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zlaywal: So beside Babargh , anyone else want to have a go to the remaining skeleton? I imagine arrows won't do much damage.
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babark: Yes, I am a bit puzzled by the casual way those undead in front of us are being ignored as everyone checks corpses and doors and such. Are skeletons not worthy opponents?
Only 3 of them are left. I could help but I also want to check the warded door. If someone else wants to check the door while I fight the skeletons beside Babargh, I could cast a Magic Shield on them before they open it.

EDIT:
(Since the next turn is probably drawing near as it has been 2 days now...)

Darrim is also engaging the skeletons. I feel that along with the Ball of Holy Light from Babargh, that should be enough to finish them off. We cannot dally with the centipede not that far behind us. I also heard a rumbling coming from the way we came. With that in mind, I cast a Magic Shield on myself and proceed to open the warded door (the second door on the right) hoping that the shield protects me against anything that it triggers.
Post edited October 02, 2019 by idbeholdME
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MaxFulvus: May your spirit protect us, brother !
As it wasn't clarified if afterlife exists in our game's universe, let me try.

~~~ The spirit of Thulgrun the Dwarven Warrior tries to take care of his companions and provide divine support for them. ~~~
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idbeholdME: EDIT:
(Since the next turn is probably drawing near as it has been 2 days now...)

Darrim is also engaging the skeletons. I feel that along with the Ball of Holy Light from Babargh, that should be enough to finish them off. We cannot dally with the centipede not that far behind us. I also heard a rumbling coming from the way we came. With that in mind, I cast a Magic Shield on myself and proceed to open the warded door (the second door on the right) hoping that the shield protects me against anything that it triggers.
Are you and Kyp the other ranger on one party. If so he should provide a backup.

41 - zlaywal - Zayd ibn Yasin - Human Ranger

Zayd ibn Yassin collects his previously used arrows. He then swap to his double pointed scimitar and moves to the trapdoor where the wights came from. He make sure that trapdoor won't close by itself. He then take a peek, trying to feel if there's still enemies around on the room that was hidden by the trapdoor using his sense.

If there's one and the range is ideal he could do quick swap using his silver arrows. If not the scimitar will serves him well. He'll take care potential loots only when he sure the coasts is clear.
Post edited October 02, 2019 by zlaywal
After turn 3, Doc said there were 5 skeletons left. Are we sure we're down to one?

Roark, Elven Druid
What would a magic ward actually do to me... i mean it is only a little magic, please explain the consequences to me.
Triock Ulagolor, looks at Max, son of Fulvus for a while, displeased with his actions and then without a single word goes to engage in a combat with the remaining skeletons.
** TURN 3 **

Southern main tunnel:

70 - Thras - Dwarven Mage casts Summon Monster *rolls dice* a 7 foot Bugbear appears, large spiked club in hand.

2 - SmartyFartBlart - Human Paladin loots Thulgrun the One-Eyed corpse and finds a mithril war hammer of + 3 vs undead.
Casts Heal on Cervello *rolls dice* spell is successful.
(sorry if I misread your intention but I am having to speed-read all the posts and messages and sometimes make a mistake).

78 - Cervello - Drow Battlemage is healed.

48 - Babargh - Dwarven Cleric - casts Ball of Holy Light at two skeletons *rolls dice* the holy energy absorbs the skeletons and carries on into the room beyond *rolls dice* crackling energy can be heard coming from the room and the last of the skeletons perish.

48 - Babargh - Dwarven Cleric earns the achievement *Gods Chosen One*

72 - Darrim - Dwarf Warrior is disappointed that no skeletons are left to smash.

48 - Babargh - Dwarven Cleric casts Globe of Protection (will protect 3 people in close proximity plus the caster, let me know when you move who is in the globe).

43 - Svartalf - Dwarven Battlemage casts Magic Shield upon himself and tries right door with the ward on it.
*rolls dice* there is a flash and discharge of energy, Svartalf is thrown backwards *rolls dice* he picks himself up a little shaken but otherwise fine. The Magic Shield is gone.

41 - Zayd ibn Yasin - Human Ranger carefully checks the trapdoor and around it. There are bones of those less fortunate but otherwise nothing of note.

28 - Triock Ulagolor - Elven Paladin - goes to fight the skeletons but notices that they have all been vanquished.
Post edited October 02, 2019 by Doc0075
So, tell me which door we're going down and I'll use my giant spider as a scout.

Roark, Elven Druid
** TURN 3 **

Southern side tunnel:

29 - Og'rialt - Dwarf Brigand pours a healing potion down Beldarion's throat. He then enters the middle room and searches.
*rolls dice* The left half of the room is a scorched mess with dead Ogres taking up a lot of space.
*rolls dice* Years of experience as a Brigand helps him in his search amongst the carnage, he finds a one-handed axe with an ice rune set in the blade on a dead Orc, several emeralds on the Ogres and a belt that a magic user might better recognise the properties of.

There are two chests largely unharmed and still locked on the right side of the room.

69 - Rudy - Human Ranger fires at the passing Orc *rolls dice* one arrow misses but the other pierces its head, killing it.

15 - Says Beldarion - Human Warrior drinks the offered healing potion and rises unsteadily to his feet.

22 - Kip - Halfling Brigand moves into the center room but does not shut the door as the warrior remains outside. He stands alert for trouble.

35 - Aslain Melemir - Elven Thief sees two chests in the center room and examines them *rolls dice* one has a simple poison dart trap *rolls dice* he disarms it. *rolls dice* He easily unlocks both chests.
*rolls dice* Inside chest 1 - 3 healing potions, 2 cure disease potions.
*rolls dice* Inside chest 2 - a longbow +2 damage, a dagger +2 vs undead.

5 - Dunward - Human Mage enters the center room and casts Detect Secrets *rolls dice* nothing happens.
Examines the belt that Og'rialt found it is a belt of protection from piercing.

I will let you decide among yourselves who gets what loot.
Post edited October 02, 2019 by Doc0075
Phew, glad the Magic Shield held as the blast was quite powerful. It would have surely blown me apart had I not cast it.

Since I used a spell to absorb the magic ward on the door, I suggest that we (at least our party) go through that way as it must have been guarding something. We should also be safe from the centipede. Its last known position was the south-eastern pillar in the main room, meaning it could very well enter our tunnel. I'd rather be in a side door than still in the main tunnel, should that happen.

I also suppose that this is where the main group is going to start splitting up since there are many available way to go.
Post edited October 02, 2019 by idbeholdME
Since there's no exits from this room, these are our options
1) open the remaining door
2) continue down the small tunnel
3) take the small corridor toward the main tunnel and join whoever is left there

The remaining door would probably be either another connection to the main tunnel, or another room. My preference at this point is 2), with Aslain and Beldarion on point again.

The way the fight went, I suggest we get consensus before taking actions, since it seems all taken actions play out.

Then, the loot:
- one-handed axe with an ice rune set in the blade
- a belt of protection from piercing
- a longbow +2 damage
- a dagger +2 vs undead
- 3 healing potions,
- 2 cure disease potions
- several emeralds

I think we should spread the potions out equally over the party, so everyone can help everyone else as much as possible. I still have one healing potion left, and Aslain also mentioned healing potions, so one healing potion to each of Beldarion, Sulibor and Kip? If one of them also has healing potions already, I'll take one to replace the one I just used. Does anyone have cure disease potions already? Otherwise, any preferences for who gets them?

I apparently didn't get the memo that I should pick a weapon with magical properties, so I'd like either the axe or the dagger as an upgrade for my chain, where an axe fits my dwarven sensibilities a bit more. (I'll still use the chain whenever I can due to its reach, though.)

I'm guessing the longbow should go to someone without a ranged weapon, with high dexterity, so presumably Aslain?
And then the belt to Beldarion so he can tank even better? Or to Sulibor as our (presumably) most vulnerable party member?
Which leaves the dagger for Kip? Or Sulibor?

Finally, I say that "several" equals "exactly five", and we each get an emerald. :P
Post edited October 02, 2019 by gogtrial34987
A cure disease potion could come in handy for me, I already have a cure poison potion and a healing potion. For the rest of the loot, I can only ask for the belt and for my share of the emeralds.
As for the longbow, it should be taken by someone with, you know, arrows.

Now let's quickly decide what to do. My opinion is to follow Rudy from a distance, so that the ranger (or his/her bloody remnants) can serve us as a warning for dangers, traps or enemies.
Post edited October 03, 2019 by Lone_Scout
22 - Kip - Halfling Brigand - Southern side tunnel

Seeing that everything is well in hand inside the chamber, Kip exits back into the corridor and watches over Beldarion until he recovers, and then accompanies him back into the room.

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gogtrial34987: Since there's no exits from this room, these are our options
1) open the remaining door
2) continue down the small tunnel
3) take the small corridor toward the main tunnel and join whoever is left there

The remaining door would probably be either another connection to the main tunnel, or another room. My preference at this point is 2), with Aslain and Beldarion on point again.
Agreed, Kip prefers option #2. Once we divide up the treasure, let's get moving.

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gogtrial34987: Then, the loot:
- one-handed axe with an ice rune set in the blade
- a belt of protection from piercing
- a longbow +2 damage
- a dagger +2 vs undead
- 3 healing potions,
- 2 cure disease potions
- several emeralds

I think we should spread the potions out equally over the party, so everyone can help everyone else as much as possible. I still have one healing potion left, and Aslain also mentioned healing potions, so one healing potion to each of Beldarion, Sulibor and Kip? If one of them also has healing potions already, I'll take one to replace the one I just used. Does anyone have cure disease potions already? Otherwise, any preferences for who gets them?

I apparently didn't get the memo that I should pick a weapon with magical properties, so I'd like either the axe or the dagger as an upgrade for my chain, where an axe fits my dwarven sensibilities a bit more. (I'll still use the chain whenever I can due to its reach, though.)

I'm guessing the longbow should go to someone without a ranged weapon, with high dexterity, so presumably Aslain?
And then the belt to Beldarion so he can tank even better? Or to Sulibor as our (presumably) most vulnerable party member?
Which leaves the dagger for Kip? Or Sulibor?

Finally, I say that "several" equals "exactly five", and we each get an emerald. :P
I agree with the suggested treasure division on the whole, I think you made very sensible decisions.
Kip already has 2 healing potions, so he will take a Cure Disease Potion instead.
Kip doesn't particularly want the dagger and is happy for anyone else who wants it to have it.
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Doc0075: 72 - Darrim - Dwarf Warrior is disappointed that no skeletons are left to smash.
Meh!
"Unless someone else has a high dexterity and also lacks ranged weapons, then yes, I'll gladly take the Longbow."

(Doc, I'm guessing the longbow requires arrows which I don't have, correct me if I'm wrong).

"I don't need more healing potions, two is more than enough for me. Axes go with dwarves, so I'm fine with that, Og'rialt. You can keep it as far as I'm concerned... My guess is that thing does some ice damage to boost."

"I'll say let the people with no healing potions take those three. Cure disease I believe is something no one here has, so I suggest someone who stays in the middle to have them in order to administrate them as needed."

"The belt would be good for any one in the front, specially tanks. I guess our brave fool deserves it the most".

"As for the dagger... i suggest a second melee fighter takes it, so that we don't depend just on Beldarion for damaging the undead lurking in the damn place."

"I say one emerald each is fair enough. Unless suddenly there are more than five..."

"And let's continue our travels through this small tunnel. The sounds of that giant centipede do not make me want to travel through large corridors."
Post edited October 03, 2019 by jonridan