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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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TannTalas
Trilogy Master
RDI Staff
Karma: 176/117
6409 Posts


Ok Kyle's still with us

Bringing us up to a neat 8. So show me how much ya love me and Post, Post, Post!!


Posted on 2011-03-19 at 21:22:17.

Odyson
PUN-dit
Karma: 154/25
6189 Posts


The Great "8"!

We'd love ya even more if you'd reveal a portal to the temple.


Posted on 2011-03-19 at 22:18:58.

YeOlde
Forever ♥
Karma: 86/11
1538 Posts


Post in..

.. sorry my first post in awhile is so lame.. had to do alot of reading to get caught up and then didnt know what I could contribute really .. being only a fighter my C doesnt have alot to offer except to fight his way there .. probably not the best method

But.. hey.. I posted..



Posted on 2011-03-19 at 23:58:02.

TannTalas
Trilogy Master
RDI Staff
Karma: 176/117
6409 Posts


Glad to see it YeOlde

Nice to see ya back with us Mr YeOlde, you were missed.

Ok I'll be posting a short to medium post tonight to get us all back into the flow of things, hopefully it will get us rolling ahead once more.


Posted on 2011-03-20 at 20:29:13.

Odyson
PUN-dit
Karma: 154/25
6189 Posts


So what's next?

No one seems to be talking, is there a plan or are we just going to just go at it again randomly? The newbies could use some guidance now from the veterans.

So what do you say?????


Posted on 2011-04-03 at 02:52:42.

YeOlde
Forever ♥
Karma: 86/11
1538 Posts


well...

.. we have this week to get our plan together.. state our intentions .. and get underway..

I suggest the 'cutters' be a couple abreast... casters just behind them where they can cast their spells past them and stil be protected by the warriors... maybe a couple warriors to the sides to help protect from any thing that might attempt to attack from there.. someone to the rear to guard there as well... the 'cutters' should probably switch off to rest themselves... as well the casters should do the same... make the spells last as long as possible... then when they have to stop because of lack of spells... we use the last to clear the area large enough to rest and guard in shifts...

this if going to take awhile ... maybe once the plan is in place we can proceed across as long as the plan works and no unforseen incidents happen... hopefully reach our destination in a round or two...



Posted on 2011-04-03 at 20:51:27.

Steelight
Sage of the Realms
Karma: 44/9
1024 Posts


Agreed

Alasdair will join the front line to begin with, and guard the flanks when he is in need of rest. I would suggest Kenji be the other initial cutter, given his anxiousness to move forward.

When those two tire, the side guards will move up. I would suggest Althena (with her Vorpal blade) and Conall. Meanwhile Alasdair and Kenji would move to the rear to help keep watch over the group and function as a rear guard.

Cor and Maggot would take the third shift (starting as the rear guard and rotating). This war we always have someone with healing abilities in each of the three positions.

In the middle will be Sirene (with some fire spells and the possibility of summoning an elemental to aid in the burning or cooling), Ulthok (with his Cone of Cold spells... not hitting whomever is in the front) Cynil (She is still with us right(?)... with more fire spells) and Rayne keeping sharp eyes out and covering the group with her bow.

We will move as far as we are able before either spells run out or we encounter something more significant than homicidal hedges.

Does this sound acceptable to everyone? If so, I will post this in the main thread. I just wanted to see if anyone had any better ideas before I did so.


Posted on 2011-04-03 at 22:14:09.

Odyson
PUN-dit
Karma: 154/25
6189 Posts


Thanks

This sounds pretty good to me, only we probably should stay away from fire spells, they didn't work all that well the last time. The wet then cold to freeze seems reasonable only Ulthok only has 2 cones of cold, he can only have a max of 3. They are 55 feet long each (5 feet per level and he has 11 levels) so the going will be slow. Then he'll need to study 8 hours to get more. Who else has some? I think Maggot can but I'm not sure how many. Should we stop at the bottom of the cliff, take inventory of skills and then set the casting rounds?

As backup idea, I gave Ulthok "Rope Trick" which would allow the party to escape up the rope to a different plain and then He could cast "Cloudkill" to rid what was chasing them. After it was all clear we all got back down the rope.
He spell is good for 8 to escape and is good for 22 turns.

Rope Trick /
Range: Touch Components: V, S, M
Duration: 2 turns/level Casting Time: 2
Area of Effect: Special Saving Throw: None
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space. The spellcaster and up to seven others can climb up the rope and disappear into this place of safety where no creature can find them. The rope can be taken into the extradimensional space if fewer than eight persons have climbed it; otherwise, it simply stays hanging in the air (extremely strong creatures might be able to remove it, at the DM's option). Spells cannot be cast across the interdimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if there were a 3-foot x 5-foot window centered on the rope. The persons in the extradimensional space must climb down prior to the end of the spell, or they are dropped from the height at which they entered the extradimensional space. The rope can be climbed by only one person at a time. Note that the rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. Also note that creating or taking extradimensional spaces into an existing extradimensional space is hazardous. The material components of this spell are powdered corn extract and a twisted loop of parchment.

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.

I would think that the spells of breathable should work in Cloudkill, but better check with the DM.




Posted on 2011-04-03 at 23:39:08.
Edited on 2011-04-03 at 23:52:04 by Odyson

YeOlde
Forever ♥
Karma: 86/11
1538 Posts


a plan?.... maybe? .. what you think?

Very good ideas there Ody… the Rope trick and Cloudkill could be good in case of emergency…. So I say we go with the order suggest above…

Alasdair and Kenji in front with one of the casters with cold spells standing just behind and between then like so

Kenji .....V.... Alasdair
..........Sirene

That can be 1st shift in the front row with the others behind in defensive formation keeping an eye on the sides and rear… then when the caster has exhausted their spells and the cutters are tired.. the next shift can take over and the first can rotate back and rest…

2nd Shift Althena, Conall and Ulthok

3rd shift Cor, Maggot and Cynil

Rayne in the middle constantly with her bow in a defensive role to support any attacks that might get through the barrier.

Once all cold spells have been used up then we make sure we have a clearing that we can defend and we rest.. spell casters all rest and the warrior types can take turns on guard.. they can awaken all if the need gets worse…

Fire spells should be kept in reserve and only used in the most dire emergency since they could have detrimental effects to all.

Well that is my suggestions.. we need to agree on something and get the plan posted IC in the thread so when Tann is ready to post he has something to post to this time




Posted on 2011-04-06 at 11:00:29.
Edited on 2011-04-06 at 11:02:36 by YeOlde

Steelight
Sage of the Realms
Karma: 44/9
1024 Posts


Agreed

It seems at least some of us agree on this. I'll get an in character post up in the next day or so detailing the strategy we've discussed.


Posted on 2011-04-06 at 11:26:56.

Odyson
PUN-dit
Karma: 154/25
6189 Posts


Possible Problem!

There may be bit more of a problem. I just went back to see who else took "Cone of Cold" and Ulthok is the only one that perpared it. That only gives us 2 spells. Ulthok does have 3 "Lightening Bolt" that could penetrate farther than the cone of cold but I don't know if they will pock a hole wide enough for our travel. We may need to take another 8 hour rest to get more "Cone of Cold", do you think the "Wall of Ice" might work too to freeze the plants to death?

I know Magget has Cone but didn't prepare it this time, anyone else have an idea?


Posted on 2011-04-06 at 16:47:03.

Steelight
Sage of the Realms
Karma: 44/9
1024 Posts


Eh...

If we have to take several cycles to do this, then that's how long it takes. Now that we have a more or less solid plan established, people will have a better idea of what spells to prepare.

So in this case, it will simply have to take 1 day longer.


Posted on 2011-04-06 at 17:39:12.

TannTalas
Trilogy Master
RDI Staff
Karma: 176/117
6409 Posts


2 Things

First to help get the game going as you all are finally hopefully it seems working together. So Magic-users I once again give you the option of giving me new spells and we will say these are the spells from the last rest period as for the most part those spells were added by me from backup sheets when only Odyson gave me new spells.

So get them in to me this week and on Sunday I'll advance the game. BUT I NEED those spells before then so you non Mages get on the mages to get me those spells Oh and have a nice day .

Now 2nd and this goes only to Odyson................ Are you really gonna keep your current Avatar pic?? The old one WAS MUCH BETTER ................


Posted on 2011-04-06 at 18:29:57.

YeOlde
Forever ♥
Karma: 86/11
1538 Posts


Sounds good...

Ok lets get those spells in and if anyone wants to use any spells that are outside the plan... we might want to discuss it here so we can see how it might fit into the plan... I personally think we need as many cold spells as we can get .. otherwise we could be here for days..

And I agree with Tann.. what is the deal with that new avatar.. I was wanting to ask but figured I pick on Ody's characters enough so I shouldnt do it OOC too.


Posted on 2011-04-06 at 22:43:40.

Keeper of Dragons
Devil's Advocate
Karma: 51/18
2231 Posts


good plan

Plan sounds good to me


Posted on 2011-04-06 at 22:56:34.

   
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