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Nomad D2 RDI Fixture Karma: 55/6 3140 Posts
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Plans
Ok, so we need a plan.
I'm going to assume that we aren't trying to chase down the 3 that are on their way towards the tower. Tann responded to my question saying we'd have to fly to race them there - I'm thinking that would be hard to do and maintain a formation within the veil spell. Unless someone else has some sort of mass fly spell.
Given that, it seems like the best choice is likely to be to mass attack the 3 grouped by the small ice thing. We could try to hit all of them at once(By which I mean all 7, not just the 3 grouped together), but spread out as they are it seems extremely likely that we wouldn't kill them all and anyone left by themselves with these things would die. Plus, we would lose the veil ability.
So, we could allow the other three time to get to the tower. Then use veil to get close to the 3 grouped together. If we blast them hard and kill them like we did the 2 at the top of the stairs that is a huge start. Tann said the other four were "150-200 yards apart." If so, that would mean the closest ones are still about 150 yards away. They are fast, but that is still a long ways. If we took them out in one turn again like last time we should have time to, while still under the veil, move away and effectively hide again, wouldn't we? That might allow a second attack on at least one of the others from places unknown.
Questions for the party:
1. Do we have any spells available that could be cast precombat that would give us benefits on saves or to hit bonuses? Or what about something like mirror image?
2. If, after launching a big attack, we stick together we can possible continue to make use of the veil spell. But spreading out makes it harder for their are-of-effect spells to hit all of us at once. But, again, someone on their own against one of these seems very likely to die.
3. In the past we assumed some sort of dispel magic spell from the central eye. If so, such a thing could eliminate the veil spell. But they do need to be within range and they need to know in which direction to look.
4. Is there a way to slow down the attack of the other 4? Might a wall of force or some such thing catch them off guard as they race towards us, getting them to slam into the wall in their hurry or have their own spells rebound? this assumes we knew where to put the wall - how long is it? Once they know about it they could just fly right over it.
5. Would giving them a visible target to chase make them group together for the hunt? I get the impression they are much faster than we are. Is it just suicide? And if they start from different spots would they ever end up together? They aren't dumb.
6. If they run for help, what do we do? I don't think this will happen, but who knows.
7. In general it seems to me that the keys are probably -what prep spells do we have and what to do as soon as the first three are taken care of.
As for Lothor, there isn't much he can do. As I stated during the last fight, he has a throwing axe, but it has limited range when people are lobbing fireballs. He does have 4 doses of a potion that turns anything it hits to stone. But he'd need to be within throwing range unless someone has a different way to deliver it. They still get a save and I have to believe that beholders have very good save rates. He has a whip that does the same thing. Otherwise if any of them get within blade range it is probably very bad news for the rest of us. Even making him invisible for a sneak attack seems bad since he'd be right on top of the thing once revealed and within the blast zone of fireballs, etc. I don't really know what he can do. He could be a distraction if you could come up with a way to be one.
Question for Tann:
How long did it take us to get here from the tower? Essentially, how long, given the speed we see them move at, will it likely take the three clowns that are leaving to reach the tower?
Posted on 2017-12-09 at 20:36:00.
Edited on 2017-12-09 at 20:41:56 by Nomad D2
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Keeper of Dragons Devil's Advocate Karma: 59/18 2581 Posts
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A conjured fire elemental might give them something to focus on and lure them closer so we can attack them easier. Since it is not really an "attack" it should not effect the veil spell.
Posted on 2017-12-10 at 19:10:56.
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Nimu RDI Fixture Karma: 64/11 1427 Posts
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A few thoughts...
Veil is not like invisibility, it will maintain itself. However a volley of fireballs might still give us away.
A few possible spells Siréne can throw:
Summon Fire Elemental
Summon Shadow
Insect Plague
Summon Insects
Solid Fog (slow them down)
Black Tentacles
Other options might be Slow or Chaos. Could hit one of them with a Geas too, but would need to be close. Will take a look at possible buff spells too. What do you think?
Posted on 2017-12-10 at 20:27:59.
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Nomad D2 RDI Fixture Karma: 55/6 3140 Posts
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Plans
Casting spells won't break the veil spell, but I think we need to assume that if we launch a massive assault on the three that are together, the other 4 will have a basic idea of our whereabouts. That is why I was asking about being able to move away after that assault. If we attack and then move quickly they will know approximately where we WERE, but not exactly where we ARE, unless they can cancel the spell. But they aren't dumb, they probably won't come charging in formation.
I like the idea of a fire elemental or other summoned creature. Like a mirror image type of spell, it gives them something else to target. Might they think a summoned elemental was the source of our spell barrage? I suspect not, but who knows.
If you have buff spells, we could likely cast them before doing anything and so I think they make a lot of sense. What ya' got?
Make sure you know the range on any abilities/spells you might be considering. It could have a big impact on how things play out.
Posted on 2017-12-10 at 21:20:45.
Edited on 2017-12-10 at 21:21:58 by Nomad D2
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Odyson PUN-dit Karma: 158/25 6326 Posts
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The Ice Thingy....
I agree with going after the 3 at the ice thingy. If they are guarding it it likely has something dangerous to them in it.
Could be a weapon or person. We take them out and melt the ice or shatter the ice.
Ulthok still has 2 fireballs and a lightening spell.
These are all the spells Ulthok has left, anyone see possibilities? Nimu and Keeper do you see anything that Ulthok has that could help in what you guys have?
SPELLS MEMORIZED
1st LvL: Burning Hands x2 / Enlarge / Feather Fall / Magic Missile x3 / Shocking Grasp / Shield
2ndLvL: ESP / Flaming Sphere / Fog Cloud / Invisibility / Levitate x2 / Mirror Image / Ray of Enfeeblement / Web
3rd:LvL: -1 Dispel Magic / Fireball x2 / Flame Arrow / Fly / Lighting Bolt / Vampiric Touch
4th LvL: Charm Monster / Phantasmal Killer / Polymorph Self / Wall of Fire
5th LvL: Hold Monster / Pass Wall / Teleport / Wall of Stone /
6th LvL: Disintegrate
Posted on 2017-12-11 at 11:54:23.
Edited on 2017-12-11 at 11:55:09 by Odyson
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Nomad D2 RDI Fixture Karma: 55/6 3140 Posts
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Plans, part 50
So, we blast the three that are together.
What direction do we want to approach from? The far side so that we maximize the distance between us and the other three? Perhaps put the ice thingy between us and them so that they can't see where our attack came from?
Once we kill them, then what? Which way do we move, assuming we want to move away under cover of the spell?
I'd vote for waiting a while - taking time to get into position - we want the three that are leaving really far away before we pick a fight.
What is the range on the summon elemental spell? Or any other such spell?
Who hasn't spoken up yet?
Posted on 2017-12-13 at 20:57:14.
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TannTalas Trilogy Master RDI Staff Karma: 181/119 6817 Posts
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@Nomad
Question for Tann:
How long did it take us to get here from the tower? Essentially, how long, given the speed we see them move at, will it likely take the three clowns that are leaving to reach the tower? For the party roughly 26 hrs, remember however you first went along the wall adding travel time. At the speed the Beholders are going plus they are headed straight there maybe 12-14 hours at a best guess.
Posted on 2017-12-13 at 23:03:34.
Edited on 2017-12-13 at 23:04:55 by TannTalas
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Odyson PUN-dit Karma: 158/25 6326 Posts
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No Rest For The weary...
So are you saying we've gone 26 hours without a rest?
If that is so we may want to try that thing Roan can do to take us to a place for rest.
Rest, respell, eat and then come back. Although those beholders that left may be back by then.
With the veil we come sneak into spell range and that area hit the pillar. If it draws attention from the other beholders we would still be veiled, at least for while.
If the others leave their posts we hit them as the form small groups.
Posted on 2017-12-14 at 15:46:13.
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TannTalas Trilogy Master RDI Staff Karma: 181/119 6817 Posts
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25 hrs total
You rested for 1 hr while still skirting the wall before you headed overland.
Posted on 2017-12-17 at 01:56:50.
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Nimu RDI Fixture Karma: 64/11 1427 Posts
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25 hours
I agree, we need to rest. We have Roan's dimensional space to recharge and re-spell. Only concern is loosing the element of surprise, which we really need.
So do we rest or strike?
Posted on 2017-12-17 at 11:45:38.
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Nomad D2 RDI Fixture Karma: 55/6 3140 Posts
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Rest and Surprise
If we rest, as was just noted, we might lose the element of surprise. Whenever we come out of the extra dimensional resting space we will temporarily have to be visible, won't we? We can move away so that we are not in visible range, but the possibility of discovery does exist.
Also, how long again are we in the dimensional space? We want an 8 hour rest. I don't remember, does time work differently in paradise? We'd need time to move away, time to rest, then time to return. We do NOT want the three that have just left to return before or in mid battle. Not only will it increase their numbers, but remember that they only have to go a little ways into the tower to find the blasted remains of their comrades in clown. If they return those here would be warned of our presence, which they MIGHT not be yet aware of. (Edit - checked the times Tann gave - if we assume the three that left are going all the way to the tower, we should have 24-28 hours before they could get there, see the results, and return. So this may not be a huge concern, but is something to keep in mind.)
I think I'd be inclined to strike now and rest after. The one thing that would sway me is if we needed the spells. For example, if we might be short on fireballs, which seem to be very effective.
Posted on 2017-12-17 at 12:56:53.
Edited on 2017-12-17 at 12:59:28 by Nomad D2
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Nimu RDI Fixture Karma: 64/11 1427 Posts
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striking now
That makes sense to me. We're outside now? In some kind of otherworld?
Asking to see make sure Siréne and Talca can cast Call Lightning now. This would allow us to stay hidden while getting a few strikes in, whittle them down a bit before throwing the other more obvious area effect spells.
Also, apologies but probably not going to post today. Last day of the semester is tomorrow so don't have it in me today.
Posted on 2017-12-17 at 17:24:21.
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Odyson PUN-dit Karma: 158/25 6326 Posts
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I'm Good............
Ok..so I say we get close enough to the ice pillar to cast fireballs to wipe out the creatures and melt the pillar. Find out what is in the ice and then go after the guards.
If Sirene's wizards eye is still working she can watch for the return of the three.
Posted on 2017-12-17 at 18:45:07.
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Nomad D2 RDI Fixture Karma: 55/6 3140 Posts
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Inside a bit inside
Nimu - we are in a massive cavern. Tann would be the one to determine if call lightning would work in this chamber. It is massive, but technically underground.
Posted on 2017-12-17 at 18:49:24.
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Odyson PUN-dit Karma: 158/25 6326 Posts
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No Call Lightening......
Yeah..I don't think the Call Lightening will work. There needs to be a storm and storm clouds.
From the spell text:
Because it requires a storm overhead, this spell can only be used outdoors. It does not function under ground or under water.
Good thought though.
Posted on 2017-12-17 at 19:27:23.
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