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mrkgnao: ...
Sorry, I don't want to bother you, but what I meant was:
When the game started, I asked him about those two Summon Spells that were among all those spells I could pick from. He told me I could only have one summon (via spell) with me at any given time (I didn't specifically ask for one of each kind or generally just one summoned creature (by spell) regardless what it is, just in case anyone who reads this might be wondering).
I thought, you might know if that's one of the things that changed (like the only 12 spell casts, but now the replenish at Turn 10, I believe it was). Well, you don't know either. So I guess we will find out. At least you are safe up in the air, should it not have changed.
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FlockeSchnee: He told me I could only have one summon (via spell) with me at any given time [..]
I thought, you might know if that's one of the things that changed [..]
I hope not.. it makes sense if such magic is limited to 1 minion (or few weak ones), otherwise all summoners will start spamming creatures O_o
Btw other spells should have that limit (or drawbacks) too IMO, to avoid absurd OP situations.
Post edited October 04, 2019 by phaolo
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mrkgnao: ...
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FlockeSchnee: Sorry, I don't want to bother you, but what I meant was:
When the game started, I asked him about those two Summon Spells that were among all those spells I could pick from. He told me I could only have one summon (via spell) with me at any given time (I didn't specifically ask for one of each kind or generally just one summoned creature (by spell) regardless what it is, just in case anyone who reads this might be wondering).
I thought, you might know if that's one of the things that changed (like the only 12 spell casts, but now the replenish at Turn 10, I believe it was). Well, you don't know either. So I guess we will find out. At least you are safe up in the air, should it not have changed.
No bother at all.

I wasn't able to find anything about it in the five game threads. But if Doc mentioned it to you in private, you may well be right.

I'll stick with my plan of summoning a second elemental. Whatever Doc decides is fine by me. Outguessing the DM is part of the game.
Post edited October 04, 2019 by mrkgnao
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aRealCyborg: So smart!
I am wondering though how many people are still in main tunnel
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mrkgnao: Just me (and my centipede girl).

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aRealCyborg: and why would you hang out there looks dangerous.
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mrkgnao: I'm the kind of druid who prefers to travel alone.
https://www.youtube.com/watch?v=ggYazKUkcoM
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phaolo: I hope not.. it makes sense if such magic is limited to 1 minion (or few weak ones), otherwise all summoners will start spamming creatures O_o
Btw other spells should have that limit (or drawbacks) too IMO, to avoid absurd OP situations.
I kind of expected his answer, but it's better to be sure. Not much RPG, if most just go Magic -> Summoner and venture of all on their own. Also, reading the other threads: One summon can already wreck havoc (stomping people, well corpses in that case, but still, or be barely controllable among the living and stuff), imagine a horde of them, probably all really big things, taking up lots of space.
Post edited October 04, 2019 by FlockeSchnee
My apologies for not being able to update yesterday or today, real life has been getting in the way.

All threads will be updated on both the Saturday and the Sunday.
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Doc0075: My apologies for not being able to update yesterday or today, real life has been getting in the way.
Thanks for letting us know, but don't worry about it. Real life always takes precedence!
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Doc0075: My apologies for not being able to update yesterday or today, real life has been getting in the way.
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gogtrial34987: Thanks for letting us know, but don't worry about it. Real life always takes precedence!
QFT.
high rated
** TURN 4 **

Central chamber:

24 - Elven Necromancer - Halfling Druid casts Summon Stone Elemental, as she is casting her original Elemental crumbles to dust confusing the centipede it is fighting.
*rolls dice*
Sad face. :(

The newly summoned Stone Elemental lands square on the centipedes head, smashing it into a pulp as they crash to the ground.

24 - Elven Necromancer - Halfling Druid earns the achievement *I killed Snookums*

Poor Snookums just wanted to be your friend.
And to eat your face.
*clap clap* I'd say we have a winner for the game really :D
Wow, that's a lot of XP!!
"Nerf druids, they're clearly overpowered!" ;P

*tips hat in respect*

*anticipates the swarm of giant undead stag beetles to come flying out of the grate during the very next turn*
Post edited October 06, 2019 by gogtrial34987
It's raining elementals:D Bravo spectacular kill
Haha, mrkgnao ruined the DM's plans XD
Well done.
(btw, I really expected more creatures to come out of the grate, exactly 1 for each tunnel)
24 - Elven Necromancer - Halfling Druid
[cast 3 of 10 spells; Eagle Wings to expire at the beginning of turn #8, Stone Elemental to disappear at the beginning of turn #9]

...

While the stone elemental looms over the motionless body of the centipede, now looking much smaller and fragile than before, Elven flies around the chamber, picking up two lighted torches from their sconces. She then moves to hover by the side of the elemental, exchanging sad glances with him as they both share a moment of silence, dwelling upon the senseless loss of life they had engendered. Elven had heard stories of the depravity of Dicerolling Medicineman, the monster who had built this dungeon --- she now knew they were no exaggeration.

But time waits for no man, or woman.

With the centipede gone, it seems there is now a seventh tunnel to explore, the one beyond the grate. As I understand it, the grate (or grating) was fixed into the floor of the chamber and the tunnel beyond it is in fact --- at least initially --- a vertical or down-sloping shaft. Not the most welcoming of prospects, but still navigable by a flying halfling-sized druid.

Logic would dictate that such a tunnel would have an opening to the outside at its end, for otherwise, why hadn't the giant centipede burst out of its prison days or weeks before. Logic would dictate that such a tunnel would be somewhat safer to explore, for any traps along its main corridor would have already been triggered by the passing centipede. Yet, in her heart of hearts, Elven had a nagging feeling that Logic's secretary may well be out to lunch and all of Logic's dictations thus gone with the wind. Still, regardless of what lay ahead down the seventh tunnel, surely it was better than travelling alongside humans and dwarves, elves and goblins --- or, worst of all, other halflings.

Elven introduces herself to the elemental in his language (Petran) --- his name is apparently Stoneybridge --- and motions him towards the grateless gap at the centre of the chamber. Stealing a last glance at poor Snookums and wiping a small tear from her eye, she flaps her wings and follows the elemental. At the edge of the shaft, she hands the elemental one of the torches and asks him if he would be so kind as to jump down into the shaft and report how deep it is and what he can see at its bottom, while she remains for now afloat above (say, 10 feet above the chamber floor), one hand holding the second torch, the other her trusty Meld Into Stone staff.

...

P.S. Dicerolling Medicineman?! I mean, really... What were his parents thinking when they gave him such a name?! Surely, it's just asking for trouble...
Post edited October 07, 2019 by mrkgnao