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Nomad D2
RDI Fixture
Karma: 47/4
2207 Posts


This site is so busy

this crazy site is so hopping right now that I missed the update! Now, that is cool. Not so dead after all . . .

Unlike those gibberlings. That was nasty and distasteful.

So, how do we get inland. I assume after all that work that we are walking.

Was the little dragon invisible when the flying things saw it and approached? I think someone said that and I just want to be sure. Any ideas for things to do before we march into the jungle? I suspect 6 nights of pyrotechnics might have given away the advantage of surprise.

GM - given what Peri saw when she flew - is it likely that anything in/at the tower would have seen some hint of all the craziness at the beach? How far is it?


Posted on 2016-03-13 at 20:29:34.

Nimu
RDI Fixture
Karma: 63/11
1224 Posts


Spells

ARCANE SPELLS MEMORIZED
LvL 1: Burning Hands x2 / Charm Person / Color Spray x2 / Detect Magic x 2 / Grease / Magic Missile x2 / Read Magic / Spook
LvL 2: Blindness / Darkness 15' Radius / ESP / Flaming Sphere / Glitterdust / Knock / Melf's Acid Arrow / Mirror Image / Ray of Enfeeblement / Shatter / Tasha's Uncontrollable Hideous Laughter / Web
LvL 3: Dispel Magic / Fireball x3 / Lightning Bolt x3 / Melf's Minute Meteors / Slow / Suggestion / Tongues / Wizard Sight
LvL 4: Charm Monster / Confusion / Evard's Black Tentacles / Ice Storm / Otiluke's Resilient Sphere / Polymorph Other / Shout / Solid Fog / Stoneskin / Wizard Eye
LvL 5: Advanced Illusion / Chaos / Cloud kill / Cone of Cold / Domination / Feeblemind / Hold Monster / Major Creation / Teleport / Wall of Force
LvL 6: Bigby's Forceful Hand / Chain Lightning / Eyebite / Geas / Mass Suggestion / Veil

DIVINE SPELLS MEMORIZED
Level 1: Animal Friendship / Bless / Cure Light Wounds x9 / Detect Evil / Detect Poison / Detect Snares and Pits / Entangle / Faerie Fire
Level 2: Augury / Barkskin / Detect Charm / Dust Devil / Flame Blade / Heat Metal x2 / Know Alignment / Messenger / Obscurement / Produce Flame x2 / Speak with Animals / Warp Wood
Level 3: Call Lightning / Continual Light / Cure Moderate Wounds x3 / Locate Object / Meld Into Stone / Plant Growth / Protection From Fire / Pyrotechnics / Stone Shape / Summon Insects
Level 4: Call Woodland Beings / Cure Serious Wounds x3 / Giant Insect / Protection From Lightning
Level 5: Cure Critical Wounds x2 / Insect Plague / Wall of Fire
Level 6: Conjure Fire Elemental / Heal x2 / Stone Tell


Posted on 2016-03-13 at 20:33:38.

Schnozzle
Ma' Nozzle
Karma: 33/0
640 Posts


Would this be of assistance?

I have this spell memorized once, perhaps it could find us a clean path in? Or perhaps not.

Find the Path
Reversible
Sphere: Divination
Range: Touch Components: V, S, M
Duration: 1 turn/level Casting Time: 3 rds.
Area of Effect: 1 creature Saving Throw: None
The recipient of this spell can find the shortest, most direct physical route that he is seeking, be it the way into or out of a locale. The locale can be outdoors or under ground, a trap, or even a maze spell. Note that the spell works with respect to locales, not objects or creatures within a locale. Thus, the spell could not find the way to "a forest where a green dragon lives" or to the location of "a hoard of platinum pieces." The location must be in the same plane as the caster. The spell enables the subject to sense the correct direction that will eventually lead him to his destination, indicating at the appropriate times the exact path to follow or physical actions to take. For example, with concentration the spell enables the subject to sense trip wires or the proper word to bypass a glyph. The spell ends when the destination is reached or when one turn for each caster level has elapsed. The spell frees the subject, and those with him, from a maze spell in a single round, and will continue to do so as long as the spell lasts. Note that this divination is keyed to the caster, not his companions, and that, like the find traps spell, it does not predict or allow for the actions of creatures. The spell requires a set of divination counters of the sort favored by the priest--bones, ivory counters, sticks, carved runes, or whatever. The reverse spell, lose the path, makes the creature touched totally lost and unable to find its way for the duration of the spell--although it can be led, of course.


Posted on 2016-03-14 at 07:19:08.
Edited on 2016-03-14 at 07:42:59 by Schnozzle

Astrid
RDI Fixture
Karma: 31/3
600 Posts


spells an thoughts

like Ody i'm tossing up my updated spells so Tann doesn't have to search to up date.

change up for the spells list.....
let me know if i need to remove or add something....


lvl1 feather fall /detect magic /detect undead /wall of fog

lvl2 ray of enfeeblement /flaming sphere /strength /levitate

lvl3 fireball /flame arrow /water breathing /lightning bolt

lvl4 stone skin / wall of ice / wall of fire / dimension door

lv5 teleport / monster summon III /conjure elemental / dismissle

lvl6 monster summoning IV (or reincarnation)



Also my only thought for the ash is that we find a way to fly over it. if we try an blow is away it only caused it to billow an fill the air with micro particles an if we add water it would turn into a giant lye pit... lets just hope it doesn't rain....


Posted on 2016-03-14 at 08:12:00.

Schnozzle
Ma' Nozzle
Karma: 33/0
640 Posts


...

Wait! What about Transmute Water to Dust (Reversed) or maybe get a bunch of water in there and Transmute Rock to Mud (Reversed)?


Here are my current spells:

1: Command / Command / Cure Light Wounds / Cure Light Wounds / Detect Snares and Pits / Detect Snares and Pits / Entangle

2: Aid / Augury / Barkskin / Chant / Speak with Animals / Spiritual Hammer / Warp Wood

3: Call Lightning / Continual Light / Cure Disease / Dispel Magic / Prayer

4: Cure Serious Wounds / Cure Serious Wounds / Neutralize Poison / Free Action

5: Cure Critical Wounds / Cure Critical Wounds

6: Find the Path


Posted on 2016-03-14 at 16:38:26.

Nomad D2
RDI Fixture
Karma: 47/4
2207 Posts


Find the path

I'm not sure there is a good path to use to get there, so I doubt the find path spell would work.

How great of a distance must we travel to get through the ash? I really like the idea of mud to rock for creating a path, but I think we might need a lot of copies of the spell to make it all of the way across.

What about flying over? Can an enlarged Peri move us? If so we could not take off from the shore as a enlarged dragon wings would probably kick up a bit of dust. That would mean getting picked up from the boat - which would probably also mean losing the boat. Unless Lothor was the last to go and he brought the boat to shore and then swam back out to sea (without armor, of course) to get picked up. Not sure about his swimming skills. Can we just teleport across? Did the mages ever get that far inland? Or could they fly across to get familiar with the territory, than come back and teleport others?


Posted on 2016-03-14 at 18:04:04.

Odyson
PUN-dit
Karma: 153/25
5977 Posts


A Light Rain.....

Purhaps a Control Weather spell to bring a light rain to dampen the ash?


Posted on 2016-03-14 at 19:34:58.

Nomad D2
RDI Fixture
Karma: 47/4
2207 Posts


Rain

That would work - the rain, I mean. What did he say, 8 inches deep? We'd be very muddy by the time we got there, but it shouldn't be so deep it doesn't work. Or mud to rock would work if the distance was enough. It might be worth a cast or two even if it only got us most of the way as I can just imagine our DM finding a way to turn this into a very unhappy round of mud wrestling.


Posted on 2016-03-14 at 21:07:40.

Schnozzle
Ma' Nozzle
Karma: 33/0
640 Posts


...

You guys are forgetting what Astrid said:

| an if we add water it would turn into a giant lye pit... lets just hope it doesn't rain....

When my IRL players suggest an interesting way to kill them, I usually listen.


Posted on 2016-03-14 at 21:49:55.
Edited on 2016-03-14 at 21:50:28 by Schnozzle

TannTalas
Trilogy Master
Karma: 171/115
6096 Posts


Ok Schnozzle

Ok keep it up Mr Snooze, you keep taking away great ways to kill the party and you may find your self eaten or stomped or frozen or cremated or something




Posted on 2016-03-14 at 22:10:02.
Edited on 2017-05-13 at 00:18:54 by TannTalas

Astrid
RDI Fixture
Karma: 31/3
600 Posts


mueahaha

... whistles innocently...



Posted on 2016-03-14 at 23:21:25.

Nomad D2
RDI Fixture
Karma: 47/4
2207 Posts


Teleport

Is there a reason why teleport isn't an easy answer? We were going to teleport to the island, why not within it? At most the spellcasters need to fly over the ash to know the landing location, right? Or am I missing something? can they teleport all of us? I'm just assuming they can since that was an option to get here.


Posted on 2016-03-16 at 17:08:08.

Astrid
RDI Fixture
Karma: 31/3
600 Posts


over thinking it...

teleport/levitate sounds to easy,theirs got to be some way to think around the ash issue. it seems like such a mundane issue,makes me leery on the twist.(sorry my brain is coming up with scary stuff like a ash/glob monsters, or you know sharks with lazerbeams or incendiary bats...hee hee ) is their a slight modification we could make with our cloaks? make soaked masks or something?could we modify goggles?


Posted on 2016-03-17 at 11:11:28.

Odyson
PUN-dit
Karma: 153/25
5977 Posts


Rule #1..............

Yikes.. don't give the DM ideas!!!!!

We can also hike around the edge of the burn. I'd think the flame would have driven back most creature from near the edge.

How long would it take Sirene to fly to the far edge to get a teleport location and fly back? How many can teleport at a time?


Posted on 2016-03-17 at 11:45:08.

Keeper of Dragons
Devil's Advocate
Karma: 51/18
2121 Posts


.

Sometimes we are just paranoid. rnrnTeleport past it or walk around it shoudl work. As would control weather to clear the area.


Posted on 2016-03-17 at 13:02:30.

   
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