cadstar369
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He didn't answer the most important question… Forget it, the others will probably release him anyway. Duucxejial moves on to the next cell without responding to Yorn.
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"Both of those depend on you. Who are you, what skills do you have, and what got you thrown in here?"
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Duucxejial sighs. Well, at least they managed to confirm my suspicions. That key should open the last vault. The dragonspeaker then turns his attention to the last few cells. Might as well see what prisoners it was referring to while we're here.
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Duucxejial has no intention to participate in this farce. He will instead remain vigilant should this devolve into a fight, another group of dwarves attempt to ambush the party, etc.
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Duucxejial votes for option C.
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"If you have that much of a death wish I won't try to stop you, but leave the rest of us out of it." (Duucxejial has already voted for B, but will flee the area immediately if anyone starts burning corpses and such.)
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Might as well see if flipping the levers disables the traps. With the golem potentially jamming the only trap we've seen so far, we probably won't be able to tell they're disabled, so it's not worth giving too much thought at this stage. Duucxejia…
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Then Duucxejial will spend the second combat step slaying the confused dwarf before spending time on the party as previously outlined. (Please remember to mention that it's an additional combat step rather than just an extra attack since it affects …
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I don’t think Rarg can attack twice since that’s a Way of the Body perk. He doesn’t need to anyway though since Wenkman Silenced that dwarf. ~~~With this battle effectively over, Duucxejial intends to spend a few minutes mending the party’s wounds w…
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Shrouding Dragonflame x2 = 2 additional damage on attack (since they're 'blocking' Duucxejial).
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After slaying the Crossbow Squad, Duucxejial will wait and see what the remaining City Guard does.
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Remaining wary of additional traps, Duucxejial will begin by moving to slay the Crossbow Squad.
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@FireOfGolden we can currently only use one action at instant speed (unless LvB changed this during a recent level up and I missed it). Edit: After checking the rewards for levels 5 & 6, we indeed still only have one instant speed action.
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@FireOfGolden there is currently no indication of Wenkman casting Silence on anything in this encounter. Additionally, if Wenkman drinks the potion, they will have no remaining instant-speed actions, and thus take 12 damage from the three assailants.
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…that went rather poorly. Duucxejial casts Sundering Sonata on the two Bloodhounds attacking him before any triggers resolve, causing them to die from Shrouding Dragonflame. After trading blows with the City Guard, he's a 4/8. No matter. My expectat…
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"Then I suppose it can't hurt too much to gamble once or twice today. Both of you stand back for a moment." Duucxejial steps forward, gently intoning a ballad of the fire dragon Rekka. Flames spill forth, filling the entrance of the hall to intercep…
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Duucxejial sighs. Must it always be dogs? "Wenkman, if you still have the energy to counter a spell or two, I may be able to deal with all the hounds at once."
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Duucxejial will wait to see what Rarg does before deciding on any precombat actions.
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Create a card inspired by the Whispering Woods. (Design a forest-themed card that interacts with creatures or enchantments in unique ways.) I'd like to gift the Emerald's boon of favorites to Psyre. I'll grab a lantern to light the way for my mil…
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@Jadefire you're spot on with the intended contrast between the cousins; that's why I had such a hard time coming up with this draft of Dorian and his Shepherd. Where Locrian's theme of pervasive malice made it easy to go for Curses, Dorian is more …
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Duucxejial activates his scepter's ability, redirecting the Stunning Blast toward the Dronicopter.
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Welp, nothing doing, so Duucxejial will cast Gladekeeper's Shroud on Rarg, then Summon the Whelps, keeping himself and the dragon tokens out of sight for now.
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Does the path effect count as an 'ability'? It's certainly not worded as an ability of the creature on that path, but rather more like a special action.
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This probably won't change Duucxejial's plans, but I have a few questions: * Do enemies still deal only one instance of combat damage each turn? (In other words, if either Duucxejial or Wenkman attack now they won't take damage?) * Where exactly is…
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Here's our current status as far as I'm aware. Wenkman's character sheet is out of date, but the base stats on it should be accurate. (Edit: Added Raulus for whenever he pops back in.)
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Since the golem shouldn't be aware of Duucxejial, he will refrain from taking action at this point in our turn, but does intend to act before our turn ends and the golem's begins. (Edit: Changed wording slightly for clarity.)
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Duucxejial leans against the wall in a spot out of the golem’s initial line of sight were it to enter the room. Apparently this fool hasn’t been paying attention to the previous golems. There’s no way taking that thing out will be a simple matter. C…
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Duucxejial gives no opinion on the matter, silently following the others. @FireOfGolden having a party leader didn't exactly work out last time, and I suspect it wouldn't go well with the current players & characters either.
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Duucxejial suppresses a sigh upon seeing the runes on the wall. It seems Wenkman was right, in which case we're likely going to be rather useless in a few moments, though that may prove convenient in and of itself. By the way, how does disengaging …
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I'd like to go on an Adventure Course please.