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Keeper of Dragons
Devil's Advocate
Karma: 59/18
2581 Posts


.

Ignore Cor, he can take care of himself. Go kill the beholder.


Posted on 2012-08-16 at 20:03:20.

TannTalas
Trilogy Master
RDI Staff
Karma: 181/119
6817 Posts


Speaking as a player not the DM

I would never let a party member go off on his own. To easy for the player to be overwhelmed by numbers or a powerful foe.

If you all agree on a plan by Sunday I'll go ahead and post then.


Posted on 2012-08-16 at 22:28:45.

Kyle
Epic Level Bard
Karma: 31/3
557 Posts


Plan falls together

Cor, they are falling into our trap. You knock on the front door and i sneak around back. HaHaHa, I love it when a plans falls together.


Posted on 2012-08-16 at 23:24:40.

Keeper of Dragons
Devil's Advocate
Karma: 59/18
2581 Posts


.

Pretty sure a sactuaried Cor can keep himself alive long enough for the rest of the group to pound the beholder into mush


Posted on 2012-08-17 at 00:00:18.

Odyson
PUN-dit
Karma: 158/25
6326 Posts


Question?

Would Rayne have been able to tell which eye cast the death ray? If so which one is it so it can be avoided or attacked.

Ulthok might be able to sneak up invisiible and hack off the death ray eye. Weaver might be able to approach too be casting invisible on himself.

If the two REALLY bad eyes can be destroyed then the attack would be easier. We might be able to teleport behind the wagons and use them as cover from the eyes.


After we get there, Ulthok could cast Phantasmal Killer on the Boss Orc. It would then freak causing the other Orcs to freak. The Beholder would be distracted by the freaking Orcs and could be open to close arrow attack. I would think it would be floating up and down and rising above the crowd to see.



Posted on 2012-08-17 at 01:50:12.

TannTalas
Trilogy Master
RDI Staff
Karma: 181/119
6817 Posts


Answer LOL

Would Rayne have been able to tell which eye cast the death ray? If so which one is it so it can be avoided or attacked. Nope too far away.



Posted on 2012-08-17 at 04:59:41.
Edited on 2012-08-17 at 05:00:06 by TannTalas

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Hmm...

Teleporting behind the wagons sounds like a good idea to me.

Not sure, though, if killing the lead orc will have the desired effect. It looks like the beholder is the real chief of this band.



Posted on 2012-08-17 at 06:45:27.

Odyson
PUN-dit
Karma: 158/25
6326 Posts


Power Vacuum.....

Did all the Orcs join the circle around the Beholder so they are all on the same side of the wagons? I would think that would be likely. So we can teleport to far side of the wagons using them for cover.


I would think that if the Orc leader dies then there will be at least a power strugle between the rival Orcs. The Beholder would have to actively take control of the hord and that would distract from the woman and our attack. The Beholder would have to try to command the Orcs and would require it to kill some of them to get their attention. His Charm monster eye would control one after he can make it leader. They may fear the beholder but they want to be leader too.

We need to figure how to add to the chaos, the longer they would squabble the more time we have to attack.

The archer would need to stay out of the Beholders sight to avoid the eye spells. Spell of invisible could help, can't see it can't cast spell on it. But need to stay out from in front of then so the spell doesn't vanish.

OR

If the we kill off the Orc leader and the minions squabble some might be able to attack past the Orcs in front of the Beholder and rust it from the front to stay in the anti magic area and hack the thing up. The woman could flee or be told to drop to the ground as the Orcs attack each other.

Or a combo meal! Ulthok and archers teleport in behind the wagons. But will be Ulthoks only action for that round, the archers can attack Orcs or Wargs. Sirene can missle the Beholder. The archers zap the leader.

Weaver and the fighters hold a round and teleport in front of the beholder when the Orcs start fighting for leadership and rush it from within the anti magic zone. ( We need the Beholder and Orcs to react to give the fighter their opening.)

Ok all are risky, wha'cha think?



Posted on 2012-08-17 at 23:56:50.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Well...

It may well work out as you suggest Ody. Two points though:

Firstly, the orcs are as likely to be engaged at the fall of their leader as they are to be dismayed. If there is going to be a power struggle, it's unlikely to take place when there's a bigger threat to deal with first (ie. us).

Secondly, I'd sooner forget about the orcs and throw everything at the beholder by attacking from range. From the beholder's point of view, it wants us to waste resources attacking its minions (who are easily replaceable) while it picks us off with its gaze attacks.


Posted on 2012-08-18 at 08:39:23.

Odyson
PUN-dit
Karma: 158/25
6326 Posts


Yes, Risky.......

Yeah it's risky and the Orcs may not become Chaotic, but we need to get to the Beholder to kill it. We need to try get it to move or have the defences lowered. Ulthok is basic lost to the first round of combat by having to teleport the archers in and getting him into range to cast spells.

Sirene can attack the Beholder which might make it move.

Just trying to create a path to the beholder for the fighters so they can they get in some solid licks before it uses its magic on them.


Posted on 2012-08-18 at 15:31:47.

Brianna
Not Dragon Mistress
Karma: 105/32
2282 Posts


Questions

Can we geta map with approximate distance form us to it and the orcs and placement of wagons.

What is the range of the eye with the furthest range?
What is the range of the death eye and disintegrate eye?
IS ther any cover that rayne can use to get closer--trees bushes,wagons?


Posted on 2012-08-18 at 16:31:21.

TannTalas
Trilogy Master
RDI Staff
Karma: 181/119
6817 Posts


Ok no post tommorrow

I forgot I had a Birthday party to go to so I will not be posting tommorrow. But here are some answers.

Did all the Orcs join the circle around the Beholder so they are all on the same side of the wagons? I would think that would be likely. So we can teleport to far side of the wagons using them for cover. No 20 of them seem to be gathering into a pretty good def/off formation supported by the worgs to the wagons front. 5 are staying back with the Orc leader and Beholder. Ten of the Orc's have mounted thier Worgs and are starting to race towards the hill.

Can we get a map with approximate distance form us to it and the orcs and placement of wagons. Yes I had planned on drawing one up before now but kept getting sidetracked. My apologies.

What is the range of the eye with the furthest range? Anti- Magic Ray 14" Range
What is the range of the death eye and disintegrate eye? Death Ray 4" Range / Disintegrate 2" Range
IS ther any cover that rayne can use to get closer--trees bushes,wagons? No once you cross over the hill's peak and down the other side it's open grassland plains



Posted on 2012-08-18 at 23:37:18.

Odyson
PUN-dit
Karma: 158/25
6326 Posts


Short Range Casting Beholder......

As much as I love your house rules with 14 inch (") ranges I think you might not let us get away with that!


Posted on 2012-08-19 at 00:02:04.
Edited on 2012-08-19 at 00:04:22 by Odyson

TannTalas
Trilogy Master
RDI Staff
Karma: 181/119
6817 Posts


Ok My Bad

Ok I seem to as Ody said gotten the ranges wrong. In the printed Monster Manual it lists the ranges with (").
However on the Computer Program it gives the correct listings which are as follows.

1. Charm person (as spell)

2. Charm monster (as spell)

3. Sleep (as spell, but only one target)

4. Telekinesis (250 pound weight)

5. Flesh to stone (as spell, 30-yard range)

6. Disintegrate (20-yard range)

7. Fear (as wand)

8. Slow (as spell, but only a single target)

9. Cause serious wounds (50-yard range)

10. Death ray (as a death spell, with a single target, 40-yard range)


The central eye produces an anti-magic ray with a 140-yard range, which covers a 90 degree arc before the creature. No magic (including the effects of the other eyes) will function within that area. Spells cast in or passing through that zone cease to function.

A beholder may activate the magical powers of its eyes' at will. Generally, a beholder can use 1d4 smaller eyes if attackers are within a 90 degree angle in front, 1d6 if attacked from within a 180 degree angle, 1d8 if attacked from a 270 degree arc, and all 10 eyes if attacked from all sides. The central eye can be used only against attacks from the front. If attacked from above, the beholder can use all of the smaller eyes.

The beholder can withstand the loss of its eyestalks, each eyestalk/smaller eye having 5-12 hit points. This loss of hit points is over and above any damage done to the central body. The body can withstand two thirds of the listed hit points in damage before the creature perishes. The remaining third of the listed hit points are located in the central eye, and destroying it will eliminate the anti-magic ray. A beholder with 45 hit points will have a body that will take 30 points of damage, a central eye that will take 15 points, while one with 75 hit points will have a body that will withstand 50 points of damage, and a central eye that takes 25 hit points to destroy. Both beholders would have smaller eyestalks/eyes that take 5-12 (1d8+4) points of damage to destroy, but such damage would not affect the body or central eye. Slaying the body will kill the beholder and render the eyes powerless. Destroyed eyestalks (but not the central eye) can regenerate at a rate of one lost member per week.

Ody did you not post this info already in the Q/A?


Posted on 2012-08-19 at 03:13:19.

Odyson
PUN-dit
Karma: 158/25
6326 Posts


Ranges.......

I had posted the Beholder back on page 181.

I looked up the spell ranges too so here's the list with what I found.

Each of the beholder's eyes, including the central one has a different function. The standard smaller eyes of a beholder are as follows:
1. Charm person (as spell)(15 Foot Radius) 2. Charm monster (as spell)(60 Yards) 3. Sleep (as spell, but only one target)(30 Yards) 4. Telekinesis (250 pound weight)(10 Yards / Level) 5. Flesh to stone (as spell, )(30-yard range) 6. Disintegrate (20-yard range) 7. Fear (as wand)(60 Feet x 20 foot Cone) 8. Slow (as spell, but only a single target)(90Yards +10Yd per level) 9. Cause serious wounds (50-yard range) 10. Death ray (as a death spell, with a single target,( 40-yard range)



Posted on 2012-08-19 at 16:17:11.

   
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