![]() One of them will drop a Skull Key when killed.ħ) The Button on the east wall opens the passage to the north.Ĩ) This door can only be opened from the other side.ĩ) Pressing the Button will teleport the party one square east, into the wall. This portal requires the Stone Orb to activate and takes you to Level 11 #19.Ģ) A hole on the west wall reeks of smoke.ģ) Pushing the wall ornamentation reveals a hidden passage to the west.Ĥ) A sign on the west wall reads “Turn back, no trespassing.”Ħ) When you step on this Pressure Plate the door to the east will close. You’ll need to use the Portal on Level 11 to get here. They are resistant to most spells and have powerful melee attacks.ġ) There are no stairs down to this level. Xanathar has constructed Stone Golems to protect him. He’s completely resistant to magic but can take damage from magic weapons. I'll have to double-check, but I think the game only goes to 10th level.but that's OK, too.Īt least, when I can pry it out of my wife's hands, anyways.The Beholder Xanathar resides on the 12th level and he’s been waiting for your party. ![]() ![]() You only get four classes, fighter, cleric, rogue and wizard.and multiclassing is available, though I haven't tried it yet. Turning undead works about as you'd expect, as well. The two awake kobolds coup de graced my fighters, and then my mages and rogue killed them, and proceeded to CDG the remaining kobolds. I cast a sleep spell on a group of kobolds, and accidentally got my front-line fighters in the spell, who failed their saves (you can see saves being made as a green + appears for success on each target, or a red 'no' symbol appears for failure). Damage models D&D, with players going down but needing stabilizing or they will die. Use a missle weapon in melee, pay the price. My first time out, I got a TPK when testing the game, because I forgot to be careful for AoOs, and my fighter got cut up bad.įlanking, sneak attacks, AoOs and the like are all here. The perspective makes movement a little goofy, and you're not allowed as much mobility as we normally use at the tabletop, but it's all sound stuff. Once you actually enter combat with an enemy group, it switches to a 3/4 overhead view, with miniatures (and that's what the game calls them). Where the game truly shines is in the combat mode. ![]() High bluff or intimidates may get you a better chance to talk with an NPC. High appraise skills, for example, automatically get you cheaper equipment at vendors. Characters prepare spells as per the book, have skills and feats as per 3E (and have more skills implemented than NWN, ironically enough). There are vendors hidden about (you're under Waterdeep) and you can get healed, raised and equipped there. Exploration is wandering the maze, and you get to use several different skills: Climb, Strength checks and Search among them. The game has two main modes: exploration and combat. The gameplay, however, is very solid.ĮotB is, quite literally, the single best implementation of tactical D&D available to date. Sound is farily limited, but used for effect. No true-3D here, folks, this is pure old-school Bard's Tale/Wizardry mazes for dungeon crawling. To qualify that: the graphics are, of course, quite limited. Well, I've had a few days to play and consider the first 3E game on the gameboy advance.
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