thing is the a fair chunk of us view True Evil as True stupid quite often.Getting SV to play True Evil takes some work, but once they do they really go all out.
That is fine. I just wish it existed somewhere.For the record, i'm glad we didn't do that, i'd have to get a co-qm for that, I can't do True Evil.
They appear to have a warrior, a thief, and a mage, a simple party of three. The warrior has displayed a great deal of endurance and strength as he was able to muscle his way in and open it for the others, as well as climb out of one of the spike pits. A few traps remain, but your trapsmith has only had time to trap the entrance for the most part, relying on them is unreliable. There are a good bit off branches that could make for chokeholds and thanks to the mazelike nature it'll probably also keep them lost for a bit. You know a basic fireball and frost (That slows but doesn't stop) spell as well as a rock wall spell that only lasts for a couple seconds. You have a few more basics, and know some prestidigitation as well as minor illusions, but nothing else is properly functional for this.Questions:
What is the adventurer party make up? Who is in it, and what are their displayed abilities?
How many traps remain between them and our offices/treasury?
Are there any good ambush points?
What magic spells do we know, other then healing?
As for the guess, yes, that is a likely outcome for that route. As for combat, it all depends on the exact situation. It'll mostly be play by play, so if you want to get personally involved, draw up a battle plan so you don't wind up taking 50 posts. For example, a fireball may roast the thief or the mage, but it may merely injure the warrior. Not confirming that, just pointing out a possibility. Also remember, you have two trolls working here mining right now.Question: How does combat work in this world? I mean, if we hit the warrior with a fireball, does he burn to death or does he take HP damage?
@Omegahugger They are probably here to rob us and will continue on to take our gold even if they believe we are a prisoner. Although I guess being in their party and attacking them from behind in a surprise attack might work.
In theroy you could but it wouldn't provide enough force to do much more than bruise or temporarily knock the wind out of them, it rises fast, but you'd have to go higher than the natural which slows it down and it's not very thick.Dumb question: We can't use summon a rock-wall underneath the adventurers to smash them against the ceiling, right?
Milo please, what are you doing in HP, Milo staph, harry potter and the natural 20.8: Anything clever we can do with prestidigitation? It worked wonders for Milo after all...
They'd get tired out and leave, but probably, the tunnels arn't QUITE that extensive yet. You could do that though.Minor illusions: Can we create the illusion of a rock face where a tunnel is? Combine that with the already maze-like structure of the tunnels, and we could have them lost for days.
Yup, I figured people here would know what I was referring to.Milo please, what are you doing in HP, Milo staph, harry potter and the natural 20.
That is what you meant, right?
I didn't used to SB much and i'm relatively new to SV only been frequently for about a week now, so wasn't sure.Yup, I figured people here would know what I was referring to.
The illusions are fairly low key, so it SHOULD all manage to hold up, assuming the trapsetting doesn't take too long. You might not have he magic to join in on the final push by the end, but it should sustain, no spoilers on how effective it is though.I'm going with the 'clever' plan. This is somewhat magic heavy (depending on how long it stretches out), so if it's too much of a strain on her to keep this up, let me know. This also got rather long, so let me know if you need it compressed. The overall plan is quite simple, but a lot of the details are added to actually make it believably workable.
[x] Time to play.
-[x] The tunnels are already a maze, but a maze can be figured out if it never changes. Who said it never changed? Use illusion magic to seal off or open various parts of the dungeon to give this party a guided tour that will never end.
-[x] Illusions only go so far, especially since our dungeon isn't that large yet. Have goblins follow after the adventurers and mask or rewrite any marks they make to help them find their way through the dungeon. Also do things like clean up or add trash to various hallways, so that the same tunnel never looks the same twice.
-[x] Have the goblins occasionally harass them, but never fully engage. Giggling from the shadows should have a nice "rats in the walls" paranoia effect.
[x] In the meantime, have Aruna set up something at an ambush spot (possibly near the entrance, since we'll have been keeping them away from there) that we want to herd the party into.
[x] We want them very worn out before that point, though. A long, tiresome, fruitless tromp through the dungeons should have them on edge and bickering with each other.
[x] Eventually lead them to the trolls. Have goblins on the sides helping support the trolls' fight.
-[x] Lend your own support with a Frost spell from the shadows. Only use Fireball if you can ensure it won't hit the trolls, and won't kill anyone from a direct hit. Maybe as a final spook to get them to run.
-[x] At this point, the group should be feeling somewhat overwhelmed, and at least the thief or the mage should attempt to retreat.
[x] The escape route from the trolls should lead straight to Aruna's trap. Prisoners ahoy!