- took the evil path against Charleston Nib. If I've done this before it was many years ago and I wasn't sure what would happen. At one point it looked like the doomsayer had disappeared and I used the traps set for him to soften up Brage for the kill. Just as he died the doomsayer reappeared - Shael quickly dropped Brage's armour that was slowing her down and ran for it.
- then headed for the pirate cave. Somehow the first group of sirenes worked out Shael was coming and got out of range of her trap, so she re-stealthed and moved on to the cave. Shot up the flesh golems there, though got a bit too close to one of the traps.
- thought a nest of ankhegs would do nicely to get Shael up to level 8. Traps helped with some of them, but the bulk of the work was hanging around a neck of passage that the ankhegs couldn't get through. This allowed Shael a free shot at them before they could reply each time they surfaced (moving immediately afterwards meant there was no chance for a shot back). She did actually get hit a couple of times as a result of impatience, but had used a scroll of acid protection so was in no danger of death. The last of the nest did indeed give her a level up.
- then moved on to the Nashkel mines. I do find the kobolds there a bit tedious, but in my normal installation stealthing past them is not an option because they physically block the corridor at one point. Therefore worked through them mainly with bow, though traps helped with a couple of concentrated groups. Most of Mulahey's kobold supporters were caught by a pre-laid trap and a first use of the necklace of missiles accounted for the skeletons and left Mulahey himself running. One aspect of SCS is that when scared monsters run between maps they always seem to find their courage again immediately, so Shael had to use up a charge of the green amulet and shoot him a few times to finish him off.
- emerging in the valley of the tombs Shael first back-stabbed a grey ooze that had the temerity to follow her. Backstabs also accounted for the various tomb inhabitants. Her traps were saved for the mad mage, while the summoned mustard jellies suffered more backstabs (OK there was one front-stab, as it's difficult to tell which end is which if they're not moving
- a belated trip to Firewine Ruins to pick up some bracers. First stop was to save the world from a very poor poet. I think I've only killed him once before and didn't know he was a mage. Fortunately his first thought was for his own protection rather than trying to charm his attacker as the green amulet wasn't operating. Meilum himself caused no problems and then it was time to return to Nashkel, where Nimbul was waiting. Tried to leave things to the guards as much as possible, but Shael needed to show herself a couple of times to get Nimbul to turn visible. Once his protections were beaten down Shael stepped in for the finish.
- in Beregost it was time for a stern word with Tranzig. I wanted him to spill all the beans about where the bandit camp is so allowed him the opportunity to get a couple of damaging spells off, though nothing to cause real concern.
- heading for the identification services of the temple Molkar and his wrecking crew teleported in. Quickly ran away and laid down a couple of traps, which accounted for the 2 spell users. Then the others were easy prey for backstabs - their equipment giving a bit more work for the local priest.
Next stop will be the bandit camp.





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