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Nomad D2 RDI Fixture Karma: 55/6 3141 Posts
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The undead attack again!
Well, that actually worked better than I expected after the disastrous first round. Any suggestions on how to stop the blackfire?
It is always nice to know as you go deeper into an evil temple that there will be hordes of undead attacking from the rear. A 15 minute head start doesn't do us much good if 70 undead rats and a couple winter wights hit us from the rear just as we are taking on something particularly fun. Not that Alacrity would do such a thing . . . he's to busy cackling. Suggestions for a rear guard? Remember we also presumably will have to come back out this way as well.
Posted on 2015-08-13 at 19:15:00.
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Alacrity The Tired RDI Staff Karma: 291/33 6348 Posts
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Tomb of horrors, not tomb of vacation
are you not entertained?!?!?!!
Posted on 2015-08-13 at 19:22:44.
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Odyson PUN-dit Karma: 158/25 6327 Posts
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Healing.........
Well if we have a chance to stop and do some healing I think I might have found something. I was looking it up a while ago and now I have to find it again. The healers have a real challange helping these two. It might take multiple healing spells in combination.
Oh BTW if you all want to survive.... protect the healers!!!!
Posted on 2015-08-13 at 21:49:01.
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Nomad D2 RDI Fixture Karma: 55/6 3141 Posts
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Ahhh....Relaxation!
Protect the Healers!
And protect those with the bad-boy and girl undead killing weapons!
And protect the mage who can throw up walls!
And protect . . . oh heck, lets just protect everybody.
This is a vacation, right?
So lets just do this so everybody comes home.
Well, everyone except the undead. They can stay.
Posted on 2015-08-13 at 23:50:24.
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Nomad D2 RDI Fixture Karma: 55/6 3141 Posts
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Thoughts? Anybody? No, seriously . . .
I don't like the idea of moving on with two people burning up inside. 2 rooms in and we end up down two members does not sound like a recipe for success. Jarenion probably can't help with that.
I really think we need to chat about options before posting. And that starts with trying to save two members and then moving on quickly. Or, if we are prepared, we might be able to drop the wall and blitz the last two winter wights on our time schedule. I don't like the idea of those two guys following us in. Having them arrive at our back just sounds like a bad idea.
As for the rats, I suspect the only useful thing would be to utterly destroy them. (like the cleric turning did to 12.) I suspect those 12 won't be able to reanimate. Anything left even somewhat intact probably regenerates with another bolt of energy. So I doubt there is much to do there, although a couple of well timed turnings as they charge down a narrow hall might work. Could I cast a wall of fire length-wise down the hall and out into the cavern? (assuming the ice dudes have already been dealt with.) That would cost one spell, but would completely destroy some with the turnings and those caught in the hall might be fried (I think Alacrity said they appeared stronger so all might not die, but any that had to stay in the hall for any time would keep taking damage.) Bodies that stayed in the hall might be burned up. Plus the new wall would give us a longer time frame.
Thoughts? We need a plan.
Posted on 2015-08-18 at 18:55:16.
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Odyson PUN-dit Karma: 158/25 6327 Posts
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Thoughts...........................
Here is what I sent to Nimu as an idea of to do to help heal the Blackfire damage.
Here is a spell the will help after the wight attack.
Restoration (Reversible)
Level: 7 Sphere: Necromantic [Necromancy]
Range: Touch Components: V, S
Duration: Permanent Casting Time: 3 rds.
Area of Effect: 1 creature Saving Throw: None
When this spell is cast, the life energy level of the recipient creature is raised by one. This reverses any previous life energy level drain of the creature by a force or monster. Thus, if a 10th-level character had been struck by a wight and drained to 9th level, the restoration spell would bring the character up to exactly the number of experience points necessary to restore him to 10th level once again, restoring additional Hit Dice (or hit points) and level functions accordingly. Restoration is effective only if the spell is cast within one day of the recipient's loss of life energy, per experience level of the priest casting it. A restoration spell restores the intelligence of a creature affected by a feeblemind spell. It also negates all forms of insanity. Casting this spell ages both the caster and the recipient by two years.
The reverse, energy drain, draws away one life energy level (see such undead as spectre, wight, and vampire, in the Monstrous Manual). The energy drain requires the victim to be touched. Casting this form of the spell does not age the caster.
Our cleric can help restore these:
Maximus: Seriously wounded and down four constitution points (11)
Finarsil: Seriously wounded and down three constitution points (10)
I think we have to do a cure disease to stop the black burning first.
Cure Disease (Reversible)
Level: 3 Sphere: Necromantic [Abjuration]
Range: Touch Components: V, S
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 1 creature Saving Throw: None
This spell enables the caster to cure most diseases by placing his hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from one turn to 10 days, depending on the type of disease and the state of its advancement when the cure took place. (The DM must adjudicate these conditions.) The spell is also effective against parasitic monsters such as green slime, rot grubs, and others. When cast by a priest of at least 12th level, this spell cures lycanthropy if cast within three days of the infection. Note that the spell does not prevent reoccurrence of a disease if the recipient is again exposed.
The reverse of the cure disease spell is cause disease. To be effective, the priest must touch the intended victim, and the victim must fail a saving throw vs. spell. The severity of the disease is decided by the priest (debilitating or fatal). The exact details of the disease are decided by the DM, but the following are typical:
Debilitating: The disease takes effect in 1d6 turns, after which the creature loses 1 point of Strength per hour until his Strength is reduced to 2 or less, at which time the recipient is weak and virtually helpless. If a creature has no Strength rating, it loses 10% of its hit points per Strength loss, down to 10% of its original hit points. If the disease also affects hit points, use the more severe penalty. Recovery requires a period of 1d3 weeks.
Fatal: This wasting disease is effective immediately. Infected creatures receive no benefit from cure wound spells while the disease is in effect; wounds heal at only 10% of the natural rate. The disease proves fatal within 1d6 months and can be cured only by magical means. Each month the disease progresses, the creature loses 2 points of Charisma, permanently.
The inflicted disease can be cured by the cure disease spell. Lycanthropy cannot be caused.
Then try:
A cure serious wounds might also be needed to bring back their health.
We onlly have one choice for a move and that is to get over the pit and head down the side tunnel.
Other thoughts??
Posted on 2015-08-19 at 19:09:15.
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t_catt11 Fun is Mandatory RDI Staff Karma: 378/54 7133 Posts
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hah
I am entertained!
Posted on 2015-08-19 at 22:53:15.
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Alacrity The Tired RDI Staff Karma: 291/33 6348 Posts
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Hammer
Hammer has dropped out of this game. Wondering how many others are still playing. I know Nomad, Ody and Keeper are still active. Olan is still emailing me.
Tia? Tann? Nimu? Still out there?
Posted on 2015-08-20 at 10:05:00.
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Nomad D2 RDI Fixture Karma: 55/6 3141 Posts
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what's up?
Have we heard from some of these players? Just checking where things are at. That wall of stone will only last so long.
Posted on 2015-09-04 at 21:16:33.
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Nimu RDI Fixture Karma: 64/11 1427 Posts
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Apologies
I'm still here. Life went a little crazy this summer and honestly, didn't realize there had been an update. I can post this weekend.
Posted on 2015-09-04 at 23:46:19.
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Alacrity The Tired RDI Staff Karma: 291/33 6348 Posts
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wondering
At this point of the game I am wondering if I should call it fizzled. Olan, Tiamat and Hammer are not playing. Tann has not posted at all. That is half the crew gone.
Funny that all my attempts to bring D&D to this forum do not work.
Posted on 2015-09-06 at 12:13:37.
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Odyson PUN-dit Karma: 158/25 6327 Posts
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Nay.............
We shall breath life back into this game yet.
Posted on 2015-09-06 at 15:09:57.
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Nomad D2 RDI Fixture Karma: 55/6 3141 Posts
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Keep it!
I'd like to see it survive if possible.
Posted on 2015-09-06 at 18:26:45.
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Keeper of Dragons Devil's Advocate Karma: 59/18 2581 Posts
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Still here
I am still here and hope to continue
Posted on 2015-09-06 at 19:54:00.
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TannTalas Trilogy Master RDI Staff Karma: 181/119 6817 Posts
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Still in if you continue
No excuses Alacrity about the late post tho I do apologize for not posting much sooner.
As for Hammer, Olan, and Tiamat I knew Hammer dropped CWWLLOA as he explained to me in a PM why he did so.
But why are Olan and Tiamat not continuing?
Posted on 2015-09-06 at 22:25:58.
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