders.

They'll get back up as undead after you kill them!
Yeah, we counted on that. But really, the undead I'm less worried about. A cleric, an archivist, and a paladin in the party (plus a dragon shaman and a wizard, and a rogue (with no sneak, but a crossbow)).
These are mook undeads. They're everywhere, but they're zombies, weak skeletons, and freaky (but weak) ghost creatures. If we stay tight, watch each others backs, heal a little, and drop a few positive-energy bombs from the cleric, we should be able to handle them. It's the villagers who need to fall back and let us tackle the walking corpses.

When the kythons rise, they're going to be rising as zombies. Zombie kythons, but zombies still. We'll spank them with the same strategy that's kept us alive so far.

It just means we've got to stay on our toes ,even in between waves of the real threat
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Old 10-07-2007, 06:57 PM   Top  -  End  -  #19
Azerian Kelimon
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Default Re: Build An Army of Commoners

Nope, they don't have high enough level to consecrate anyway. If you ever read erfworld, a page of it speaks of situations like this:

http://www.giantitp.com/comics/erf0041.html


Seriously, that page might be your best bet at organizing yourself. From then on, it gets very complicated.
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Old 10-07-2007, 07:00 PM   Top  -  End  -  #20
SilverClawShift
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Default Re: Build An Army of Commoners

Quote:
Originally Posted by Ghal Marak View Post
You could hide everybody away and then let the undead in.
It's worth a thought. It's a heavy horror campaign, so our DM would definately respect the 'Oh crap, we hide like cats under the bed' option. That said, a ticked off slaymaster is a scary wild card when you're hiding. Plus, kythons have blindsense, so we'd better be REALLY freaking hiding.

Also, I didn't mention this in the thread ,but it's become relevant. It's winter. And snowy. Undead won't leave the same tracks as living (shambling tends to be different from stepping).
We might still be able to hide, but this is D&D. Where rangers can tell what you had for breakfast three weeks ago by the pattern of your footprints on smooth rock, if they're good enough.

So hiding, when there's big snowy neon signs pointing to everywhere we go, makes me nervous. I'm not saying it COULDN'T work, but it's definately not my favorite plan A.

The warlock idea isn't bad, at the bare minimum it's unlimited eldritch blasts. WOULD be akward for the commoners though.
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Old 10-07-2007, 07:03 PM   Top  -  End  -  #21
SilverClawShift
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Default Re: Build An Army of Commoners

Quote:
Originally Posted by Illiterate Scribe View Post
and pull a '300'
Actually, that might not be a bad idea anyway. We have a week to prepare, and a whole heap of village crap. Wagons, boxes, loose firewood, whatever we can scrounge up. We can choke off sections of the town under heaps of random to make it difficult terrain, and create custom bottlenecks. They'll be able to get over most of our barricades, but they'll be slowed and at a disadvantage through it, so we can focus primarily on the ones at the front of the bottlenecks and pick off stragglers through the rubble....

worth bringing up to my group anyway.
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Old 10-07-2007, 07:07 PM   Top  -  End  -  #22
dyslexicfaser
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Default Re: Build An Army of Commoners

I would suggest turning several of them into neutral clerics of Wee Jas, the neutral goddess who has no problem with raising the dead as long as you're not all evil about it. In the weke before the big fight, have them go out and use liberal rebukes to round up as many undead as possible. Zombies and skeletons can be rebuked with pretty good regularity at level 1, each cleric will have 4-5 rebukes per day, and they will follow and obey the cleric who rebuked them until they die (again).

You are going to use these undead as meat shields against the aliens.

Whoever isn't a cleric should be rogue archers or slingers on the rooftops/walls with a sprinkling here and there of marshals, bards, or dragon speakers. I prefer bards, myself.

Your clerics probably won't be able to rebuke the aliens when they die (too high HD, I'm assuming), so use them to rebuke any villagers who get the axe into fighting on your side, and send them into the melee. Besides that, have them bless the archers, use inflict spells to add what damage they can, and be ready to protect the archers as much as they are able if the aliens make it up the walls.
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Old 10-07-2007, 07:09 PM   Top  -  End  -  #23
....
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Default Re: Build An Army of Commoners

Massive pits with spikes in them.

Booby-trapped buildings and doors. Other traps that you can set off.

One building filled to bursting with alchemist fire and oil/tar/alcohol/whatever else that burns. Lure lots of kythons and undead here and nuke it as a last resort.

I think you'll have to fight tactically to survive, and even if you're clever as hell, you'll still probably go down.

Just remember that if things get hairy, you're more important than villagers. Even little crying babies.
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Old 10-07-2007, 07:12 PM   Top  -  End  -  #24
Dullyanna
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Default Re: Build An Army of Commoners

Never thought of using marshals + bards. Anyway, definitely focus on on killing the xenomorphs w/ranged attacks, as well as slowing them down w/spells, traps, tanglefoot bags, and undead mooks. And run from the slaymaster when it rears its head. Hopefully it'll be too distracted with massive amounts of shambling corpses to run you down and turn you all into piles of gore.

Edit: I will say, it's probably not as bad a situation as storming the tower of a reduced kobold lich .
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Old 10-07-2007, 07:13 PM   Top  -  End  -  #25
dyslexicfaser
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Default Re: Build An Army of Commoners

It's true, you can't go wrong with spike traps.

EDIT: Also, schoolmarm swashbuckler? I like how you guys think.
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Last edited by dyslexicfaser : 10-07-2007 at 07:16 PM.
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Old 10-07-2007, 07:14 PM   Top  -  End  -  #26
Silkenfist
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Default Re: Build An Army of Commoners

Warlocks seem to be the class of choice for most of the villagers. Give them an Eldritch Spear and they will be able to take out the smaller ones before they close on you. I don't think, villagers trained in Melee Combat could hold their own. So far it looks like:

- Block all paths to the village, when not possible make them as narrow and obstructed as possible. (edit: Spiked Pits, Spears, Caltrops, whatever you can produce)
- Train the elder villagers in being clerics. Their major duties can be healing and/or turning undead.
- Train a LOT of Warlocks with the Eldritch Spear ability.
- Train a small contigent of Wizards with Battlefield Control. There must be some spells to slow them down, should they advance too far. Colour Spray could work. Or Grease. They only need to buy the Warlocks more time.
- Everyone who doesn't want or is unable to participate in this, should go to the roofs and start sniping away.
- Take ~4 of the town's strongest and give them the best fortification you have. Have them take the literal role of Meat Shield in front of the Warlock Army. Have a bit more of them than you need, so they can take turns in being healed by the Elderly.

- Sit back and pray.

Last edited by Silkenfist : 10-07-2007 at 07:16 PM.
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Old 10-07-2007, 07:16 PM   Top  -  End  -  #27
Azerian Kelimon
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Default Re: Build An Army of Commoners

D'oh, THIS is the kind of place where you NEED a high level party. It's frickin' unwinnable, and the only way I can think of winning for a high level party against similar, but high level odds, is a War Master's charge of gore and utter destruction.
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Old 10-07-2007, 07:16 PM   Top  -  End  -  #28
Ghal Marak
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Default Re: Build An Army of Commoners

Quote:
Originally Posted by SilverClawShift View Post
So hiding, when there's big snowy neon signs pointing to everywhere we go, makes me nervous.
Hmm... You have a point there. Maybe if they clear the snow before they go into hiding, but that would entirely depend on how hard it's snowing.

...maybe... dig a tunnel between the two closest buildings, have everybody go into one building, then go underground to the other. Then you just have to lure a good deal of zombies into the building and voila, a standard case of zombies break in and turn everybody present. You'd have to seal up the tunnel, but it could do the trick. Of course you'd have to widen the basement of the second one by digging, but if you’re doing that you might as well start digging an escape route out as well. I don't know what to do about the blind-sense however.
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Old 10-07-2007, 07:25 PM   Top  -  End  -  #29
0oo0
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Default Re: Build An Army of Commoners

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Originally Posted by SilverClawShift View Post
The warlock idea isn't bad, at the bare minimum it's unlimited eldritch blasts. WOULD be akward for the commoners though.
"So, uh, farmer?"
"Yeah?"
"You're part devil?"
"....apparently."
"Yeah, don't come to poker nights anymore. Nothing personal."
Heh, I like how you put that. However, I was thinking that it wouldn't be too hard to justify mass warlocks. Just make it be a cultural/racial quirk unique to this island that you discover as you attempt to train the commoners. I think the archivist might stumble onto it or something.
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Old 10-07-2007, 07:35 PM   Top  -  End  -  #30
Illiterate Scribe
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Default Re: Build An Army of Commoners

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Originally Posted by 0oo0 View Post
Heh, I like how you put that. However, I was thinking that it wouldn't be too hard to justify mass warlocks. Just make it be a cultural/racial quirk unique to this island that you discover as you attempt to train the commoners. I think the archivist might stumble onto it or something.
Could be fey? Fey warlocks are always good for laughs.
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