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ConsulCaesar: The Ice Elemental seems to have turned the red lethal trap into a blue portal. We should at least throw something (there's a big supply of bones) to check that it doesn't explode this time, before crossing themselves.

If there is a chance to save Roosevelt we must take it.

~~~~~~
Siegfried the Human Paladin
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BenKii: Our best bet would be to have another elemental scout ahead while we follow it and prepare for battle.
An elemental scout works too!
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ConsulCaesar: The Ice Elemental seems to have turned the red lethal trap into a blue portal. We should at least throw something (there's a big supply of bones) to check that it doesn't explode this time, before crossing themselves.

If there is a chance to save Roosevelt we must take it.

~~~~~~
Siegfried the Human Paladin
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BenKii: I believe the red trap was protecting this portal that the Hag used to go to her inner lair. And I'm pretty sure it was the Stone Elemental that completely obliterated the trap revealing this portal. We don't have time to throw more bones at the portal. Roosevelt could be about to be boiled in a stew by now. Our best bet would be to have another elemental scout ahead while we follow it and prepare for battle.
(That ... is problematic. Even if Tanea would be cool with it, which she wouldn't. The "cooldown" for summoning is 3 turns since the summon disappeared. The Ice Elemental and Holy Guardian will vanish now. And Gilius just sent his Stone Elemental to explode into pieces. Your next best bet would be Yeenwi summoning another undead for Turn 12 -the ghasts died on turn 8-.)
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FlockeSchnee: (That ... is problematic. Even if Tanea would be cool with it, which she wouldn't. The "cooldown" for summoning is 3 turns since the summon disappeared. The Ice Elemental and Holy Guardian will vanish now. And Gilius just sent his Stone Elemental to explode into pieces. Your next best bet would be Yeenwi summoning another undead for Turn 12 -the ghasts died on turn 8-.)
(I think everyone gets more spell casts because it is Turn 10.)

This is what Doc said on the new update:

ATTENTION ALL SPELL CASTERS, as it is turn 10 you get recharge of your spells, meaning that if you had 8 spell casts at the beginning of the game you get another 8 spell casts now plus whatever you had left from before turn 10.

( So I think that means everyone can cast like they just started the game from the beginning plus whatever spell casts they had leftover. )

(edit: found what you were talking about the 3 turn limit. Here is what I found on spell summon info from Doc.)

Spells that summon creatures - the creature will stay with you for 5 turns or until slain/ banished.

Magic items that summon creatures are a little different. The creature will stay with you until slain/ banished. Then it is 3 turns until you can summon it again.
Post edited October 21, 2019 by BenKii
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BenKii: (I think everyone gets more spell casts because it is Turn 10.)

This is what Doc said on the new update:

ATTENTION ALL SPELL CASTERS, as it is turn 10 you get recharge of your spells, meaning that if you had 8 spell casts at the beginning of the game you get another 8 spell casts now plus whatever you had left from before turn 10.

( So I think that means everyone can cast like they just started the game from the beginning plus whatever spell casts they had leftover. )

(edit: found what you were talking about the 3 turn limit. Here is what I found on spell info from Doc.)

Spells that summon creatures - the creature will stay with you for 5 turns or until slain/ banished.

Magic items that summon creatures are a little different. The creature will stay with you until slain/ banished. Then it is 3 turns until you can summon it again.
(He is talking about the amount of spells you can cast. Not of "cooldowns" that come with some of them.
From the original thread: who in turn reminds the Halfling of the rules of summoning - once a creature has been summoned, another may not be summoned until 3 turns have passed since the death/ banishment/ 5 turn limit of the original summoned creature have expired.)
Post edited October 21, 2019 by FlockeSchnee
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FlockeSchnee: (He is talking about the amount of spells you can cast. Not of "cooldowns" that come with some of them.
From the original thread: who in turn reminds the Halfling of the rules of summoning - once a creature has been summoned, another may not be summoned until 3 turns have passed since the death/ banishment/ 5 turn limit of the original summoned creature have expired.)
(Hmmm. That is problematic. I need to ponder on this more. I've got several ideas going through my head on how to scout the portal but I've got some work to get done irl. Keep up the discussion while I'm gone and I'll be back as soon as I can.)
TURN 10

In the left room a brick where the burnt painting used to be turns red.


I Strigon, drow necromancer, vote for throwing a bone or something at the red brick after all of us are away at least a safe distance. Maybe the brick will explode and reveal a portal that can allow the friendly dragon into the tunnel or reveal a room full of treasure.

Note: Not all dragons are giants in western mythology, some are the size of humans and can fit in a tunnel.
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sasuke12: I Strigon, drow necromancer, vote for throwing a bone or something at the red brick after all of us are away at least a safe distance. Maybe the brick will explode and reveal a portal that can allow the friendly dragon into the tunnel or reveal a room full of treasure.

Note: Not all dragons are giants in western mythology, some are the size of humans and can fit in a tunnel.
(Just on a sidenote: I read, that Gold Dragons hunt evil and such. That could turn out bad for Strigon, if they happened to automatically put all Drow in the "evil without exception" category. Even though, personally, I would really like to meet that Dragon myself, just to see where that story leads.)
Post edited October 21, 2019 by FlockeSchnee
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FlockeSchnee: From the original thread: who in turn reminds the Halfling of the rules of summoning - once a creature has been summoned, another may not be summoned until 3 turns have passed since the death/ banishment/ 5 turn limit of the original summoned creature have expired.)
From what I understood, Summoning magic items have unlimited charges, but they have a 3-turns cooldown.
On the opposite, summoning spells have no cooldown, but there is a limited amount to spells you can cast every 10 turns.
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FlockeSchnee: From the original thread: who in turn reminds the Halfling of the rules of summoning - once a creature has been summoned, another may not be summoned until 3 turns have passed since the death/ banishment/ 5 turn limit of the original summoned creature have expired.)
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Pouyou-pouyou: From what I understood, Summoning magic items have unlimited charges, but they have a 3-turns cooldown.
On the opposite, summoning spells have no cooldown, but there is a limited amount to spells you can cast every 10 turns.
(That quote i posted is from when Elven Necromancer cast her Stone Elemental and the next turn another one, she casted per spell, not magic item. So it seems the cooldown is the same for both then.)


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ZyloxDragon: ...
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Testor0: ...
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matterbandit: ...
"Hello, I'm Tanea in case we haven't made introductions yet. Apparently things can come out of these paintings. If we really want to carry these with us, maybe putting them "face to face" onto each other would prevent that? Also, ... would you mind a little detour back down to the main chamber? I seem to have made a mistake, I would like to correct. And if you do mind, would you allow me to take the paintings with me, or at least the one with the grass?"
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Pouyou-pouyou: From what I understood, Summoning magic items have unlimited charges, but they have a 3-turns cooldown.
On the opposite, summoning spells have no cooldown, but there is a limited amount to spells you can cast every 10 turns.
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FlockeSchnee: (That quote i posted is from when Elven Necromancer cast her Stone Elemental and the next turn another one, she casted per spell, not magic item. So it seems the cooldown is the same for both then.)
Doc posted an update about the rules after Elven cast the Stone Elementals, so now the 3 turn limit applies to everyone, if I'm not mistaken. It should be in the post where Doc wrote what happened after she summoned the second one.
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BenKii: (I think everyone gets more spell casts because it is Turn 10.)

This is what Doc said on the new update:

ATTENTION ALL SPELL CASTERS, as it is turn 10 you get recharge of your spells, meaning that if you had 8 spell casts at the beginning of the game you get another 8 spell casts now plus whatever you had left from before turn 10.

( So I think that means everyone can cast like they just started the game from the beginning plus whatever spell casts they had leftover. )
So my 1x Turn Undead is back, in case we find those nasty creatures again. :)

(Plus a total now of 4x Heal and 4x Cure disease, which I *might* get to use at some point).
(I'm back and have a new idea.)

Loradan, could you cast protective spells on me like a magic shield or something like that would protect me from the Hags spells. With that extra protection, I'll walk first into the portal and report back what I see.
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BenKii: (I'm back and have a new idea.)

Loradan, could you cast protective spells on me like a magic shield or something like that would protect me from the Hags spells. With that extra protection, I'll walk first into the portal and report back what I see.
"We could try to Silence the Hags, but it might discharge the portal. It means we need to pass the portal all together."

Silence blocks magic spells, it is I think applied to a zone.
Fish the Half-Orc Berserker

(I did miss that blue portal. Thanks BenKii!)

I'll go with the group that'll go through the blue portal. I also agree to have it scouted first.
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Testor0: "We could try to Silence the Hags, but it might discharge the portal. It means we need to pass the portal all together."

Silence blocks magic spells, it is I think applied to a zone.
That's a good spell to use on them. But we still need some protection. I think your Globe of Protection is still active. That will help us. I think I remember Fish still has magic shield casted on him from Roy. Don't remember if it's expired or not.