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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Trilogy War Q/A
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    Messages in Trilogy War Q/A
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cdnflirt
Angel Reincarnated
Karma: 86/22
1142 Posts


The Verdict...

We will rest one round, so spellcasters can memorize new spells...then proceed as Steelight suggested.


Posted on 2011-08-23 at 19:00:03.

Keeper of Dragons
Devil's Advocate
Karma: 51/18
2232 Posts


agreed

^x2 Lets keep moving along


Posted on 2011-08-23 at 22:11:32.

YeOlde
Forever ♥
Karma: 86/11
1538 Posts


what happened to my post?

strange... I think my post disappeared somehow... anyhow... what I said basically was...

What is the reason for resting? We rested before coming underground and dont think we have used spells since being trapped.... so if we have the capability of moving on then lets do it...

Shrink people or morph them or something and lets get moving... if we keep stopping to rest when we dont really need to then we wont get where we are going...

besides I dont think we will have much room to rest anyway... so lets get shrinking, etc.



Posted on 2011-08-23 at 22:16:28.

Odyson
PUN-dit
Karma: 154/25
6192 Posts


Don't need much room to rest.....

Well one good thing for Ulthok he doesn't much room to rest.

I don't see much he do for the rest, he has polymorph self.

We would be back to the get some teleport, go to the new area, go back and then teleport back with one of the other members and then try it again. Of course has anyone looked for possible magic items lost or buried in the tunnel? Maybe a ring or amulet that allows polymorph?

I'm just saying.........


Posted on 2011-08-24 at 00:13:51.

TannTalas
Trilogy Master
RDI Staff
Karma: 176/117
6414 Posts


Good news

I now have enough for a post and I'm working on it as I write this and will have it up by tommorrow night for sure. I just have to check with Keeper in the morning to see if he is willing to use an item of his to move things along.

So look for my post sometime in the afternoon or evening hours.

GAME ON!!


Posted on 2011-08-24 at 05:27:35.
Edited on 2011-08-24 at 05:28:21 by TannTalas

cdnflirt
Angel Reincarnated
Karma: 86/22
1142 Posts


confused....

Are we moving or resting?

If we are moving, then my character is useless. I have polymorph self only...and not many spells that would help further along. I had already chose spells that would offer assistance to us while under the pyramid, so if we move along, my character has useless spells...

*shrugs*


Posted on 2011-08-24 at 11:05:56.

TannTalas
Trilogy Master
RDI Staff
Karma: 176/117
6414 Posts


Clarifaction

Basically you'll be moving forward Flirt and will enter the Pyramid tonight. If you want to redo your spells be sure to take 1 Polymorph Self and 2 Polymorph Other as those spells are included in my post.

Or I can just go with the spell list already given to me by you and instead of Remove Curse, Enchant Weapon and Wall of Ice replace them with the above spells, leaving you with Wall of Fire after the post. Let me know before I post tonight.


Also Celeste I am still waiting on your spells to fill your open spell slots please get them to me soon or you'll have to do without after tonight's post.


Posted on 2011-08-24 at 14:18:54.
Edited on 2011-08-24 at 14:20:52 by TannTalas

cdnflirt
Angel Reincarnated
Karma: 86/22
1142 Posts


alright...

Yeah I'll do the polymorph self, and two polymorph others...like you suggested based on the updated spell list that I sent you...I'll keep wall of fire, but replace the other spells for the polymoph spells.

*hugggles Tann* Thankies!!!!


Posted on 2011-08-24 at 14:36:10.

Celeste
Hippy-snapper!
Karma: 138/3
1049 Posts


spells

Let me know the soonest possible moment that I can change Sirene’s spells. Additionally, we need to talk about her spell book as there seems to be many discrepancies with what is in there and what she has memorized. I will be unable to post before your update tonight due to real life considerations.
Wizard Spells
Level 1 ~ Cantrip/Light
Level 5 ~ Chaosx2/Dismissal/Feeblemind
Level 6~ Disentigrate

Druid Spells
Level 4 ~ Cure Serious Wounds



Posted on 2011-08-24 at 14:59:21.

Odyson
PUN-dit
Karma: 154/25
6192 Posts


Creepy Crawlers.....

Oh boy, BUGS!!!!!!!!!!!!!!!!

Ishy squishy BUGS!!!!!!!!!!!!!


Well if we all want to go up the stairs, Ulthok could cast Cloud Kill and exterminate the bugs. Then we could go back and check the room for TREASURE!!!!!


Posted on 2011-08-26 at 23:08:24.

YeOlde
Forever ♥
Karma: 86/11
1538 Posts


Bugs... I hate bugs....

.. not really but I like that line...

yeah a large mass like that will not be fought easily by other than magical means... unfortunately... anyone have fire based spells? something NON-explosive please...

I might want to point out... that my character is probably blind at this point as I dont think we have any more light source at the moment...

but fire will not only greatly harm the bugs.. it will give us light... but also create smoke.. so we will have to get out of here...

Cloudkill... not bad but could there be problems? Other than it might not work on the bugs... I cant think of anything.... but I am sure the DM can

Just some thoughts...


Posted on 2011-08-26 at 23:33:32.

Odyson
PUN-dit
Karma: 154/25
6192 Posts


Remember....

Remember the last time when we fried the plants? That worked really well, lol. So now we'll have flaming zombie bugs after us!!!

Maybe we could freeze them with Cone of Cold.

I had thought of having "Rope Trick" so everyone could escape to another plane temporarily and then use "cloud kill" if we had been attached by the slugs.

-----------
Here's the spell:

Cloudkill /
Range: 10 yds. Components: V, S
Duration: 1 rd./level Casting Time: 5

Area of Effect: 40 x 20 x 20 ft. cloud Saving Throw: None
This spell generates a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any creature with fewer than 4+1 Hit Dice, cause creatures with 4+1 to 5+1 Hit Dice to roll saving throws vs. poison with -4 penalties or be slain, and creatures with up to 6 Hit Dice (inclusive) to roll unmodified saving throws vs. poison or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect. The cloudkill moves away from the spellcaster at 10 feet per round, rolling along the surface of the ground. A moderate breeze causes it to alter course (roll for direction), but it does not move back toward its caster. A strong wind breaks it up in four rounds, and a greater wind force prevents the use of the spell. Very thick vegetation will disperse the cloud in two rounds. As the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings; thus, the spell is ideal for slaying nests of giant ants, for example. It cannot penetrate liquids, nor can it be cast under water.
-------

Pretty cool, huh!




Posted on 2011-08-27 at 00:12:58.
Edited on 2011-08-27 at 00:26:03 by Odyson

cdnflirt
Angel Reincarnated
Karma: 86/22
1142 Posts


fire...where???

I have the spell WALL OF FIRE it may help to keep us separated until we can figure out what else to do...I have an assortment of other spells available to me, so I`m probably going to cast wall of fire between us and the opponent, and that way we can see what happens when they get closer to the wall of fire...have more time to plan our attacks. Maybe coordinate attacks to hit one after the other so quickly that it`s one mass of an attack until we obliterate them muahahhaha


Posted on 2011-08-27 at 01:18:56.

Celeste
Hippy-snapper!
Karma: 138/3
1049 Posts


Bugs < Fire

I have Wall of Fire too. Too bad I'm not controlling Cynil anymore ~ I loaded her up with lots of useful fire spells.

Although the temptation to summon a swarm of my own under my control is very very great...


Posted on 2011-08-27 at 15:41:30.

Odyson
PUN-dit
Karma: 154/25
6192 Posts


Be careful playing with FIRE!

I'd think the fire could spread and cause us problems, I'm a bit gun shy with fire since the plant gas thing. It might create air turbulence that would affect Cloud Kill.

The poison gas would go into the den of the bugs and the rooms killing other things that are around ground level. With the party up on the stairs they would be out of the gas.

I'd thought of an lightening bolt to the swarm and den but that might shake the room too much.


Posted on 2011-08-27 at 15:52:30.

   
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