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"Woo! Go team!"
Og'rialt tilts back Beldarion's head, and carefully makes him swallow the contents of a healing potion. Then (once the heat has subsided a bit) he enters the room, looking for treasure or useful supplies. I look around to see if I can spot the shinies the Orcs mentioned, or if the room has any other noticeable features. If I see the shinies, I acquire them. If I see any chests or similar, I wonder how they survived the fireball, and wait for Aslain to come in and declare such chests to be free of traps before I open and loot them. (Trapped chests I leave for Aslain to try and disarm.) After I'm done looking for chests, I go swiftly check the Ogre and orc corpses for valuables or usable supplies, and call out to Aslain to see if he can spot any hidden places where (more) shinies might be hiding.

If I find valuables or supplies, I share them equally with Beldarion, Kip, Dunward and Aslain, taking into account what supplies would be most useful for everyone.
Post edited September 30, 2019 by gogtrial34987
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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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mrkgnao: 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.
i did mention that I had changed it so that after 10 turns you get your casts back.
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triock: Seeing as his attack was quite successful, Triock Ulagolor turns to remaining Wight, aiming for its head. But before that, he looks at Max, son of Fulvus, thinking for himself - "He's just Dwarf and also a thief ... but he might still be useful, even only as a cannon fodder" and cast curse disease on him.
Thanks for your help, Lord Elf, even if you have an interest to save me ! We should all collaborate to survive to those tunnels, and find a common strategy to avoid collateral damages !
Southern side tunnel:

59 - Lemmus - Cicatrix - Drow Ranger enters the side tunnel in a panic.
*rolls dice*
She enters the tunnel unharmed.
Post edited September 30, 2019 by Doc0075
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mrkgnao: 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.
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Doc0075: i did mention that I had changed it so that after 10 turns you get your casts back.
Must have missed it among the hundreds of posts. Thanks.
69 - Rudy - Human Ranger will attack the orc that went past the other group with his bow.
Post edited October 01, 2019 by alexandros050
@Dunward, if you have enough spell charges, do you think another detect secrets in here might be useful? (Possibly only after me and Aslain have looked around regularly?)
With ringing ears and a deep pain in his chest, Beldarion carefully drinks that strange potion Og'rialt gave him, trying not to choke, and slowly staggers back to his feet... (Can't do much more this turn)
Missing is no fun. And Lightning Bolt is too dangerous. So I, Thras, Summon a Monster to fight for me (see PM).
Getting a good hit on a skeleton feels good. The crunching is most satisfying.

I was also informed by Doc that Dispel Magic only works on creatures and that it would be useless on the door. So thanks to him for not letting me cast it anyway and wasting a spell :P (gonna remove it from my previous post with the action so that it corresponds with what happened).

I guess the second door on the right is off limits then. Unless someone wants to open it anyway while under the effect of some protective spell.
Post edited October 01, 2019 by idbeholdME
22 - Kip - Halfling Brigand - Southern side tunnel

Kip follows Og'rialt back into the Orc/Ogre room, aiding Beldarion if necessary. He looks around for any other exits from the room. After our entire party have all entered the room, he will close the secret door (hoping that it still remains hidden from the other side), and remain on guard to ambush anyone who attempts to come through unannounced.
Post edited October 01, 2019 by 01kipper
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Doc0075: 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 .
Sadface. I know you have a lot of posts to read/juggle, but I thought my sequence of posts / PMs was pretty clear that I wanted to smite something with ye olde hammer, not "cast smite undead" which I'm aware I don't have - I was just being role-playey about it.

:(

EBWOP

Well, if that can't be corrected and what's done is done (or nothing was in range to smite, though those skeletons seem at hand) for Round 3, I guess I'll just have to move on and cut out the roleplaying for clarity.

My next round action is to search Thulgrun's surviving gear/clothes for anything of use, and if I can also cast a spell while doing so, Heal on Cervello.

I assume the incinerated mage can't be searched.
Post edited October 01, 2019 by bler144
I give a quick kiss at each of my swords.

"I love my twin babies."

I immediately start looking for chest, traps, secret doors, loot, etc...

"Oh, if anyone is in need of some healing just let me know, I have a couple of potions... Oh, and great job everyone! That fireball was just lovely. Beldarian, you sick brave fool, good to still have you among us."
Which doors remain unopened ? The left doors and the one with the magic ward ? No idea if Doc has considered I checked all doors for traps. There is also the first right room to explore after the fight.

Also, where is the Centipede currently ?
Post edited October 01, 2019 by MaxFulvus
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MaxFulvus: Also, where is the Centipede currently ?
Still in the central chamber, with me.