Epic battle advice please?


Advice


Okay, where to start? We're a group of adventurers at Level 16, Mythic 6. We have a varied group of melee and spellcasters. We're in a medium-sized port city, and I (cleric) have seen a vision of a large ship 3 weeks out, loaded with trouble. There's a Greater Demon Lord, two other powerful melee creatures from our current adventure that died (and obviously went to Hell), plus, 1,000 tieflings. Yes, 1,000.

We've been given the leadership feat by the GM, and he's given us each a cohort and I've calculated up the followers. We have 569 total. We have three weeks to prepare.

Here are some thoughts, and, I'd like some advice. I figure it's not cheating, because a) the GM could look here himself, b) he's got a buddy GM who may be dispensing him some advice, and c) the town has some high up members, ruling council, all that good stuff, so you folks can be considered them in my book. :)

We're allowed to use third-party spells. My thought is on the way in, we have the boat meet up with some elder water elementals and see if they can sink it. Even if they can't only knock some overboard, that's less we have to deal with. We'll conjure up some sharks to eat those who fall overboard. And if it sinks, well, then we'll do what I mention below, just in the water with sharks vs. bears!

Assume the boat survives. It comes in and docks at the dock. I say we put lots of bottles (small, of course, can't imagine they'd even be noticeable) filled with sovereign glue lining the wall of the dock, so that when the ship presses up against it, it breaks the bottles, and hopefully enough, so that we can glue the boat to the dock and keep it in place. Iffy, but a thought.

Before the boat gets to the dock, starting right at the surface of the water, I propose that we can multiple spells called Burn Out (1,001 spells). Essentially, it creates a permanent dead zone for magic. We made the zone big enough (through multiple castings...takes a day, lasts forever) to encompass the whole ship. That way we don't have to deal with dispelling from the ship, etc.

When the boat is docked, secured with the glue, in the dead magic zone, right on the dock next to the boat I cast Wall of White Water. It's a wall that's 5' thick, 160' long, and 80' high. It would last for 16 rounds. No creature may pass through it unless they pass 3 consecutive swim checks, DC 33.

So, that stops the tieflings from getting off the boat unless they want to jump into the shark infested waters, because they are not going to be able to pass DC 33 swim checks, and the spell won't be able to be dispelled due to their magical users being in a dead zone.

Next...on the docks, we'll have a lot of crates covered by tarps. Well, they won't be crates, they will be a bunch of our followers! Our druid will cast Animal Shapes. She can turn 16 of them, ever 6 seconds, into Huge animals. We will choose the Giant Advanced Dire Bear. Aside from having over 200hp, and multiple attacks, it also gets +25 to its swim check, so, it will have no problem succeeding on the swim checks. So, in one minute's time, she can create 160 of these Dire Bears, who will swarm the ship and hopefully kill the Tieflings.

NOTE: If the boat sinks due to the elder elementals creating a whirlpool, I propose that our druid instead turn the 160 volunteers into killer whales!

Okay...

If the druid turns someone into a Dire Bear, can they then pass into this dead magic zone? Are they a magical beast? I'm thinking they are a real dire bear, and thus would NOT be dispelled by the no magic zone.

Am looking for other ideas and suggestions...thanks in advance!


Hmmm...wrong forum?


Holy Word - no limit on the number of targets. How large is the ship?
Sunburst - very large AoE
Fire Storm - large shapeable area, more than enough damage to take out a tiefling horde
Wall of Thorns - large shapeable area, unless the tieflings are well buffed the Wall will kill them.

Disintegrate - don't know what the ship is made of but very little isn't pierced by a Disintegrate and a 10'x10' square hole in ones ship is problematic. At minimum it'll give you an idea of what sort of magic the foes have and start them expending it to keep their 'fleet' intact.

Warp Wood - a druid at your level could cast this a gazillion times, just how often can they patch their ship up? ... unless, of course, it isn't made of wood (or is simply too big to make this effective).

If the tieflings turn out to be better than the average tiefling at swimming Control Weather might make it sufficiently difficult ... or even swamp or cause the ship to founder.

Control Weather, Control Water and/or Control Winds - you have a Druid this ought to be right up his alley.

Illusion magic to make them drop anchor further from shore or even in the wrong place (Screen, Hallucinatory Terrain, Mirage Arcana)


Mechanically, you need to find out what kind of game your DM intends to play. I've run 3.x battles with 150+ tracked PC's and NPC's; it's very difficult. 1600 would simply not happen without abstraction.

From a game perspective, The 1500 no level good guys and bad guys are basically worthless and exist for set pieces and story elements. The Demon Lord could offhandedly summon a handful of troops that could kill hundreds of basic NPC's.

From a player perspective, here are the important questions:
1.) How many of the tieflings have levels and how many are level 5/10/15? those are the assassins that could kill a PC.
2.) Can you prevent the boat from ever reaching the town? If a Demon Lord is loose in a town full of humans; it's already too late.
3.) What tricks does the BBEG have to bypass you initial actions? A single portal spell and no amount of dock shenanigans will help you stop the army invading.
4.) Can you set up sufficient fortifications to give every soldier +8 to AC? 2:1 odds are nothing between level 1's if one side has height, cover and murder holes.

Mostly, I would focus on drawing out the BBEG and his top lieutenants before the boat gets to shore.


3 weeks? That's plenty of time to hunt down the Demon lord.

Start with discern location, plane shift, scry, greater teleport. Depending on protections you'll need to target underlyings, or use Contact other Plane to begin playing 21 questions with various gods.

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