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Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


2 changes to Sirene's spell list...

2 quick changes to Sirene's mage spells: Mislead and Wall of Force are out, and Teleport and Veil are in.

Mage Spells:

Level 1: Magic Missile x 2 / Identify/ Detect Magic / Read Magic / Feather Fall
Level 2: ESP / Detect Invisibility / Knock / Mirror Image / Summon Swarm / Tasha’s Uncontrollable Hideous Laughter
Level 3: Dispel Magic / Fly / Fireball x 2/ Lightning Bolt x 2
Level 4: Stoneskin / Improved Invisibility x 2 / Fire Shield / Wizard Eye
Level 5: Chaos / Cloudkill / Hold Monster / Feeblemind / Teleport
Level 6: Veil / Chain Lightning x 2

Druid Spells:

Level 1: Create Water / Cure Light Wounds x2 / Faerie Fire / Entangle x 2 / Purify Food and Drink / Bless
Level 2: Messenger / Heat Metal / Obscurement / Speak With Animals / Charm Person or Mammal / Barkskin x 2
Level 3: Hold Animal / Protection From Fire / Stone Shape / Summon Insects / Cure Moderate Wounds x 2
Level 4: Protection From Lightning / Neutralize Poison / Cure Serious Wounds
Level 5: True Seeing / Commune with Nature
Level 6: Heal / Conjure Fire Elemental


Posted on 2013-01-12 at 19:55:37.

Odyson
PUN-dit
Karma: 158/25
6326 Posts


Some Planning?

Glad to see Sirene took Teleport too. We need an "EXIT" plan.
Being plopped in the middle of the enemy and fighting to the machine will be one thing, but getting back is another. I was going to have Ulthok memorizing the courtyard where they were staying but I'll go with the hall too.


Posted on 2013-01-13 at 00:53:46.
Edited on 2013-01-13 at 02:47:32 by Odyson

Keeper of Dragons
Devil's Advocate
Karma: 59/18
2581 Posts


Exit strategy

Dwarven fighters have long used a simple exit strategy; turn 180 degrees and attack in that direction. :-)


Posted on 2013-01-13 at 01:37:08.

Brianna
Not Dragon Mistress
Karma: 105/32
2282 Posts


Choices, Choices

;p; I like the Dearven methof but teleport if very good option


Posted on 2013-01-13 at 05:21:41.

TannTalas
Trilogy Master
RDI Staff
Karma: 181/119
6817 Posts


Ok

As only three of you kind people have posted and only 4 of you have posted whats going with you on the mission. I'm postponing my post another week to try to let you get it all in before the mission starts.

Please post if your still in the game or please tell me if your not


Posted on 2013-01-13 at 19:49:32.

Odyson
PUN-dit
Karma: 158/25
6326 Posts


Carry on...........

I guess I've always figured Ulthok had a "Heward's Handy Haversack" so he could carry so much stuff, if not he bought one during his shopping trips to carry his goodies.



Posted on 2013-01-13 at 23:51:27.

Odyson
PUN-dit
Karma: 158/25
6326 Posts


Also.........

If we are still in reset, I'll change one spell at 3rd and one 5th level.

3rd take out Monster Summoning 1 and add Disspell magic.
5th take out Cone of Cold and replace it with Monster Summoning 3.

I forgot that the Wand of Frost can do the same as the spell.

As for stratigy, if we can get Ulthok within 5 yards of the ballista he can cast disintagrate to take it apart. Other than that we will need to be creative with fire and such. Cold might ruin the ropes and strapes. Heat metal could melt bolts and nails to weaken it. Warp wood might jam it or break the swing arm. Any way to foul the workings would help. We'll need to see if there is any magic protections too. So dispell magic may be helpful.
--------------------
BTW did you guys remember that there are 5 ballistas in each area? So are we to take out one ballista or 5?

As if timed with the finish of the tent’s setup half of enemy towers moved forward in five groups, five rock throwing towers in each group.
Or am I just reading too much into this?


Posted on 2013-01-14 at 00:32:59.
Edited on 2013-01-14 at 00:59:22 by Odyson

Mischief
Veteran Visitor
Karma: 7/1
114 Posts


What to bring?

Valene will continue with her usual items.
Her spell will remain the same as well. She has bought the items she found with the party funds.
Lock picks and potions.
Are there healing scrolls in the King's vault?
Valene also seeks a wand of Melf's Acid Arrow. Such a thing works wonders on metal...


Posted on 2013-01-16 at 04:20:46.
Edited on 2013-01-16 at 18:46:52 by Mischief

Keeper of Dragons
Devil's Advocate
Karma: 59/18
2581 Posts


More stuff

Cor will look for a vial or two of greek fire.

DM; please move my ring of protection +3 to Rayne.


Posted on 2013-01-16 at 14:23:35.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Blow it up?

We could just blow the ballista up with a fireball.

It depends on how much opposition we have and whether we have to get in and out quickly.


Posted on 2013-01-16 at 15:18:55.

Keeper of Dragons
Devil's Advocate
Karma: 59/18
2581 Posts


blow it up for sure

I believe blow it up or burn it is the plan but need to have lots of options on how.

Doing good with fireball, greek fire, heat metal.


Posted on 2013-01-16 at 15:27:26.

Mischief
Veteran Visitor
Karma: 7/1
114 Posts


Acid

I believe adding Melf's acid arrow would assist with the heat metal to breaking the chains on the ballista.


Posted on 2013-01-16 at 18:47:42.

TannTalas
Trilogy Master
RDI Staff
Karma: 181/119
6817 Posts


A Trilogy First

With Lexi's first game post today a first time mark was reached in Trilogy.

For the first time in 8 years and 5 months The Trilogy War is predominately female! You heard it right everyone, girls out number the boys 5-4. Good Job Ladies!


Posted on 2013-01-16 at 23:09:53.

Odyson
PUN-dit
Karma: 158/25
6326 Posts


Good Company..............

Remeber ...... Heck that no fury like a woman scorned!



Posted on 2013-01-17 at 02:31:39.

TannTalas
Trilogy Master
RDI Staff
Karma: 181/119
6817 Posts


ahh wait

I think you mean......................

Hell hath no fury, as a women scorned.

Trust me gentleman that is oh so very true .


Posted on 2013-01-17 at 08:16:58.

   
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