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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Trilogy War Q/A
Related thread: TRILOGY WAR CHARACTERS
Related thread: The Trilogy War
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Odyson
PUN-dit
Karma: 154/25
6148 Posts


Big Guys....

We if it was just regular folk trying to move stuff but they have a bunch of giants. Them big guys can move stuff more easily.

Warping and burning still sound most effective ....so far.


Posted on 2013-02-05 at 03:49:06.

Keeper of Dragons
Devil's Advocate
Karma: 51/18
2225 Posts


wall

Wonder what would happen if Cor uses his helm of walls to create a wall of force over the only entrance. They might have to bring down the anti-magic shield for a bit to get in and we can attack then.


Posted on 2013-02-06 at 03:39:30.

Odyson
PUN-dit
Karma: 154/25
6148 Posts


Interesting......

But would that just put them all on guard and call in reserves?

If we attack through a hole Ulthok makes that should give some elelment of surprise. Still we could use the Helm to block the back enterence. It won't take long for them figure it out and drop the dome to get at us, but we may be done by then and just have to escape.

Gee not much can go wrong here.


Posted on 2013-02-06 at 04:05:34.

Odyson
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Karma: 154/25
6148 Posts


A map would help....

The party could see that the ballista themselves were formed up three to the front and the other two behind them each has enough distance between them to be pulled back and released. A medium number of tents close to each weapon could only mean more enemy bodies possibly each weapons crew. On top of all this by each of the five ballista lay two sleeping Hill Giants, the pullers, for a total of ten Giants within and an unknown number of other creatures with them.
Ok so here's the enemy forces in the area of the machine. There are a few of the enemy crew around each machine which would mean the area and distance between each is enough to cause difficultly to reach the all of them quickly on foot.

If we had the map from Tann then it could better define distance and location. I thinking we need a plan that gets us in and to the machines ASAP before the crews and giants start to defend. Fighting our way out seems a given. Getting back isn't the mission, destroying the machines is the mission. ( Of course getting out is alway perfered.)

For egress we need a rally point and exit plan. Invisible, teleport ect.

Today is the 6th and we could use moree time with the map to plan. Does anyone have a "Mass Distruction" type of plan that would hurt more that one machine at a time?


Posted on 2013-02-06 at 21:55:34.
Edited on 2013-02-06 at 21:59:42 by Odyson

TannTalas
Trilogy Master
RDI Staff
Karma: 175/117
6369 Posts


Will try

I'll try to craft a map and get it up here in the Q/A before the weekend.


Posted on 2013-02-07 at 00:38:29.

Odyson
PUN-dit
Karma: 154/25
6148 Posts


Thank You.....

A maps will help vs. a dash and slash.

BTW, starting to get nibbles in my job search. No interviews but at least I've recruiters calling and telling me about things they will set my resume in to get. So let's all roll 20's for Ody!



Posted on 2013-02-07 at 01:39:11.
Edited on 2013-02-07 at 21:29:45 by Odyson

TannTalas
Trilogy Master
RDI Staff
Karma: 175/117
6369 Posts


Your crude map LOL

 photo ArtilleryCamp001_zpsd1749570.jpg


Posted on 2013-02-07 at 20:41:17.
Edited on 2013-02-09 at 17:27:06 by TannTalas

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Apologies

Sorry I haven't taken part in the planning. I've been busy with work.

A few thoughts:

The idea of overloading the magical orb around the trebuchets is problematic. It's not guaranteed to work (we don't know precisely what kind of orb it might be) and it would alert everyone of our presence.

Sirene could transform into a some sort of burrowing animal, but it would take her all night to burrow under the dome (small mammals don't actually dig that fast).

Brundel/Lothor's plan is, in my opinion, the best one. Except we don't need to have Valene transform into some approximation of a kobold. Sirene has the spell Veil, which can perfectly transform us all into a band of kobolds. Then Sirene or Ulthok can fast talk our way in ('We're here to relieve them... if they have a problem, you could talk to the beholder...but he might eat you if you annoy him etc.)

As for destroying the trebuchets, all we need are fireballs and lightning bolts. According to their spell descriptions, both spells 'Besides causing damage to creatures, the fireball (or lightning bolt) 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 see if they are affected...'.

So, I would suggest that once we're in the dome, if the other party members can cause some sort of destraction, Ulthok and Sirene should be able to nuke the trebuchets. After that we can teleport away (although we might have to get out of the dome for the teleport to work).


Posted on 2013-02-09 at 09:06:05.

Keeper of Dragons
Devil's Advocate
Karma: 51/18
2225 Posts


hmmm

A badger can be under the dome in a matter of minutes. They dig quick. Only issue with relying on magic is that we do not know if it works inside the dome. I do like the idea of the veil spell though.


Posted on 2013-02-09 at 14:56:12.

Odyson
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Karma: 154/25
6148 Posts


Time For Diet?

Ok, I just did a weight check and for our escape we just make it with Teleport by haveing Ulthok take Val, Peri, Rayne and Lexon. The rust go with Sirene. Ulthok has 16 pounds to spare and Sirene has 52. So we need to rally to the mages after the attack and teleport back.

With the opening at the back of the dome then magic should work because it isn't completely sealed off. Ulthok can save the disintigrate spell to open a hole in dome to get out.

And we haven't agreed on the plan.

How about this we do the Veil, stay together, go through the opening, go to the first machine, dimiss the crew, they leave, warp that machine, go to next, dismiss that crew, warp machine, next same, same and same. Use big fire balls and lightening then to add the final touches and then teleport out.


Posted on 2013-02-10 at 15:53:25.

Odyson
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6148 Posts


Sitting in Committee too long..............

Time to move, let's follow Cor's plan after all he is the leader!


Posted on 2013-02-10 at 16:05:27.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Yeah

Ok, let's go with it. We'd be discussing it forever otherwise.


Posted on 2013-02-10 at 18:27:44.

Odyson
PUN-dit
Karma: 154/25
6148 Posts


Diversion.........

Before we attack this group maybe a diversion could work.

If Peri and Ulthok communication telepathicly he can ask her to vanish then cast Suggestion on the Roled One and suggest something like" You don't need these nine you have enough to handle with the others, send them to gruard the dome enterance." Ulthok will clue in Cor with whisper.

At the same time Ulthok will cast "Confussion" on the Orc's and Kobolds so they become difficult for the Robed one handle. They start to wander off, fight with each other or just stand around. That should reinforce the Suggestion and we should be dismissed to go guard the dome.

If it doesn't seem to work and fight starts we to take out the Black Robe first.

Just my first thoughts.


Posted on 2013-02-11 at 20:30:44.
Edited on 2013-02-11 at 20:54:29 by Odyson

Keeper of Dragons
Devil's Advocate
Karma: 51/18
2225 Posts


Excellent

Use the force Peri "These are not the kobolds you are looking for"

I'd rather avoid a fight and even follow the robed one for awhile to see where it takes us; might be someplace good.


Posted on 2013-02-11 at 22:12:37.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Hmm...

Sirene could launch an attack on one of the trebuchets/ballistae, which may cause a big enough diversion for you to run in.


Posted on 2013-02-12 at 08:44:48.

   
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