100 Wights, 20 wraiths, 13th level party.

Post/Author/DateTimePost
#1

sinister_dm

May 22, 2008 5:50:57
We are in an unhallowed zone in a Dragonlance campaign. An old fort has about 100 wights and 20 wraiths milling about. We have no wizard or sorcerer with at mass destruction spell.

What to do? Our 13th level party has a Ranger, a cleric, a rogue and dragonfire adept.

We tried turning some of the wraiths. Apparently, we needed to go higher than 15HD on the turning table to affect them?

Our Rogue was slain and later raised, when 26 wraiths jumped him in one round and sucked him dry.

Any help appreciated...
#2

Delazar78

May 22, 2008 5:55:50
what is your target? enter the fort? kill them all? acquire an object?
#3

zeratulcraft

May 22, 2008 5:59:49
Clearly this isn't a fight you should try taking head on, avoid as many as you can, or pick them off in groups of 1 or 2.
#4

sinister_dm

May 22, 2008 6:00:14
We dont exactly know. Appearantly Gilthanas (the hero from the war of the lance) hangs out around here and he has something we need. Strange, that the place is totally infested with undead. It looks more like an army.

So 2 objectives.

1) Find Gilthanas (if he is around somewhere inside for some reason).
2) Kill all Undead in the fort (Qwes), since they must be some part of a larger, nastier scheme.
#5

jutter

May 22, 2008 6:02:33
Hide from undead and mass cure spells. Take them out 10 at a time ;) uff your cleric's turning check with stuff like eagle's splendor. Every turning check should at least finish off a bunch of wights.

Guerilla tactics.

Also, why do you need to take them out? Simply walk around the fortress.

EDIT ninja'd on the last remark. Oh well. Hide from undead and find Gilthanas.
#6

drmorganes

May 22, 2008 9:19:14
Hit and run.

Barring the presence of some uber undead-generating artifact or a LOT of evil clerics, you'll be able to take them out in small groups faster than the residents of the tower can replace them. Sure, wights create spawn - but they need living victims to kill to do it. Something tells me there aren't too many living beings simply waiting around to be turned into undead reinforcements.

So have your cleric load up on undead-specific magic, make proper use of his turning attempts, and have at it.

More specific information can be provided if you can post the character sheets, or at least a summary of gear, feats, etc.
#7

aberzanzorax

May 22, 2008 12:29:05
Cast "death ward" on the entire party. (level 4 cleric spell)

You'll be basically immune to all the wights, but not the wraiths.

The spell "Sheltered Vitality" in the Spell Compendium (level 4 cleric) and Libris Mortis (level 3 cleric) makes you immune to ability drain.

So pump out a bunch of spells and waltz through, basically immune (or fighting the equivalent of goblins).
#8

myan

May 22, 2008 13:49:04
We are in an unhallowed zone in a Dragonlance campaign. An old fort has about 100 wights and 20 wraiths milling about. We have no wizard or sorcerer with at mass destruction spell.

What to do? Our 13th level party has a Ranger, a cleric, a rogue and dragonfire adept.

We tried turning some of the wraiths. Apparently, we needed to go higher than 15HD on the turning table to affect them?

Our Rogue was slain and later raised, when 26 wraiths jumped him in one round and sucked him dry.

Any help appreciated...

It seems a little obvious to me, and maybe this was already ruled out but...

...have you considered the fact that maybe your GM didn't want you to sit there for days upon days clearing out the undead, but rather realize that there's something fishy going on like, say, a evil mastermind raising an army so he can take over the world?

All I'm saying is that maybe there's a bigger picture.
#9

sinister_dm

May 23, 2008 1:06:57
Another solutions just occurred to me. Use 25 days to create a Strand of Prayer Beads. Use Bead of Karma to raise caster level to 17th. Jump into the ford and cast Holy Word in the middle of the Wights and Wraiths. All undead creatures of 7HD or less destroyed. No save :-)
#10

runestar

May 23, 2008 8:09:58
I am personally not too worried about the wights. With an attack bonus of just +3 (possibly +5 if they flank or charge, or +7 if they do both), they should not be hitting your PCs at all.

The wraiths are powerless in sunlight, so I am wondering if there is some way of taking advantage of this. For example, you could enter the fort during the day, and find some way to make the ceiling collapse. The wraiths could just sink beneath the ground to avoid this, but it at least gets them out of your hair.

I am fairly certain I have seen a cleric spell in some splatbook which replicates the effects of actual sunlight, so that might allow you to disable the wraiths and slowly pick them off. Does this ring a bell for anyone?
#11

sinister_dm

May 23, 2008 8:16:54
I am personally not too worried about the wights. With an attack bonus of just +3 (possibly +5 if they flank or charge, or +7 if they do both), they should not be hitting your PCs at all.

The wraiths are powerless in sunlight, so I am wondering if there is some way of taking advantage of this. For example, you could enter the fort during the day, and find some way to make the ceiling collapse. The wraiths could just sink beneath the ground to avoid this, but it at least gets them out of your hair.

I am fairly certain I have seen a cleric spell in some splatbook which replicates the effects of actual sunlight, so that might allow you to disable the wraiths and slowly pick them off. Does this ring a bell for anyone?

Fortunately we are running around with two artifacts, which allows us to generate actual Daylight, so the Wraiths shouldn't pose a problem. I think my AC 34 cleric will just start turning the Wights and the rest of the party use their abilities to reduce their numbers. A well-placed Holy Word would also work wonders.
#12

kala2000

May 23, 2008 13:17:24
26 wraiths can't all attack one medium sized rogue on the same round. But then again, 8 is enough to suck him dry.
#13

sinister_dm

May 23, 2008 13:32:50
26 wraiths can't all attack one medium sized rogue on the same round. But then again, 8 is enough to suck him dry.

9 from above, 8 from the sides, 9 from below through the floor. Thats 26 total
#14

Calestin_Kethal

May 24, 2008 5:46:32
If this is from the module I think it is.. think endurance and keep moving as much as possible.

Show

If I recall from the module, there are parts of the keep that the undead can't go into. You can safely attack them with ranged weapons and be safe. Furthermore, it's a timed scenario of sorts. At a certain point, the DM is supposed to pull a deus ex machina and pull the PC's out of the fire.

But it's been a while, so take that with some liberal salt!

Deathward from the Tears are also helpful.
#15

cartigan

May 24, 2008 6:36:38
The Rogue is nigh useless, but with enough spells the rest of you could deal some serious damage.
#16

m-bark

May 24, 2008 7:55:03
The Rogue is nigh useless, but with enough spells the rest of you could deal some serious damage.

I believe there exists a spell/magic item that allows a Rogue to make sneak attacks against undead (and make them work). Can't recall exactly where, however. It's probably in Libris Mortis, if not in Spell Compendium.
#17

runestar

May 24, 2008 8:53:43
Wands of gravestrike should work, with rules compendium clarifying that activating them uses just a swift action.