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Well, if we can do 2 actions, I'd like to cast heal on myself and smite whatever undead needs smoting. If I can only do one, smote first if I can, or heal if I can't.

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RedFireGaming: and orders giant spider to carry Cervello away from danger
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CervelloYM: Thank you so much!
I hope the next dice roll can awake me so I can take care my injury.
Or if anyone can heal my injury, I will pass him/her my healing potion.
Barring sudden surprises, once we get through Turn 3 we'll presumably be doing healing for you and Max and cleanup (the two turned skeletons if they return to this corridor, plus anything that survives round 2).
I will say it again.

A magic ward has been detected on the second right door. I can dispel it but only if we decide to go there.

There is also the matter of the giant centipede not that far behind us. Should it decide to go down our tunnel, we'd better exit the main tunnel and go through some of the doors as it hopefully can't fit in there.
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idbeholdME: I will say it again.

A magic ward has been detected on the second right door. I can dispel it but only if we decide to go there.

There is also the matter of the giant centipede not that far behind us. Should it decide to go down our tunnel, we'd better exit the main tunnel and go through some of the doors as it hopefully can't fit in there.
I say get rid of the magic ward my dear sir, If there was a ward put there by one of the kings of the darkness then there must be some really goooood loot! Gold Gold and more Gold hopefully, and if not that then gear
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idbeholdME: I will say it again.

A magic ward has been detected on the second right door. I can dispel it but only if we decide to go there.

There is also the matter of the giant centipede not that far behind us. Should it decide to go down our tunnel, we'd better exit the main tunnel and go through some of the doors as it hopefully can't fit in there.
Yes, dispel it, but wait that we clear the tunnel of remaining foes before.
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aRealCyborg:
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MaxFulvus:
OK, gonna add it to my previous post with the action. Do it in the same turn if possible AFTER the fighting.

Or should I just wait for the next turn?
Post edited September 30, 2019 by idbeholdME
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idbeholdME: OK, gonna add it to my previous post with the action. Do it in the same turn if possible AFTER the fighting.

Or should I just wait for the next turn?
No idea of the number of actions we can do in the same turn.
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idbeholdME: OK, gonna add it to my previous post with the action. Do it in the same turn if possible AFTER the fighting.

Or should I just wait for the next turn?
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MaxFulvus: No idea of the number of actions we can do in the same turn.
Doc said we can cast as many spells as we like in a turn, just be aware that they don't recharge until turn 10.
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RedFireGaming: Doc said we can cast as many spells as we like in a turn, just be aware that they don't recharge until turn 10.
Good to know, thanks. But it's not a reason to cast dozen of fireballs per turn : /
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RedFireGaming: Doc said we can cast as many spells as we like in a turn, just be aware that they don't recharge until turn 10.
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MaxFulvus: Good to know, thanks. But it's not a reason to cast dozen of fireballs per turn : /
Agreed, especially since they have such a wide area of effect. Same goes for Lightning Bolt.
Doc informed me i can detect danger quicker so lets move me to the front of group next turn
Southern main tunnel:

48 - Babargh - Dwarven Cleric casts Smite Undead on the remaining Wight *rolls dice* the Wight lets out an unnatural scream but stays on its feet.

41 - Zayd ibn Yasin - Human Ranger moves closer and aims at the Wights head *rolls dice* the shot finishes the creature of.

72 - Darrim - Dwarf Warrior *rolls dice* smashes the nearest skelton with his double headed axe, *rolls dice* he takes out a second skeleton with the back swing.

Turn Undead has warn off on the two skeletons in the room and they start making their way towards the battle.

28 - Triock Ulagolor - Elven Paladin casts Cure Disease on 9 - Max, son of Fulvus - Dwarven Thief *rolls dice* it is successful. The colour returns to Max's cheeks though he is still very weak.

70 - Thras - Dwarven Mage moves towards the first door and swings at the Skeleton with his staff *rolls dice* he misses.

43 - Svartalf - Dwarven Battlemage attacks a skeleton by the first door *rolls dice* his war Hammer of Smiting reduces it to dust.

48 - Babargh - Dwarven Cleric casts Holy Water on the last remaining zombie *rolls dice* it is no more.

30 - Kyp - Dwarf Ranger fires at the Zombie but it is disintegrated before his arrow hits home *rolls dice* the arrow misses his companions.

52 - Roark - Elven Druid orders his giant spider to carry 78 - Cervello - Drow Battlemage away from danger, draping the Drow across its back.

78 - Cervello - Drow Battlemage is awake but out of the battle until healed.

2 - SmartyFartBlart - Human Paladin cast heal on his shield arm and feels the strength remain. He goes to cast Smite Undead before realising he does not have the spell .

*rolls dice* Two skeletons in the crowded doorway both attack Darrim - Dwarf Warrior *rolls dice* one misses with a rusty axe *rolls dice* one has its sword strike turned away.
Post edited September 30, 2019 by Doc0075
Yay My arrow did not hit my friends! we shall live another day
30 Kyp dwarf ranger

Edit (Doc informed me i can detect danger quicker so lets move me to the front of group next turn)
Post edited September 30, 2019 by aRealCyborg
How many skeletons are left? At least the Wights are all dead.

Roark, Elven Druid
Southern side tunnel:

15 - Says Beldarion - Human Warrior disengages with the Orcs and moves to meet the Ogres *rolls dice* an Orc slashes him across the back as he turns *rolls dice* the slash, though painful, was turned away by his armour.
*rolls dice*
Beldarion attacks the nearest slow-witted Ogre with his magic Bastard sword *rolls dice* he scores a critical hit, the Ogre collapsing dead with flames trailing from its body.

35 - Aslain Melemir - Elven Thief goes to attack an Ogre *rolls dice* he is instead confronted by two Orcs *rolls dice* You have rolled a 24/24 - Aslain parries both Orcs thrusts with his twin swords following up with killing blows of his own.

35 - Aslain Melemir - Elven Thief earns the achievement *OverPowered*

*rolls dice*
The remaining Orc panics and drops its weapon, trying to flee through the doorway.

22 - Kip - Halfling Brigand fires his magic sling in to the left of the room where the Ogres are *rolls dice* the shot explodes into a small fire ball *rolls dice* One Ogre is flung back dazed *rolls dice* the other two are burned but not badly.
*rolls dice* It has snapped them out of their shock and they advance towards 15 - Says Beldarion - Human Warrior who is unharmed.

An Orc rushes past Kip and up the tunnel away from the group.

69 - Rudy - Human Ranger stays in the corridor *rolls dice* he can sense great danger approaching from further up the side tunnel.

5 - Dunward - Human Mage moves outside the room
35 - Aslain Melemir - Elven Thief moves outside the room
29 - Og'rialt - Dwarf Brigand moves outside the room
22 - Kip - Halfling Brigand moves outside the room and fires his sling into it *rolls dice* anguished bellowing can be heard from inside the room.
15 - Says Beldarion - Human Warrior moves to the door covering his companions retreat while another small fireball explodes in front of him, angering the Ogres.
*rolls dice*
An Ogre attacks Says Beldarion *rolls dice* he evades the attack.
An Ogre attacks Says Beldarion *rolls dice* it lands a solid blow with its club sending Says Beldarion flying back out into the side tunnel.
*rolls dice* 15 - Says Beldarion - Human Warrior has two fractured ribs and is stunned.

*rolls dice*
5 - Dunward - Human Mage sends a fireball into the room *rolls dice* there is an almighty roar as fire fills the room *rolls dice* nothing survived the fireball.
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MaxFulvus: No idea of the number of actions we can do in the same turn.
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RedFireGaming: Doc said we can cast as many spells as we like in a turn, just be aware that they don't recharge until turn 10.
Is this a change of rules? Because I was told there is a limited number of spellcasts for the entire game (for Druid it is 10 casts). Doc never mentioned any recharge.