DeadGoblins.com » Eberron » Strategy and Tactics

Strategy and Tactics

Moderators: Josh, Michael Doss.

Page: 1 2 3 > »

Author Post
Moderator
Registered: Oct 2008
Posts: 4627
Here is a thread you guys can use to strategize...
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
nmathew wrote
Viktor wrote
OOC: Anybody have any good tactical suggestions? I could move Lan and attack blue with wormhole plunge, then blue, and the two zombies next to it would be teleported away at the start of their turns. It would just keep them away from the main group for a round.

<br>
OOC: Well, Sentinel has a very impressive minion clearing move I was planning on not using for roleplaying purposes, but back to the wall seems like as good a time as any for Sentinel to unleash his full power. Alternately, we could fall back and use the rear of the tower as a defensive position, but I don't like the idea of waiting out a siege. With two melee characters, we could hold the choke points for some time though. What's the range on Lan's and Kurvilis's ranged at-wills?<br>
If you want to spread them out, that would also work. My mark has a range of 2, and if I can get to one of the sergeants or the necromancer, we'll be in better shape.


All of Lan's attacks have range melee, so with his falchion (best weapon he has) it's melee 1. I had high hopes for his daily, Wormhole Plunge, but even that is melee so I would have to get near the first. Speaking of getting near, we shouldn't hesitate to provoke opportunity attacks from the zombie rotters (who are probably the least likely to hit us), since Lan gives everyone in range 5 a +4 boost to all defenses against OA's. So if you need to move Sentinel to position him well, go ahead.

Alternatively, and since the initiative order doesn't allow us all to retreat together, Lan could try and dispatch rotter D and then it will just be the necromancer and the blue sergeant to go before Sentinel.

What I was thinking of doing with wormhole plunge is move Lan to i15 (taking an OA each from zombies E and F), oath of enmity minor on blue sergeant, wormhole plunge on blue to damage him and set the wormhole. I can teleport blue 4 spaces right away. Then, Kurvilis could cast grasping shadows centered on red and hit red and hopefully someone else. When rotters E and G start their turns (after Kurvilis), they will be pulled into the wormhole and I can teleport each 3 squares as a free action. Right into the grasping shadows zone that should be no more than three spaces away from H16 (where blue currently is). Those two rotters will automatically take psyhic damage from the zone and die.

With this plan using wormhole plunge and a nearby grasping shadows, we can essentially assume that rotters E and G are out of the picture, so they should not be attacked by anyone this round. The beauty of wormhole plunge is that we can set up a combo with magical zones AND Lan himself will be pulled in and I can choose to also teleport him three spaces to safety. One thing else to know is that Seninel would be pulled one square closer to the zone at the start of his turn (as would rotter F and red sergeant, assuming the necromancer would have already moved and I'll be teleport blue away).

Of course, this is all assuming that the necromancer doesn't do something super nasty to Sentinel or Kurvilis first.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 7786
Jonathan Berg wrote
OOC: Is the thievery check a minor? If so, Kurvilis will move to K10 and attempt.


OOC: That's a good question, one I've been asking myself for quite some time now. It seems traps/skill encounters during battles are very hard to attempt/complete because the cost-benefit ratio is too high if you need to use up a standard action. I've been wondering, for my campaign, whether or not to modify these encounters. Maybe make all checks versus the trap a minor action or a mix of standard and minor. Maybe if they are all just minor actions, then a failure might have a consequence in-game (similar to what Emily did with the three kids in the monastery). Anyhow, just voicing some thoughts and this is not intended to sway Josh in any way for this battle or his campaign.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 7786
Viktor wrote
Not completely comfortable with the prospect of being interviewed and knowing how the papers easily twist any word they want to, Lan decides it might be better to postpone. "We would be more than happy to oblige you. However, none of us has eaten breakfast yet and I am certain we would be more attentive on a full stomach. If you wouldn't mind waiting an hour or so beforehand, we'll see what we can do." he says, still smiling.

OOC: Guys, this might be a good time for us to come up with a group name. Ideas?


Jonathan Berg wrote
OOC: Under the circumstances, Pretty Man and Friends?


Let's continue deciding on a group name her so we don't clutter the story thread with out of game discussion. I'm partial to "Dasher and his Stalwart Bunch". ;)

Seriously though, any sensible suggestions? I don't have any at this moment.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Sep 2009
Posts: 1238
Well, I IMed Josh, and The Fantastic Four almost works. We have a tank, someone that goes invisible, a high damage dealer, and that other one ;), the face of the group.

Nothing great is coming to mind right now. I'll mull it over.
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Oct 2008
Posts: 7786
Lol. Yes, if only Lan could stretch his body over long distances.

Here are some suggestions:

Silent Blades
Shadowsteppers
Guardian Blades
Blades of Vengeance
The "Lan"cers (but without the quotation marks)
Dawn Warriors
Three Men and a Gnome (TMG)
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
I like Three Men and a Gnome. It made me smile, and I would smile every time I saw it. That said, it's not the most realistic gameplay name.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 4627
Lan DOES have a reach weapon, which is almost like stretching.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
We could go with the "something Four", unless there's a chance of another player joining the group in the future. Same problem with Three Men and a Gnome.

I'm partial to "The Lancers" or some version of that such as "The Shadow Lancers" or something.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
What did the prophecy say? Four come together at the tempest? So maybe something with "tempest"?
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 4627
Words here at the bottom of the page.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
I like Gary's idea to relate the name to the prophecy. Here it is.

"Four at the brink of the desolation stand as one against the tempest's roar."


So maybe these names:

Tempest Shields
Tempest Guardians
The Tempestuals
Tempest's Bane
Tempest Warriors


Anyone else?
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
I like Tempest's Bane.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2009
Posts: 3164
concur
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7786
Initial setup suggestion: Sentinel at K12, Khav at i12, Lan at H14, Kurv at J14. That should prevent any enemies from moving past to reach Kurvilis at the beginnning, without incurring an OA. Khav is the most mobile and can reach both sides easily. Kurv can use ranged attacks in any direction. We all have the pillars to cover our backs a little.

User posted image
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Thu May 20, 2010 11:32 am. »
Moderator
Registered: Sep 2009
Posts: 1238
Gah. Somehow whenever I checked the main DG page, this thread was never the final post in the Eberron forum. I missed the rest of the name discussion. Tempest's Bane works, so long as most characters are of the civilized and peace-keeping type.

As for the positions for the next encounter, that looks good if we can get there. Another option would be to park Sentinel as a roadblock at one of the tunnels.
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
« Last edit by nmathew on Thu May 20, 2010 12:00 pm. »
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
That positioning works for me.
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2009
Posts: 3164
Me, too.
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 4627
Do you guys want to use new or old flying rules in general? The main difference has to do with how conditions affect flying.

Old rules: Must move 2 squares while flying or crash (fall). This has the consequence of Immobilized and Restrained being deadly on flying creatures and objects, while Slowed is very hindering. Anything with the Hover keyword can ignore that.

New rules: Can stay in the air almost no matter what. The only effects that cause it to fall now are Prone and Stunned (and presumably Unconscious, Helpless, and Paralyzed). Hover prevents a Stunned creature from falling.

Thoughts?
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Jonathan Berg wrote
OOC: Before doing mage hand, I want all of us in the same area, in this case on the stairs?


Taking this over here because we're really not getting anywhere without open discussion.

The way I understand the setup is that something triggers the stairs to retract to become ramps and maybe then also triggers darts/spears to shoot down from the ceiling at all spaces except where the plates are.

We came in from the left and still don't know if the doors to the right are locked or not.

The doors and edges of the floor around the room have some sort of metal and hinges in them, but we don't know how that works.

There's a tunnel running underneath the left stairs.

Stepping on the plates causes them to depress.



Okay, so my thinking is that the only safe place is in the tunnel going out from the middle. The stairs are unsafe because they might become a ramp. The four plates might be safe from the roof spears/darts, but who knows if they fall out from underneath. Overall, I really don't get the purpose of this room.

I suggest we go into the middle tunnel and then Kurvilis does his mage hand thingy.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
Are we sure the middle tunnel is even accessible from this level?
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7786
Jonathan Berg wrote
Are we sure the middle tunnel is even accessible from this level?


Who knows? Josh?
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
I said a couple of times in the thread that the tunnel in the middle is to the room below (where you hear the grinding sound). I know it looks like it goes right into that room, but they did a bad job on this map and I had to alter it slightly already. Next time I post the map up, I will put a thick black line there so it is more obvious.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
You're right Josh, you did, and it's also one of the main points in the features. I think we may all be confused because we're getting bits and pieces of info every few posts and don't have an overview compiled anywhere (which is why I did so above).

Since there's no safe place in the room, I suggest we either all four jump on a plate simultaneously OR exit the way we came through and pick a tunnel from the skull pyramid room OR exit to the right from this room assuming the door is unlocked.

I don't care which one we choose, so I'll let the three of you decide.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Tue Jun 15, 2010 4:35 pm. »
Moderator
Registered: Sep 2009
Posts: 1238
If I recall correctly, those tunnels are bad news. I believe they require squeezing or moving at highly reduced speeds. I'm all for trying to trigger the room's movement, but I'm also good with moving on and seeing if we can get through the other doors.
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)

Page: 1 2 3 > »

DeadGoblins.com » Eberron » Strategy and Tactics

DeadGoblins.com is powered by UseBB 1 Forum Software