Odrelomp still lives! Though he's certainly been pushing his luck

And as we all know, luck eventually runs out.. but thankfully, it hasn't yet.
When last we left the mighty party of righteous heroes, they were preparing to take ship alongside Saemon. A seabattle later, we find ourselves in a Sauhagin city. Seeing little choice, the party agrees to help the really quite insane king, and set to work cleansing the city of rebel bastards. Though rather weak, they can pack a punch if you ignore the fact their bolts stun...

Minsc just stumbles from one close call to another. Dealing with the undead in the amphitheatre sees him down to his last 4 hitpoints before Aerie manages a Cure Disease

Naturally we then flipflop and side with the Prince, and kill off the entire royal household before the overgrown carp deigns to show.. the lazy eels just lay down and take a nap midbattle! Pfeh

Now, it's off into the underdark, and *genuine* apprehension sets in. There's a lot of very nasty stuff down here, and the party's highlevel magic spell slots are very scarce indeed. Nevertheless, we push on. Priority #1 is finding a safe place to rest, so we press towards the Swirfneblin village before doing anything else. The first drow war party falls, although Odrelomp fails to notice one of the Priestesses has Physical Mirror up, which leads to half the party nearly killing themselves trying to pelt her down...

That little snafu out of the way, taking care of the Myconids proves much easier, no doubt in large part due to the double Fireball we threw in their heads prior to engaging

Slighty low on spells (hey, when are we ever NOT low on spells? Safety first, and that means a lot of buffs constantly active) we still agree to go after the Balor. This is the very spot where the first Odrelomp Gogglebur perished many years ago, and so we are extra careful. The present Odrelomp is tucked away at the very back of the party, and we manage to bring the Balor down (despite turning our own summoned skeletons hostile with an ill-advised Holy Smite)

One thorough rest later, it's time to release some souls. Having no way to deal with a Spell Trapped drow with his silly magic resistance, we let Raevilin waste his most potent spells on skeletons, following which he is decidedly easier to deal with

Around here, Odrelomp gets level 14. Level 7 cleric spells, tasty! Of course he can only memorize 1 per day, but still, this opens up a whole host of interesting new options

Alchra Diagott is handled in much the same way as Raevilin, although we miss out on the experience for him.. perhaps all that time trapped in the device has got to him after all, as after Dominating an Aerial Servant, he tries to take it on in meele. The servant naturally resents this and literally tears Alchra apart

We finish up this particular rest cycle with clearing the Kuo-Toan's guarding the bridge. Odrelomp flexes his meele muscle

Alright! We have several ways we can go now. We can take on more Kuo-Toan's, we can go after Beholders, Illithids, or progress the main story a bit. I never liked feeling stressed to do the dungeons later on as a Drow, so we decide to clear out the dungeons before proceeding with the story. Given that the Kuo-Toan's are by far the easiest, they are selected as the first target, and Odrelomp gets to make use of his lovely level 7 slot.. a Firestorm turns the largest Kuo-Toa group into smoldering embers. How can you not love Firestorm? Highly respectable damage and No Save!

Forgetting to pollute the tadpools in the prince's chamber means he's not quite the joke you'd expect. I mean, he can't really hurt us, but he's almost impossible to bring below Injured due to his regeneration. A hasted Valygar dualwielding katanas and a couple Mountain Bears eventually bring him down, however

Demon knight time! We sacrifice a lowly Dire Wolf, and out they come to play. The first two fall before they get a chance to do anything

The remaining three prove slightly more troublesome. Valygar is repeatedly Level Drained, and then one of the Knights whips out a level 9 spell...

I'm glad I buffed Odrelomp with Death Ward, seeing as he only has 60 hp to begin with. One scratch of a Fireball and he's prime Power Word: Kill meat. Anyway, we gather the delicious loot from the Knights, get Valygar back up, and rest a bit. Next on the agenda: Beholderville.
Now, as far as I know, there are three main ways to fight Beholders (a fourth if you take advantage of their quirky AI):
1. Cheese it. Shield of Balduran or Cloak of Mirroring. Very boring but then Beholders are freakishly cheesy themselves...
2. Nuke the crap out of them before they can respond. This is easiest if you have level 8-9 mage spells, or at the very least level 7 ones for Spell Sequencer and 3xFireball. Neither is an option for us at the moment.
3. Put on every buff in existence and pray to whatever deity you worship that you manage to kill them before they kill you.
4. Summon up something very powerful (Skeleton Warriors, Elementals) and stick them on the Beholders. The beholders will try to bite them to death, which doesn't work very well. It's glitchy though, as sometimes they still use their rays.
So what the hell, let's try all four approaches! Not that we have a choice for the first fight, as it's a party transition and you're dumped in the lap of an Elder Orb and friend. However, circumstances once again collaborate in Odrelomp's favour, and we emerge victorious, the only injury a mere 3 hp damage to Jaheira! Had to use up some scrolls and a few Arrows of Dispelling, but hey, gear is there to be used

Alright, so we covered the buff the crap out of yourself and flail wildly at the enemy approach. Let's try the nuking approach, even though we're underleveled for it

Works ok! The beholders are quite wounded, and a cheesily shielded Minsc finishes them off.
Time to try out the summons. 5 charges of the Staff of Fire later, we have a small elemental army.. which of course ends up Held, as we accidentally send them after the Mindflayers to the south

But still, it works out. As long as there's at least one Gauth alive, the Flayers here will keep trying to Dominate it, to the exclusion of all else. And the Gauth is busy trying to kill off our summoned elementals... so we unceremoniously kill the Flayers from a distance, then the poor Gauth is turned into eye-on-a-stick by Minsc.
Here, we give in (being, AGAIN, low on useful spells) and let a cheesed out Minsc clear some of the Beholders for us.
Once that's over with, all that remains is the second Elder Orb and his/her/it's chronie.
Now, we could just ignore it. It has no treasure and the XP, even though decent, is nothing special. Still, what kind of renowned halfling hero would Odrelomp be if he left an Elder Orb alive in his wake? A squeaking failure, that's the kind!
So we opt for a mix of two tactics. We still have a Firestorm and Death Fog (underappreciated spell to be sure, no save, 8 damage every turn to anything that breathes in the vicinity). So we call up our best summons, two Aerial Servants and two Fire Elementals (the Druid kind, not the 8 HD from the Staff). We then drop a few Webs to start, followed by Firestorm and Death Fog.. then run like scared little female dogs, leaving the summons and an apprehensive Minsc to deal with the certain to be quite irate Beholders

Great success, as Odrelomp has come to expect by now. The regular Beholder falls to Fire Storm, but of course the Elder Orb survives (resisting some of the damage, but still badly wounded). Oddly it seems to get stuck and can't reach us.. so we go after it, summons before anything else of course. Once the poor Orb uses up it's Imprisonment, Minsc and the remaining two summons charge in

A short battle later, the Eye Tyrant falls! Huzzah!

Looting, resting, identifying.. the usual drill follows. Time for the final and, in my mind, most dangerous dungeon.. the Illithid City. Here we leave our mighty champions, just as they are about to descend into that pit of madness

Odrelomp is now a level 14 Cleric of Lathander