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    Messages in Trilogy War Q/A
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Odyson
PUN-dit
Karma: 154/25
6192 Posts


Shazam!!!!!

Ulthok has 3 of these prepared.

This is a good "Swarm" weapon.



Lightning Bolt (Evocation)
Range: 40 yds. + 10 yds./level Components: V, S, M

Duration: Instantaneous Casting Time: 3

Area of Effect: Special Saving Throw: _

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum damage per level of 10d6) to each creature within its area of effect. A successful saving throw vs. spell
reduces this damage to half (round fractions down).

The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (for example, if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40).

The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the fireball spell).

If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails),
the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone.

The lightning bolt's area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long.

The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid
surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like
light off a mirror). A creature crossed more than once by the bolt must roll a saving throw
for every time it is crossed, but it still suffers either full damage (if one saving throw is
missed) or half damage (if all saving throws are made).
The material components of the spell are a bit of fur and an amber, crystal, or glass
rod.


Posted on 2011-09-02 at 12:18:24.
Edited on 2011-09-02 at 12:19:00 by Odyson

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


....more bugs?

Er... I've got summon swarm ~ fight fire with fire? ^_^


Posted on 2011-09-02 at 13:25:58.

Odyson
PUN-dit
Karma: 154/25
6192 Posts


Battle Plan?

Ok, so I'm over thinking again, but here "a" battle plan idea.
First round:
Rayne casts "Continual Light so the room is lit and all can see what's happening.
Sirene, Maggot, Ulthok, Haila and Cyril step out front forming a line of casters.

Maggot and Ulthok cast Lightening bolts to the left and right of the sides of the den respectively. Should consume it all and catch a large part of the swarm in front of the nest.

Then Sirene,Haila and Cyril each cast wall of fire to create barrier of fire across the room about 20 feet in front of the party , but not in so is close to the stairs ( don't want to cut off any path of retreat) to contain the rest of the swarm. The heat of the barrier is directed toward the swarm.

The others prepare to smash any that get through or were past the area of effect.

Second round:
We drop to closer range spells like Burning Hands and Flame Blade to get those that got through.

Third round:

Use "Cone of Cold" and "Ice Wall" to put out the fires.

It sounds like from Tann's description that this is three sided room and we can trap the swarm in the corner.

If we succeed then we can search the rooms.

Just a thought.




Posted on 2011-09-02 at 14:49:26.
Edited on 2011-09-02 at 14:59:40 by Odyson

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


Ok

Nice to see that your all trying to work together here but it don't mean noth'in if ya's don't post it in character .

Too bad about the cloudkill I had my post already written based on that and the wall of fire


Posted on 2011-09-03 at 02:41:29.

Odyson
PUN-dit
Karma: 154/25
6192 Posts


Waiting....

I've been waiting to hear ideas from the other spell casters, but nothing so far. I plan to try and have a post by noon tomorrow. I will be posting Ulthok casting a Lightening Bolt because I feel it has the greatest area of effect and will affect more of the swarm. I hope others plan to do something drastic; if not we will be overwhelmed. Our non casters may want to pray for all the help we can get. I don't know if Psionics can make bug brains explode.


Posted on 2011-09-04 at 03:30:29.

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


Battle plan

I'm down, Ody. Sounds like a good one to me.


Posted on 2011-09-04 at 14:48:21.

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


Ok thanks to Alacrity

I'll have the maps up tonight after I draw them as I have learned how to use Photobucket thanks to him Whoo Hoo


Posted on 2011-09-05 at 21:10:21.

Odyson
PUN-dit
Karma: 154/25
6192 Posts


Woot, woot....

Gosh, it might appear that something worked for a change.

Ok, now we need to address the closing larger critters.

Tann, how close are the critters?

Depending how close they are we have choices. We can do a fireball for flyers or the dog sized if they are grouped. The Fireball covers a 20 foot radius.

Fireball /
Range: 10 yds. + 10 yds./level Components: V, S, M
Duration: Instantaneous Casting Time: 3

Area of Effect: 20-ft. radius Saving Throw: _

A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it--1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6).

The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet-- thirty-three 10-foot x 10-foot x 10-foot cubes). Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball. The wizard points his finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not). The material component of this spell is a tiny ball of bat guano and sulphur.

The casters can knock out a few more before they reach the fighters. I would think they took some damage coming through the wall of fire. If they are getting too close for fire maybe a quick freeze with Cone of Cold. But should save at least one Cone of Cold the cool off the stairs so we can leave.

Tann do we have time to cast more spells?


Posted on 2011-09-06 at 02:24:19.

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


Ok first try.

Ok as you can see I do not have full hang of this yet so hopefully you all can understand the pics. Main thing I could not get the pictures to be sharper to read the names of who is where.

The first photo is of the general pyramid interior with the party and stairs surrounded by a circle of fire. The second is a sorta close-up of the melee combat area. Be warned the pics are not scaled to actual size.

The party is grouped as such in the second photo
Conall, Alasdair, Cor, and Maggot up front (dark spots).
Next row Haila, Sirene, and Rayne (Orange spots)
Next row Ulthok, Althena, Cynil (Orange Spots)
Last spot Kenji.(Dark Spot)

Dark spots in front represent the 20 crawlers the light green spots the flyers. All enemies are to your front and will reach you in 1/2 a round.

You can cast spells still but if hit by attacking creature it will be a die roll to see if spell goes off as spells take 1 round to cast.

Hope this helps as my scanner was not working and had to download the pics from a cell phone camara



Posted on 2011-09-06 at 05:14:26.
Edited on 2011-09-15 at 16:03:14 by TannTalas

Odyson
PUN-dit
Karma: 154/25
6192 Posts


Good Start....

The map is helpful. Could you clarify the writing? The notes along the sides are blurred, What does it say up at the north peak and at the south east corner?


It looks like we all are being called to arms now, if they are closing in half a round.

Time to deal weapon damage?

Oh, another question, are all the critters to the north gone now and we are being attacked by the larger critters from the southern groups only?

I'm not sure time wise what can be done in half a round, s there time to use a bow on the fliers or are they too close to draw and shoot?

I figure there is time to draw a sword and attack, which is this correct?




Posted on 2011-09-07 at 16:28:49.
Edited on 2011-09-07 at 17:03:37 by Odyson

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


Ok

Better Maps up though I could not reduce the size still trying to get the hang of it.

None of the Roaches from the south horde made it through the Walls alive, though there are still alot alive on the other side.

The larger Dog sized Roaches and dog sized flying Roaches are from the North horde and no many of the smaller North horde Roaches are still alive as after seeing a few hundred other ones die they to spread out on the other side of the walls.

From what you can see of the mound it's totally gone.


Posted on 2011-09-07 at 18:46:51.

Odyson
PUN-dit
Karma: 154/25
6192 Posts


Adjusted focus!!!!!

That's much better!!! You're getting to hang of it.

So each of the big roaches have already taken 2d4 and 2d6+13 (Wall of Fire) damage just getting through the fire? I hope that makes them a bit more manageable.

Ok team, ideas on 1/2 round?


Posted on 2011-09-09 at 01:04:48.

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


half round

magic missiles, burning hands or any other magic spell that is fairly targetable. half-round advantage means they should not have to worry about losing their spells by being attacked


Posted on 2011-09-09 at 02:10:57.

Odyson
PUN-dit
Karma: 154/25
6192 Posts


The wall will last.....

The Wall of Fire will last 12 rounds even if the caster is attacked. They don't have to hold concentration and can now use melee weapons or others spells.

The wall of fire lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of
the wizard, in the event he does not wish to concentrate upon it.

The fighters will be able to handle the ground bugs, but the flyers can get to the casters. This makes make things more dicey.


Posted on 2011-09-10 at 00:24:49.
Edited on 2011-09-10 at 00:30:43 by Odyson

Skye
Resident
Karma: 25/0
247 Posts


Kupo?

My apologies, I have been overwhelmed with moogle needs as well as ill the past few weeks. I'll make a post momentarily.

Skye


Posted on 2011-09-11 at 16:26:38.

   
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