Good progress, Alesia.
Well, for my own no-reload - the party finished the following minor quests:
Mae'var's quest - didn't accept Renal's offer so he just gave the party the Short Sword of Backstabbing +3 and some gold.
Illitium Ore quest - Sarles got the fake illithium, Neb's head was stored for now. Astarta got the Periapt of Life Protection from the Temple of Lathander.
Fallen Paladins quest - up to the point of defeating Anarg, but not yet returned to MNORH with the good news. Anarg dropped some potions and a Laeral's tear necklace.
After completing Mae'var's quest, the party killed Renal and his guards. Renal no longer has Boots of Speed or Permanency scrolls, however he and one of his goons drop a cloak of protection +1. The party now has a total of three such cloaks.
After killing Renal, the party went straight to the graveyard and accepted Bodhi's offer. They have a little choice now, having angered the thieves' guild by killing its second in command.
The party completed Bodhi's first task by killing Mook and Arcanis Gath. The Rifthome Axe +3 was obtained from this fight - will be used by the Ranger for now. Also, they seized the opportunity to forge the Improved Mace of Disruption +2. It is a weak item, but has still good damage output versus the lower undead like Vampiric Mists.
The party completed Bodhi's second task by rescuing a man from the second floor of the Thieves' guildhall. A mage was guarding him, with a cloak of protection +1. Two more such mages were situated on the floor below. All were easily defeated via Spell Sequencer with triple Remove Magics. Now all of the party have +1 cloaks of protection.
The party finished the third (and last) of Bodhi's tasks - they killed Aran Linvail, obtaining yet another +1 cloak, some other weak items, and of course, a ring +2 and the Amulet of Power.
The party used two Cloaks +1 (they have one extra now) and the Laeral's tear necklace obtained by Anarg to forge a Cloak +2 - for the Riskbreaker.
Saros, the Riskbreaker, gained a new level (15), as did Torham (lvl 14) and Temp (lvl 7-15). 15th level is an important one for a Riskbreaker (look at posts above for further info).
Next the party set foot for Trademeet. All invisible, of course. They were intercepted by a random relatively powerful bandit group, but managed to escape at the time the enemy finished her True Sight casting.
In Trademeet, the party bought everything they wanted from the Djinni. The most important item being another Amulet of Protection +1.
The party didn't visit the Mayor, but instead set foot for de'Arnise hold. The trolls inside were no big deal, neither was the Neo-Otyugh outside nor the Yuan-ti mage on the second floor, nor the Killer (in the kitchen) or Spirit (in the library) spiders. The battle with the guardians of the drawbridge was very easy. The Whisper Spider was
slain quickly thanx to a lucky Hard Hit from the Riskbreaker. The Greater Yuanti's illusion and combat protections
were quickly removed. Of course, he has a contingencied Stoneskin, however by the time he finished casting True Sight from a scroll, he
was already dead.
So the party obtained another Ring of Protection +1 from this fight. And the Ice Flail Head. And the Ring of Earth Control previously.
On the second floor, enemies were somehow tougher. The golems were defeated with ease. Even though the party has very few +3 weapons, they simply used Rays of Fragmentation to kill the Iron Golem. A killer and spirit spider guard the Fire Flail Head - easily slain. Next the party took the secret corridor to Glaicas' quarters, and killed him. He still managed to quaff one of his Fire giant str potions, but Astarta dispelled that with a Remove Magic. Still, Glaicas managed to hurt seriously Saros, but Temp helped with a Greater Restoration.
Loot: Yet another +1 ring, the Acid Flail Head,a full plate and some potions.
The party was finally able to forge the Flail of Ages +3, which of course went to Saros, for now at least.
Since the party has a sufficient amount of +3 weapons, now was the time to challenge the Keep Viper (guardian of the Frostreaver Axe). Temp summoned a bunch of Skeleton Warriors. The party fighters buffed very well, and Astarta picked up the axe (while protected from Magical weapons). The viper appeared, and since the nearest enemies were the Skeleton warriors, it attacked one of those. Torham equipped the Frostreaver Axe main, the fighters charged, Temp cast Defensive Harmony, and the viper quickly fell.
Now I'm not positive if the Viper is immune to +2 of less weapons, but I didn't wanna risk it and so every fighter was equipped with a decent +3 weapon main and some had even decent +3 weapons off-hand.
Now the party travelled to the Temple district, took the long way on lvl 1 (avoiding Tarnor's group and the Horrid Rakshasa in the middle), killed some improved Vampiric Mists on the 2nd level (immune to Turn Undead, can envelop their targets = slow + causing several times lvl drain, wield both magical and nonmagical weapons, under permanent /Improved?/ haste, with better resistances, hitpoints and THAC0). And on lvl 3, defeated some random spawns (a Mummy + Ghast one and an improved Yuanti + Yuanti mage group).
Thus, having cleared the way for the Screaming Statue challenge, the party applied some more xp exploit, so that Temp hit lvl 16 (clerical) for a few more spell slots.
Temple Sewers, lvl 3, Screaming statue.
Torham (the Ranger) equipped himself with the Amulet of Power. Torham and Temp were buffed well, and were armed with the best gear the party has currently. Both wield +3 weapons main and off-hand. Torham has the FoA +3 and the Frostreaver Axe +3, while Temp wields a Mace +3(enchanted weapon) and a Club +3 (loot from the Copper Coronet Beastmaster).
Torham had also equipped the party's +2 protective items. And the pre-buff includes two Potions of Heroism for both of them, plus a Potion of Fire Giant Str for Torham.
The two fighters and the five Skeleton Warriors
quickly eliminated the first wave of Undead.
The second wave however, has more vampires. And they're the real problem, since they're improved (also immune to turn undead, with permanent Improved Haste, far better THAC0 and other bonuses - like a chance to dispel all specific protections on hit). Astarta cast Limited Wish, which failed due to having 5 monsters. Temp has one Shield of the Archons memorized, but preferred to risk it for now and leave the Shield for the third wave of undead, which is much more dangerous.
Torham and Temp managed to slay the Eminent one while still gating via the Dimension Door, however one of the remaining two Vampires managed
to drain 3 levels out of Temp, thus Temp lost several spells, including the Shield of the Archons.
The vampires scored no more hits (Temp was actually running in circles while Torham finished them), and the second wave fell soon.
Temp now has only two Wondrous recall spells. Using one, he managed to 'recall' a Lesser Restoration spell, and used it to raise his levels back to 16. That didn't restore him the lost spells of course. With the last Wondrous recall he recalled a Righteous Magic and a second Chaotic Commands spell.
Temp also used a Potion of Vitality (an IA potion which cures disease, poison, fatigue and 16 HP) to cure the negative effect of the Lesser Restoration.
The party now waited a bit for the short-lasting buffs (Mass Invisibility, Improved Haste, etc) to wane, and then re-buffed as best as possible - Saros too. He also buffed himself with a Heroism potion, an Invulnerability potion and a Fire Giant Str potion. Weapons and protective items were redistributed once more, now Saros is wielding FoA +3 main and the Short sword of Backstabbing +3 off (he has now ** in short swords). Torham (still with AoP) is wielding the Frostreaver Axe main and the Mace +3 off, while Temp has only the Club +3 main and the IMoD +2 off. One skeleton warrior was previously killed because of the
last pre-combat buff. But four are just as good as five, since they can almost as easily hold off the Vampiric mists and Mist Horrors at bay. The Master Vampire was subject to
heavy hits while still gating in via the Dimension Door. Temp got his first hit by the time
the Master Vampire fell. However NPP guarded him and
wasn't dispelled by the subsequent two enemy hits which Temp sustained before the vampires fell.
Killing the mists afterwards was very easy.
Loot: A Permanency Scroll, a Potion of Barbarian essence and some other lousy potions.
Well, that's it for now.
Modifié par saros_shadow_follower, 17 juin 2011 - 10:40 .