
Cecil Von Spirito |

Sounds like Brynn will actually be making the map. However, you guys should describe what kinds of things you want from an ambush sight so he has something to work with.
High ground. Narrow passage so only one can attack at a time. The kind of place where a couple of grannies with broom handles could hold off a barbarian horde.

Cecil Von Spirito |

Well, let's talk about what we want. Do we want the pit to drop the commander in? Are we going to spring this in the forest, near the road?
I think a big pit to drop them in would be a great start. Steep edges with some kind of loose soil walls to make climbing harder. Then we could use some kind of cover Trees I presume. I'd rather have some sort of escape route. I don't want to get too far out the tree line.

Osslend Abenier |

Agreed on the pit. We could put a few thick branches made into spikes around the lip to discourage anyone climbing out in addition to the loose soil. If the casters have clear line of sight from a vantage point into the pit, then I'd feel a lot better.
DSP, there wouldn't happen to be a river or lake very, very close by would there?

Brynn Halistack |

Waiting for input from DSP for answering questions, then maybe any suggestions from Armen, and I'll get on it.
My idea so far is a line of trees off to one side for anyone that needs to cast or hide at range, maybe some traps set up in there. A pit maybe on the south end (quick sand?), not sure how easily we'll come across a natural pit, though. Maybe a disguised cliff? Possibly have a chase scene (no, not the game mechanic) where Owen is carrying a commander through the woods with an army chasing after him, he runs through a bush that overlooks a cliff and he starts flying where the first few people run off after him and the rest of the army's momentum keeps the rest falling off? We'll likely have a hill to get a vantage point from, maybe a pair of hills when they come up over the first and approach the second, a trap is sprung from the first.
Let's think of some scenarios, because it looks like the sandbox is ours for the most part.

Cecil Von Spirito |

If the cliff slopes downward before ending you could get Cecil to grease it. That way even once they realize it's a cliff they'll have trouble stopping.
I see a large river near Narv on the map, but I'm unsure of scale so I'm not sure what the actual distance is.
Grease is a 10 X 10 square. Just keep that in mind.

Cecil Von Spirito |

As long as we have a way out of our trap, should things go south, I think we're on to something.
Just have a knotted rope tied off nearby. We can throw it to anyone who we want to be able to get out of the pit. Also having us not shooting at them will be helpful.
As soon as we get the map posted we can get this party started. ;-)

Brynn Halistack |

Alright, check out what I've got so far. I just conferred with DSP about placement on the map where this is taking place and unfortunately I've drawn it upside down and backwards according to said map, but because there's no easy way to edit it, we're playing it as is.
However, that goes without saying we can still get some input on what else to throw in here. Alright, so some explanation is needed.
We're playing in a forest lining a canyon of a dried up river bed. The canyon is about 10ft deep at the top right, where at the end of the light grey it's about 15ft. The darker grey represents a bit steeper of a grade where it ends in about 25 feet deep before it drops off into black -- a 100ft drop of an old waterfall.
Near the end of the canyon, it appears there has been a clearing at one point where we as characters will re-clear into a makeshift stairway of tree roots. This will be difficult terrain and a tight space that is hard to spot, but if we know it's there and get stuck in the canyon, will provide a way out.
Just to the north and right of that is a large, random boulder that will provide a bit of cover. Speaking of cover, the entirety of the light green gives everyone soft cover, which is +2 AC to ranged attacks, and +1 Reflex saves. The darker green is cover, which is +4 AC to ranged attacks, and +2 Reflex saves, however it is difficult terrain. But! This overgrowth also provides anyone needing stealth (Shinami!) to duck behind or through and retry stealthiness.
And finally there's the bridge. The light blue across the end of the canyon is a fairly sturdy 5ft-wide bridge that we can cross if things get entirely out of control. Cut the supports, light it on fire, etc, and we've got a safe escape.
Okay, input time! Anything that you can think might be in this area that would be of help to you, ask for it!

Brynn Halistack |

Forgot to mention my plan using the canyon. Like in an earlier post, I mentioned some kind of chase. Owen will provide chase down this canyon, hopefully holding one of the commanders (and hopefully not a powerful caster) the entire way. If he can get an entire army to chase after him, take them down this route, and have him dive through the growth of trees at the end of the cliff, where he'll fly away. This growth makes it difficult to see that there's a cliff beyond it, so it provides a perfect trap for taking at least a few dozen lives by way of the army's momentum. And possibly grease. We can have myself and maybe Osslend make some makeshift (fragile) tower shields to hide behind and help the momentum along from down in the canyon, knowing we have a way out with the stairs. If given chase, plant the tower shield in the ground to cover the escape up the stairs. All the while, people from the trees will be sniping hoes off, making sure none of them attempt to climb the canyon walls. Probably don't spring this trap until the army has stopped entirely. If we have a few combatants left, finish em off, and if we can't finish the battle, we've at least crippled their numbers enough to devise another strategy at another time. Hit-and-run tactics are some of my favorites :)

Kayla Adrianas |

Remember that Kayla has a scroll of Firewall if needed. Best use may be to keep anyone from following us unless they have enough hit points to run through it and live.
Kayla hasn't really had any experience with martial tactics and would thus listen to what other people are planning.
I have also discovered something that is really annoying in another game. Someone who can take the time to make an inane little post to the ooc thread, but can't find time to say anything in the ic thread when you are in the middle of combat.

Brynn Halistack |

I was thinking more near the ex-waterfall (near our escape stairs), but even then, it's not completely set terrain. I can make it so we have a corner to hide behind from the stampede, too.
Also, correction from DSP after I posted: apparently the entire forest is cover enough to retry stealth every move you make, as long as you're in the green, not just the darker green overgrowth areas.
As for the firewall, what's the spell description? I'd be tempted to run the wall right down the middle of the canyon, not perpendicular to, if the spell works like I think it does.

Kayla Adrianas |

School evocation [fire]; Level druid 5, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M/DF (a piece of phosphor)
Range medium (100 ft. + 10 ft./level)
Effect opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high
Duration concentration + 1 round/level
Saving Throw none; Spell Resistance yes
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. (Do not divide cold damage by 2, as normal for objects.)

Kayla Adrianas |

I just want to be able to use the fire wall and to pop off a fireball at someone as well. Below is my spell list, feel free to have me cast whatever else is needed. I also have Deeper Darkness memorized if we want to hide something. Use me however you need to in your plan Brynn. :)
Orisons
Detect Magic
Light
Mending
Create Water
1st Level
Bless
Command
Doom
Obscuring Mist
2nd Level
Hold Person
Sound Burst
Silence
Calm Emotions
3rd Level
Dispel Magic
Deeper Darkness
Searing Light
Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball
Also, my posts may be a bit slow. My laptop stopped working so I've been borrowing my husbands whenever i can kick him off of it. :)

![]() |

Place your characters where you'd like to be. RP out the plan quickly and let me know who Owen goes for: hopefully he doesn't miss.
Poe tells Cecil privately that there are 3 leaderly looking folks.
One is a huge man in plate armor with a staff and a scimitar.
One is a scrawny man in flowing robes and deep sunken eyes.
The last is a tall, powerfully built woman wearing a shortsword and leaning on a bow.

Cecil Von Spirito |

Place your characters where you'd like to be. RP out the plan quickly and let me know who Owen goes for: hopefully he doesn't miss.
Poe tells Cecil privately that there are 3 leaderly looking folks.
One is a huge man in plate armor with a staff and a scimitar.
One is a scrawny man in flowing robes and deep sunken eyes.
The last is a tall, powerfully built woman wearing a shortsword and leaning on a bow.
Cecil will place himself around F 11. Going for the most phycially weak one first is the best Bet I think.

Cecil Von Spirito |

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
Owen's max is 40/40. First time out he dropped to 10 current and max. When he returned it went back to 10/40. So if he goes out again it will drop to 2.5/10?

Cecil Von Spirito |

If you unsummon him, does his health go back up to full after returning back from the home plane? Can you unsummon him, resummon him to have a full health Owen?
If I summon him via the spell he's at full HP, but with a timer.
If I summon him via the 1min ritual his HP will be the same as it was when he was dismissed. However if he dies and I summon him via the ritual he'll be at 1/2 hp (20 in this case). However, if he dies I can't summon him this way until the next day.
The summoner has some mechanical gaps.

Cecil Von Spirito |

No. He'd lose 75% of his MAXIMUM HP. That means he'd be at 10/40 and lose 30. He'd vanish.
"its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%"
Current and maximum. Current being 10 and maximum being 40. Current reduced by 75%= 2.5 and maximum reduced by 75% being 10.
It sounds like they're keeping track of the two pools independantly.