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Stepping inside the main southern tunnels, Triock Ulagolor, Elven Paladin, walks towards the trapdoor, with his flamesword Riarwirn serving as a torch. Upon hearing a big crash coming from the chamber outside the tunnel, he also grabs shield from his back and he's ready to fight anything that might come from there.
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Green_Hilltop: That's why I advised you earlier to choose the other paths where you could've found more drow, goblin and half-orc company, but since you're here, we can cooperate if you'd like. Since unless one party runs ahead or stays behind, we're going to be in the vicinity (or find branching paths) mostly anyway.

Do you want to work together or go completely solo? Or go solo but be on friendly terms when we meet, given the size of this tunnel? We could try to keep the distance and at the same time exchange information, loot and help when we meet.
And, of course, come and aid each other when someone's in trouble they can't handle. It wouldn't be fair to say we cooperate and then leave you hanging in mortal peril if we could reach you in time. Or at least I'd help, I can't speak for everyone here.
No problems, we're just role-playing. Anyone also welcome to ask for help.
Just want to speed things up and make it more exciting, so I start opening door/s.
2 across in the smaller tunnel, 6 across in the larger.
What counts as close proximity? The same room/tunnel/hall? Does that stack? = 2 Drows = minus 4?
> Next too or within a few feet of.
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gogtrial34987: While Rudy the rude human ranger is barging ahead by opening either the first or last door in the small tunnel, I, Og'rialt the dwarf brigand, am listening at the middle door. If I don't hear any signs of ambush or other immediate danger, and if Aslain doesn't call out that he's detected a trap, I signal to Beldarion, "Wait a few seconds to see if any enemies come storming out at Rudy. If nothing immediately threatening to the rest of us happens, feel free to open this middle door."

"If something threatening does come out, I suggest we let it rough up Rudy for a bit, and then see if we feel like helping out to show him the benefits of interspecies cooperation."
Durward has awaken from his meditation:

"I agree, we could focus on the revealed door. If the path ahead is safe we can always run that way if we encounter any danger in the hidden chamber. Is there anyone among us that could try to search for traps on those doors? I could cast summon monster, but I believe it would be to mindless to be forced to open the door"
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Sulibor: Is there anyone among us that could try to search for traps on those doors?
Aslain is searching for traps in general, so that should include the doors.
Do you have any defensive spells, and how long do they last? With Rudy just barging in, we might be in a spot of trouble soon, so if they last for more than a turn, it might be worth casting them already.
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Sulibor: Is there anyone among us that could try to search for traps on those doors?
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gogtrial34987: Aslain is searching for traps in general, so that should include the doors.
Do you have any defensive spells, and how long do they last? With Rudy just barging in, we might be in a spot of trouble soon, so if they last for more than a turn, it might be worth casting them already.
I could cast Magic Shield, but if the trap on doors is of non magical nature it would not help if we trigger it.
The spell would last 5 turns, but my experience with this spell is limited and I do not know if it would cover our whole team or just a single person.

Edit:
I could try to cast it on all of us. If it is not possible I cast it on me and if you do not sense any trap I volunteer to open the door.
Post edited September 26, 2019 by Sulibor
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Sulibor: The spell would last 5 turns, but my experience with this spell is limited and I do not know if it would cover our whole team or just a sinle person.
If you have questions on your abilities, please confirm with Doc in chat? He did explicitly say in the opening post "If you are unclear of anything or feel that I have not explained something very clearly, please ask."

(edit: Or yeah, just try to cast it widely and see how Doc responds. Judging from the sounds drifting over from the other tunnels, I suspect we're going to be very lucky to still be alive by the time it runs out...)
Post edited September 26, 2019 by gogtrial34987
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Sulibor: The spell would last 5 turns, but my experience with this spell is limited and I do not know if it would cover our whole team or just a sinle person.
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gogtrial34987: If you have questions on your abilities, please confirm with Doc in chat? He did explicitly say in the opening post "If you are unclear of anything or feel that I have not explained something very clearly, please ask."

(edit: Or yeah, just try to cast it widely and see how Doc responds. Judging from the sounds drifting over from the other tunnels, I suspect we're going to be very lucky to still be alive by the time it runs out...)
Our sinister host has spoken: It can cover only one person.
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Sulibor: Our sinister host has spoken: It can cover only one person.
Might be worth casting it on Beldarion if he opens the middle door? (Which depends on nothing coming out at Rudy, and on a lack of ambushes being detected by me and traps being detected by Aslain.) All these hypothetical chains are hard...
I don't know what to advise you. "Trust your instincts" or something. :)

Actually, with no ambushes and no traps, there should be no need for a shield... But somehow I don't think we'll be that lucky. (Beatrice just used up all the luck for 80 people.)
Post edited September 26, 2019 by gogtrial34987
Fellow Beldarion, if you have high dexterity that could grant you additional chance to avoid danger and you wish to open the secret door, I could cast the Magic Shield on you. If not I will cast it on me and open the door trusting our party will face what lies behind them together (or run together whatever fits the situation better).
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Sulibor: Fellow Beldarion, if you have high dexterity that could grant you additional chance to avoid danger and you wish to open the secret door, I could cast the Magic Shield on you. If not I will cast it on me and open the door trusting our party will face what lies behind them together (or run together whatever fits the situation better).
Well, I have high... constitution. :)
I will open that door and see what's inside. Reserve your spell for later. We'll probably need it.
Post edited September 26, 2019 by Lone_Scout
Southern tunnels - main tunnel:

70 - Lifthrasil - Thras - Dwarven Mage enters the tunnel.

48 - Babargh - Dwarven Cleric casts Globe of Protection shielding himself and his three closest companions.

48 - Babargh - Dwarven Cleric cast summon Holy Guardian, a suilt of gold plate armour, 7 feet tall appears. Instead of a face it has has bright white light in its place.

9 - Max, son of Fulvus - Dwarven Thief starts detecting traps. he detects a Magic ward on the door just past the trapdoor in the right wall.

30 - Kyp - Dwarf Ranger goes to put his ear to the second door in the right wall. *rolls dice* - 9 - Max, son of Fulvus - Dwarven Thief warns him in time that there is a magic ward on the door and to wait.
*rolls dice*

80 - Eranear - Elf Paladin - puts his ear to the first door on the left. He hears nothing.

78 -Cervello - Drow Battlemage loses his bearings and checks the first door on the right. After hearing there is no trap on it he opens the door. He mutters to himself that he should have checked the left door as he had originally planned.
He quickly backs away as eight skeletons and four zombies start coming out of the room.

3 - Arsalan - Elven Mage moves to 78 - Cervello - Drow Battlemage side by the first right door, despite their racial differences. His summoned Gnoll steps forward to meet the oncoming undead.

28 - Triock Ulagolor - Elven Paladin approaches the trapdoor, at his approach it springs open and three wights climb out, hungry for the living.
Post edited September 26, 2019 by Doc0075
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CervelloYM: No problems, we're just role-playing. Anyone also welcome to ask for help.
Just want to speed things up and make it more exciting, so I start opening door/s.

2 across in the smaller tunnel, 6 across in the larger.
What counts as close proximity? The same room/tunnel/hall? Does that stack? = 2 Drows = minus 4?
> Next too or within a few feet of.
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CervelloYM:
No worries, I was also being in character! :)

The 50 feet was a mistake, you're right! I wonder why I thought that, within a few feet is not bad at all actually!
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Doc0075: Southern tunnels - main tunnel:

70 - Lifthrasil - Thras - Dwarven Mage enters the tunnel.

48 - Babargh - Dwarven Cleric casts Globe of Protection shielding himself and his three closest companions.

48 - Babargh - Dwarven Cleric cast summon Holy Guardian, a suilt of gold plate armour, 7 feet tall appears. Instead of a face it has has bright white light in its place.

9 - Max, son of Fulvus - Dwarven Thief starts detecting traps. he detects a Magic ward on the door just past the trapdoor in the right wall.

30 - Kyp - Dwarf Ranger goes to put his ear to the second door in the right wall. *rolls dice* - 9 - Max, son of Fulvus - Dwarven Thief warns him in time that there is a magic ward on the door and to wait.
*rolls dice*

80 - Eranear - Elf Paladin - puts his ear to the first door on the left. He hears nothing.

78 - Cervello - Drow Battlemage checks the first door on the right. After hearing there is no trap on it he opens the door.
He quickly backs away as eight skeletons and four zombies start coming out of the room.

28 - Triock Ulagolor - Elven Paladin approaches the trapdoor, at his approach it springs open and three wights climb out, hungry for the living.
I can't stop laughing. That's why we probably should've listened at all doors before opening them, unless the enemies weren't moving so we couldn't have heard them.

By the way, Cervello wanted to open the door on the left wall after the trapdoor, not on the right. Unless he messaged you privately to change his action.

https://www.gog.com/forum/general/enter_my_dungeon_if_you_dare_southern_tunnels/post36

And Arsalan12, whom you've completely missed, was the one who wanted to open the door on the right wall in front of the trapdoor, but only after Max checked it for traps.

https://www.gog.com/forum/general/enter_my_dungeon_if_you_dare_southern_tunnels/post45
Post edited September 26, 2019 by Green_Hilltop
Southern tunnels - side tunnel:

35 - Aslain Melemir - Elven Thief detects no traps in the area apart from the one set behind him.

22 - Kip - Halfling Brigand listens at the furthest door and hears nothing of note.

29 - Og'rialt - Dwarf Brigand listens at the newly discovered middle door. He can hear movement and the orcish word 'Shinies!' shouted out.

15 - Says Beldarion - Human Warrior moves to the middle door.

69 - Rudy - Human Ranger - moves to the furthest door and opens it in front of 22 - Kip - Halfling Brigand. There is a small dark corridor ahead and a door at the end.
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Doc0075: 29 - Og'rialt - Dwarf Brigand listens at the newly discovered middle door. He can hear movement and the orcish word 'Shinies!' shouted out.
Does anything in the sounds I hear indicate if what's behind the door is a room or a corridor? Anything to indicate how many orcs there are?

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Doc0075: 69 - Rudy - Human Ranger - moves to the furthest door and opens it in front of 22 - Kip - Halfling Brigand. There is a small dark corridor ahead and a door at the end.
How small? Smaller than the tunnel we're in right now, or the same size?

I inform my fellow party members of what I've heard (but make a point of it to speak very softly about the "shinies", so Rudy doesn't hear), so we can hastily discuss if the potential for shinies are worth a fight, or if we should head onward, away from the main chamber. *looks around at his fellow party members* "Well, what say you?"

If the group consensus is that we'd like to go for shinies, then me and kip use our brigand expertise to swiftly direct the party to set up an ambush for anything behind the middle door. (@Kip: how's your supply of traps? Anything particularly useful against Orcs? I have a weakness trap that could be useful, but might be worth hanging on to it for something tougher than orcs, particularly since we have the advantage here.)

The way I'm envisioning this is that four of us hide around the edges of the door, and one person opens the door, pretends to be surprised by the orcs behind it and to "flee". When the orcs rush out in pursuit, all five of us attack simultaneously. My attack will focus on trying to trip up the lead orc with my spiked chain, making further orcs stumble over him, for even more advantage for us. I'm sure my fellow party members can come up with flourishes and enhancements based on their own skills and abilities.
Post edited September 26, 2019 by gogtrial34987