Icewind Dale with Basically Experts

JustKneller

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951
I daresay, I have made another terrible mistake. There is another rule from B/X D&D involving magic-users (or mages) that I forgot to implement. In AD&D, the number of known spells per level are based on Int. In B/X, you can only know as many spells per level as you can cast. So, at first level, you only cast one spell AND only know one spell. At fifth level, you can only cast 4/2/1 first/second/level spells and can only know that many as well.

I don't know if I'm going to retcon/restart over this. On one hand, a lot of fights would have gone quite differently if I didn't have the 'extra' spells I had. On the other hand, if I keep restarting, I'll never finish this run. At the very least, I need to work out my 'final' spell list for Aethelis. With this challenge, I basically have to plan him out like a sorcerer. I'm open to input here. Keep in mind, this is classic, so I don't have the EE spells (whatever they are).

Right off the bat, I'm generally ignoring touch, cone, and ray spells. While being a fighter/mage increases the chances of landing a hit (for a touch spell), these spells are too fussy and (cone/ray spells) are sometimes not party friendly. I'm also de-prioritizing personal abjuration (armor, shield, even stoneskin). They are great rescue spells, but it should be so rare that I need them that I can just use a scroll. Here is where my head is at. I have the order of my picks (and character levels I'll get them) after the headings.

This is what I came up with and I am looking for input. I especially need a fifth level 5 spell.

Level 1 - Friends (1), Identify (2), Chromatic Orb (4), Magic Missile (5), Charm Person (13)
Charm Person - it might be a contender, but there are a lot of undead in the game. Also, it's a save or suck.
Chromatic Orb - probably not bad for a 5th first level pick. It's mostly save or suck, but at high levels it's a cheap finger of death and guaranteed 4 rounds even if the save is made.
Friends - This is just a money saver, but it also fits the concept really well. If there is one spell a magical merchant would have, it's this one. There is the Scarab of Goodwill, but that might barely pay for itself in time.
Grease - Not terrible for low level crowd control, but small AoE and save or suck.
Identify - another money saver, but kind of a big one since everyone is going to have terrible lore.
Magic Missile - it's a classic.
Sleep - actually probably not worth it after the beginning of the game. There is one scroll at Pomab's. Maybe I just need to make it count.

Level 2 - Invisibility (3), Web (4), Cat's Grace (7), Acid Arrow (10), Stinking Cloud (13)
Blindness - a really useful effect against a heavy hitter, but save or suck.
Cat's Grace - for this party, actually good at higher levels, but really only for Eldon.
Horror - good way to thin out a crowd. Undead have immunity, but clerics can just turn them.
Invisibility - must have.
Knock - I was thinking of getting it this run and letting Falda ignore locks for a bit, but considering how precious slots are now, it is redundant.
Melf's Acid Arrow - solid spellcaster disrupter, decent damage for the level.
Stinking Cloud - good crowd control and the undead can fight in it. However, lots of enemies will be immune.
Strength - less useful than Cat's Grace due to how it handles percentiles. Only helps Eldon, and only gives him +2 damage.
Web - good crowd control, and works on basically everything, including my own undead. Need free action (limited supply if I don't steal) for the fighters so they can fight in it.

Level 3 - Slow (5), Skull Trap (6), Haste (8), Fire Arrow (11), Icelance (13)
Dire Charm - I think this actually functions no different than charm person in this game.
Dispel Magic - super useful, but I also have two clerics.
Fireball - it's a classic but might actually be one to pass on here. (see skull trap).
Fire Arrow - not a bad way to load a lot of damage to a single target. How many heavy hitters have fire resistance, though?
Greater Malison - I just looked it up and see it is only -2 to saves instead of the -4 from BG. Kinda takes the wind out of its sails.
Haste - definitely useful.
Hold Person - clerics have it at a lower level.
Icelance - not terrible, guaranteed single target damage with the risk of stun
Monster Summoning (any) - kinda B-level when you have other options with clerics.
Protection from Normal Missiles - actually not that bad if I cast it on Eldon and let him pull aggro from the many archers in the game, but still niche.
Skull Trap - I think this is better than fireball. It's magical damage, not elemental. There's no cap. And it uses a weaker save (breath instead of spells). It has slightly lower AoE, but that's worth the cost.
Slow - this is a solid one. It's save or suck, but it's not going to fatigue my party after. Plus, the party is often outnumbered, especially when the enemy calls for help.

Level 4 - Emotion: Hope (7), Emotion: Courage (8), Improved Invisibility (11), Vitriolic Sphere (12), Stoneskin (15)
Bentalyn's Burning Blood - This could be a possible mage disabler. It's save or suck, but save every round. Kinda pricey for level 4, though.
Confusion - save or suck, with a penalty, but can be decent crowd control. charm so the undead and constructs would be immune.
Emotion: Courage - a great party buff.
Emotion: Hope - a great party buff.
Improved Invisibility - can be great for getting Eldon/Curgek into place and then the defensive bonus helps with aggro.
M's Force Missiles - more powerful than MM, but save or suck (at level 4), pass.
O's Resilient Sphere - can be handy to save a near dead ally or take a heavy hitter out of commission while the party deals with the riffraff.
Stoneskin - classic but I can probably live without it.
Vitriolic Sphere - not terrible damage and then save or suck for more damage, plus (small radius) splash damage.

Level 5 - Cloudkill (9), Chaos (10), Domination (11), Lower Resistance (12), ??? (13)
Chaos - Confusion with -4 to the save.
Cloudkill - no use against undead, but definitely will shut down a mage. good damage for those it affects. pairs well with Web.
Conjure ??? Elemental - kinda tempting. The fire one is pretty tough.
Contact Other Plane - there is one really good use for this spell. There is one scroll. Coincidence? I think not.
Domination - charm, but works with any living creature and has a penalty
Feeblemind - potential mage disabler with a save penalty. Chaos is a little stronger, but
Hold Monster - useful, but save or suck and I bet the creatures you really want to hold (bosses) are going to be immune.
Lower Resistance - not bad, but you get it late. plus, this party is not going to have a lot of blasters, most damage will come from Curgek and Eldon.
Shroud of Flames - that one could go badly.
Sunfire - A fireball centered on my caster that's behind the party? No, thanks.

Level 6 - Death Fog (12), Flesh to Stone (13), Darts of Bone (16), Antimagic Shell (20), Shades (22)
Antimagic Shell - can troll mages, but shuts down Aethelis' spellcasting.
Chain Lightning - not party friendly at all.
Darts of Bone - I think this is the IWD version of MMM. Not bad, decent damage potential if the target doesn't save.
Death Fog - a stronger Cloudkill. Also pairs well with Web.
Disintegrate - classic, but save or suck and might destroy loot
Flesh to Stone - basically Disintegrate but doesn't destroy loot
O's Freezing Sphere - very weak for the level.
Power Word Silence - no save is great. two rounds duration is not great.
Shades - not a bad summon, not much else good at this level
Soul Eater - need other spell tricks to make it worthwhile and the benefit isn't great for a back line caster/archer
Tenser's Transformation - not as great for a fighter/mage
Trollish Fortitude - meh. If I could cast it on Eldon or Curgek, it would be another story.

Level 7 - Mass Invisibility (14), Acid Storm (16), Finger of Death (17), Seven Eyes (24), Power Word, Stun (28)
Acid Storm - DoT like Cloudkill, but follows the enemy if they leave the AoE, pretty good.
Finger of Death - it's kind of a weaker Disintegrate. Both allow a save, but Disintegrate works on anything, not just the living. The damage on save for FoD is insignificant at that point. But also doesn't destroy loot
Mass Invisibility - Improved invisiblity for everyone? Sure thing!
M's Sword - not bad, but would be better if it could use Aethelis' fighter levels.
Power Word, Stun - not terrible, but the more you want it, the less it works.
Seven Eyes - I kinda like this spell. It packs in 18 levels of potentially useful spells into one
Suffocate - It's basically Slow with some extra damage, but lower duration and no save penalty.

1: Friends
2: Identify
3: Invisibility
4: Chromatic Orb, Web
5: Magic Missile, Slow
6: Skull Trap
7: Cat's Grace, Emotion: Hope
8: Haste, Emotion: Courage
9: Cloudkill
10: Acid Arrow, Chaos
11: Fire Arrow, Improved Invisibility, Domination
12: Vitriolic Sphere, Lower Resistance, Death Fog
13: Charm Person, Stinking Cloud, Icelance, Flesh to Stone
14: Mass Invisibility
15: Stoneskin
16: Darts of Bone, Acid Storm
17: Finger of Death
20: Antimagic Shell
22: Shades
24: Seven Eyes
28: Power Word: Stun
 
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JustKneller

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951
I have a friend who has often told me that I am too ethical for my own good. Might be why I tend to play paladins in these kinds of games.

If I'm being honest, Sleep saved the Grace of Bears on more than one occasion. One was the ogre battle, the other was the goblin camp. I shouldn't have had both. I used Shield a few times in Kresselack's Tomb against the imbued wights (there's a wand of armor, but not until after you at least fight the first batch). I also used Grease in Kresselack's Tomb against some of the larger groups of undead to slow their advance in a way that probably saved our lives. One, in particular, was against a group of too many spectral guardians. That could have gone another way.

Third time's a charm? No changes to the line-up. I think this party is as good as it gets with these rolls. And away we go...


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Once again, Falda picked up the spells at Pomab's and none too soon. The Sleep scroll came in handy in the orc caves. It put the ogre's entourage out while the party drew the ogre back to the largest cavern, pelting it with stones, arrows, daggers, and darts the whole way. It never had a chance to close the gap before the Grace of Bears took it down. The rest of the orcs were still sleeping when the party came back and were dispatched one at a time.

Aethelis doesn't have Identify yet, but I know the fire dagger dropped in the orc's chest. I wish it procced more than 15%, though. At least then it could coup-de-grace trolls.

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Well, I've never seen this before. The goblin camp didn't rush the party, except for a couple archers taking pot shots.

The Grace of Bears stumbled upon a goblin camp. Fortunately, most of them were too busy eating some beetles to notice the party. The few archers that did were dispatched before they could call for help. Even as the party picked off goblins one by one, the rest simply wouldn't stop eating. They must have been hungry.

I also picked up a cloak of protection from the mill, though it will be a while before Aethelis can identify it.


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The Grace of Bears arrived in Kuldahar, only slightly worse for the wear. They needed to check in with the hamlet's elder, but would get their bearings and recuperate first.

Aethelis Valariel (a.k.a Star-Runner so humans don't have to stumble over his Elven name)
traveling merchant among the Ten Towns, but wants to be more
Str 10, Dex 9, Con 6, Int 15, Wis 10, Cha 15
CG Elf (Fighter/Mage), Large swords++, Bow++
Level 1/1, HP 6, AC 10, k% 27
Kit: helmet
Weapons: long sword, short bow

Belisent Gante
Helmite priestess seeking redemption for a past failure
Str 13, Dex 9, Con 7, Int 8, Wis 14, Cha 13
LG (Human) Cleric, Maces+ Missile Weapons+
Level 3, HP 20, AC 3, k% 4
Kit: helmet, splint mail, small shield
Weapons: mace, sling

Curgek
Clanless and exiled, though innocent of his crime
Str 12, Dex 7, Con 15, Int 9, Wis 7, Cha 14
LN Dwarf (Fighter), Hammers++, Daggers++
Level 2, HP 21, AC 3, k% 17
Kit: helmet, splint mail, medium shield
Weapons: warhammer, throwing daggers

Daelin Brescall
Loremaster striving to preserve the history of the Frozen North
Str 7, Dex 14, Con 9, Int 10, Wis 15, Cha 13
NG (Human) Cleric, Clubs+, Missile Weapons+
Level 2, HP 14, AC 7, k% 7
Kit: helmet, studded leather
Weapons: club, sling

Eldon Claystep
Winter rye farmer starting a new chapter of his life
Str 17, Dex 13, Con 11, Int 9, Wis 10, Cha 9
NG Halfling (Fighter), Flails++, Darts++
Level 2, HP 18, AC 3, k% 20
Kit: helmet, splint mail, large shield
Weapons: flail, darts

Falda Cunk
Trapper with something to prove
Str 8, Dex 17, Con 14, Int 9, Wis 10, Cha 9
CG (Human) Thief, Clubs+, Bows+
Level 3, HP 17, AC 4, k% 26
OL 30, MS 25, FT 55, PP 20
Kit: studded leather
Weapons: club, short bow
 

JustKneller

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Messages
951
The Grace of Bears further came together in the Vale of Shadows. They finally had a chance to learn about each other, not as fellow slaves, but as people. Along the way, Belisant and Daelin picked up some tricks with hammers by watching Curgek fight. Meanwhile, Aethelis taught Falda the basics of swordplay.

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In the crypts, they found a rather powerful potion that would permanently improve their natural charm at the cost of their natural grace. Too bad it didn't go the other way. Falda could have benefited from even more agility. At least it fetched a tidy sum from Oswald.

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Myrkul's Sending gave the bears a run for their money, literally. It was a tough fight as only Belisent and Curgek had weapons that could hurt it (with an enchanted mace and fire dagger, respectively). Falda had an enchanted sword, but she was generally not suited for the front lines with such a powerful adversary. This fight sent the party all the way back to Kuldahar. Aethelis identified the items found so far while they recouperated. One was an enchanted hammer, which was an upgrade for Curdek.

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They returned to Myrkul's Sending, and with prayers from the clerics, sent it into the light.

The Bears eventually found the spirit that reigned over the Vale. Now that the party had slain his undead army, his resting place was defenseless against an Aurilite priestess who intended to extinguish all light and heat from the tombs. The spirit had no desire to spend an eternity in the dark and cold. The Bears had little sympathy for the wraith, but the priestess also would have designs against Kuldahar. Also, in exchange for dealing with the priestess, the spirit offered information.

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Lysan hit Belisent with silence which blocked her Chant, but the party apparently didn't need the extra help. Summoned skeletons with most of the party cut through the yetis, while an invisible Curgek got the drop on Lysan. Falda slipped in at the end to finish her off. The Bears returned to the spirit, but the only information he offered was that the Vale and its spirits were not involved with the greater evil troubling Icewind Dale.

With this red herring resolved, the Grace of Bears reported back to the hamlet's elder. The druid had a new plan, but needed an artifact from a temple up on the mountains. After taking a day to prepare for travel, the Bears set out for their next destination.

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I'm kinda surprised I'm seeing this. I don't have 3e sneak attacks turned on, but I'm still getting the messages for the ability on level up.

Anyway, here's our party now. The hit point gods have been rather kind.

Aethelis Valariel (a.k.a Star-Runner so humans don't have to stumble over his Elven name)
Traveling merchant among the Ten Towns, but wants to be more
Str 10, Dex 9, Con 6, Int 15, Wis 10, Cha 15
CG Elf (Fighter/Mage), Large swords++, Bow++, Crossbows+,
Level 4/4, HP 19, AC 7, k% 17
Kit: helmet, Leather Armor +1
Weapons: long sword, Short Bow +1
Level 1: Friends, Identify, Chromatic Orb
Level 2: Invisibility, Web

Belisent Gante
Helmite priestess seeking redemption for a past failure
Str 13, Dex 9, Con 7, Int 8, Wis 14, Cha 13
LG (Human) Cleric, Maces+, Missile Weapons+, Hammers+
Level 5, HP 34, AC 3, k% 4
Kit: helmet, splint mail, medium shield
Weapons: Mace +1, Sling +1

Curgek
Clanless and exiled, though innocent of his crime
Str 12, Dex 7, Con 15, Int 9, Wis 7, Cha 14
LN Dwarf (Fighter), Hammers+++, Daggers++
Level 5, HP 47, AC 2, k% 31
Kit: helmet, splint mail, medium shield, Glimglam's Cloak, Gauntlets of Weapon Skill
Weapons: War Hammer +1, Fire Dagger +1, throwing daggers

Daelin Brescall
Loremaster striving to preserve the history of the Frozen North
Str 7, Dex 14, Con 9, Int 10, Wis 15, Cha 13
NG (Human) Cleric, Clubs+, Missile Weapons+, Hammers+
Level 5, HP 29, AC 4, k% 3
Kit: helmet, Chainmail +1
Weapons: club, Sling +1

Eldon Claystep
Winter rye farmer starting a new chapter of his life
Str 17, Dex 13, Con 11, Int 9, Wis 10, Cha 9
NG Halfling (Fighter), Flails+++, Darts++
Level 5, HP 32(42), AC -3, k% 31
Kit: Helm of the Trusted Defender, Kresselack's Plate Mail, large shield, Mantle of the Coming Storm, Black Wolf Talisman
Weapons: flail, hammer darts, beserker darts, normal darts

Falda Cunk
Trapper with something to prove
Str 8, Dex 17, Con 14, Int 9, Wis 10, Cha 9
CG (Human) Thief, Clubs+, Bows+, Long Swords+
Level 6, HP 32, AC 4, k% 11
OL 60, MS 30 (45), FT 80, PP 20
Kit: studded leather, Ring of Shadows
Weapons: Long Sword +1, Short Bow +1, Flaming Short Sword +1
 
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JustKneller

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951
The Grace of Bears met their match at the Temple of the Forgotten God. It was overrun by cultists and verbeegs. The spellcasting cultists were actually less of a problem then the verbeeg, who hit like an ox.

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The only thing working for the Bears was that the verbeeg were hesitant to abandon their posts. This allowed Aethelis to utilize guerilla tactics with his bow. If one were to follow him back to the party, stationed by the entrance, it was hopefully softened up enough for the Bears to make quick work of it. The cultists were more keen to pursue, but also fell quickly against the full brunt of the party.

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Though, it warrants mention that Aethelis was not the keenest of archers and his guerilla tactics required an abundance of patience.

These adversaries were a great drain on the party's resources, forcing the Bears to fall back into the mountains and rest on numerous occasions. The cultists and verbeeg fortunately never gave chase outside the temple. In time, the Grace of Bears was able to clear out the temple's denizens. At the end of their journey they found that the artifact they were seeking had already been moved. It was time to go back to the druid to regroup.

I have not yet started on Dragon's Eye as I want to go in it with a plan. Specifically, I know what is waiting for me at the start. The snow trolls outside the cave don't worry me, but (even though I haven't played this game in quite a while) I clearly recall a very close quarters fight with about a half dozen lizardmen and a shaman as soon as you enter the cave. That is a tough one. We are slightly outnumbered, the characters aren't optimized, and there's no room to control the space. I basically have one round to cast some spells and then it's a pile of melee from there. I can summon undead to give us better numbers. I can try to silence the shaman or interrupt it with the wand of missiles before it can cast its Hold Person (which could easily wreck the party). There are a lot of ways this could go. I'm thinking that my best strategy is for Aethelis to use the wand of missiles for guaranteed hits on the shaman and Falda supports with her bow. Hopefully that's enough to interrupt. Belisent and Daelin use the first round on Hold Person to hopefully freeze at least half of them. The next round they follow up with summon undead to swarm the shaman and keep it busy. On the third round, everyone focuses on the unfrozen lizards, then the shaman, and then coup-de-grace the rest. I think this is a solid plan but there's a lot of "hopefully" in there. After the effective TPK in the temple with my last go, I'm approaching things more gingerly.

There wasn't a lot of xp in the temple, so no major party changes to report. Nobody gained a level. We did pick up the Black Knight from a random drop (one more summon) and Falda now has Studded Leather +1.
 
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O_Bruce

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Messages
515
Don't fret, in my recent experience, the Dragon's Eye isn't as bad as I though it would be (if you don't count bombardier beetles). One the first level, lizard men aren't as much of a threat as verbeegs in close combat, which is a relief. That being said, you'd better watch out for shamans, they can hold your party member, silence them, buff themselves and nearly lizardmen with Strength of One etc. It's better to inrerrupt their spellcasting whenever you can.
 

JustKneller

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Messages
951
I'm not worried about that level in general, but the first fight when you enter is tough with an "average" party, as is the Lizard King fight due to the numbers supporting him. you have to figure that, without the frequently maxed Dexterity IWD characters have, they are getting hit 20% more often, and with random HP rolls, have significantly less endurance. I'm definitely finding I have to pace this party slower due to lack of optimization.

I do plan to go for the beetles, though. There's over 12kxp down that way, plus some fire/acid arrows on Erevain's body. I wish his sword was more interesting, but at least it can hit Yxunomei. Though, that raises an interesting issue. At this point, the only person with a +2 weapon is Curgek with a fire dagger. Nobody front line worthy has pips in swords or axes (where +2 options are available). I believe there's a guaranteed +2 flail, but only a possible drop for maces, morningstars and hammers. I think we still have options, but I know this won't be an easy fight.
 

JustKneller

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Messages
951
I thought I would finish Dragon's Eye before posting again, but the first three levels cover a lot and the Presio battle can be a big deal.

Their enemy had left behind a clue, a vial of poison, that the Grace of Bears presented to Arundel. This allowed the druid to discern the Bears' next destination, the Dragon's Eye.

It was a three day journey to get there. Upon arrival, before they could even rest, they were beset by snow trolls who ambushed them from snow drifts. They were not too much trouble, though. Their first real confrontation was as soon as they entered the cave and saw a band of lizardmen. There was not much room to move and the Bears were outnumbered. They poured their all into the fight and Falda even summoned the Black Knight they had only just found in the Temple of the Forgotten God. The Bears prevailed and with no losses, save for the Black Knight figurine. (Which I thought was a once a day thing, but apparently it's just once. Oh well.).

An invisible Falda scouted out the caves. From the entrance, they branched to the right and left. To the left were many more lizardmen, the missing townsfolk, and a path further into the caves. To the right were a few lizardmen, and then many spiders and beetles. They could have ignored this path, but Falda also found the body of Erevain, whom they had met in Easthaven. It seemed unfair to just leave him there, so they took to the right path. Once the monsters were cleared out, they recovered his possessions, and built a cairn over his remains. They would take the elf's journal to Gerth in Kuldahar, so at least his history could be preserved.

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They took the slain elf as a warning of what was to come, were they not careful, and returned to Kuldahar to better prepare. From the smithy, they purchased additional supplies and appealed to Orrick for more powerful assistance. The mage did take pity on them an offered two very valuable items. One was a scroll of Slow. Aethelis could not learn such a spell yet, but he was not far away from doing so. The other was the Shimmering Sash, which was just the extra protection that Eldon needed. They barely had enough gold for both. Tymora be with them, as they did not have any gold left over to raise someone if needed.

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The Bears returned to Dragon's Eye and the Shimmering Sash delivered. Eldon would creep forward and bait a lone enemy, who thought a sole halfling would be an easy meal. He then would lead the creature away from help and to the party, who could quickly take them down. The only fight where this did not work was the fight with the lizardmen king. There, the party was able to keep things under control thanks to Aethelis casting a double Web spell and having some undead allies summoned to even the odds. They cleared the second part of the caves with trolls, spiders, and other bugs with the same method, and also had another major battle with a quartet of Talonites. The same strategy that worked on the lizardmen king worked on them as well. It was also in the second level where they rescued the remaining villagers and a priestess of Illmater.

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They found another hapless adventurer on this level with two rather powerful weapons on their person (Long Sword of Confusion, Battle Axe of the Defender). These would be quite powerful weapons, especially against any enemies that require weapons with strong enchantments, but neither Eldon nor Curgek were in sword or axe, so they were eventually just sold to Conlan. (Ouch.)

In the third area, they were ambushed by cold wights right from the start. Even with the two clerics turning undead, they had to turn back to recover. Fortunately the Priestess of Illmater had stayed behind and tended to their camp while they rested. They returned to the realm of the cold wights renewed.

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Their progress was slow, largely because Eldon was still using a mundane flail. Curgek lent the halfling one of his enchanted daggers, just so he could do something to help. Eldon made do. They were careful to control the crowd of wights with the two clerics, which made the army of undead manageable.

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And the enemy was legion. Their strategy was sound, but required a great deal of patience.

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The general of this undead army was the necromancer Presio. Powerful, but a coward, and this became his undoing. The party waited across a bridge from his lair and sent in a summoned skeleton to set off the imbued wights. Presio decided to go on the offensive and send the entire army out looking for the party. Little did he know that this was exactly the trap the Bears set. Falda stayed on Presio's side of the bridge, invisible, to keep an eye on things. When the undead reached the bridge, Aethelis cast a Web and then Slow so that only a few enemies could trickle through at a time, which was manageable for Eldon and Curgek. Belisent and Daelin were behind them turning undead so that the fighters wouldn't get overwhelmed. This actually worked far better than expected. The Bears only had to fight the three imbued wights. The other creatures, poisoned zombies, were utterly destroyed when they approached due to the clerics' turning.

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And this left Presio all alone. The party cautiously approached and Falda scouted ahead to the necromancer's lair. Instead of advancing, Belisent and Daelin conjured an undead army of their own which they sent after the necromancer. They skeletons did not last long, but they lasted long enough to soften up the necromancer, who spent all of his spells dealing with Bears vanguard. The party then rushed in to finish him off, thus ending the story of Presio.

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Among the spoils of Presio's lair, an enchanted flail was finally found for Eldon, and a damn good one it was. The Bears considered pressing on with a quick rest courtesy of the Painbearer Priestess, but they were running quite low on arrows and stones so they decided not to chance it. Whatever lived deeper in the caves would still be there upon their return. They returned to Kuldahar to regroup and resupply. It was a good thing they did, too. One of the children that the Bears rescued with the son of the smithy, who rewarded them with a finer hammer for Curgek!

Aethelis Valariel (a.k.a. Star-Runner so humans don't have to stumble over his elven name)
Traveling merchant among the Ten Towns, but wants to be more
Str 10, Dex 9, Con 6, Int 15, Wis 10, Cha 15
CG Elf (Fighter/Mage), Large swords++, Bow++, Crossbows++,
Level 6/5, HP 25, AC 6, k% 30
Kit: helmet, Necromancer's Robe
Weapons: Long Sword +1, Short Bow +1
Level 1: Friends, Identify, Chromatic Orb
Level 2: Invisibility, Web
Level 3: Slow
I have the capacity to add Magic Missile (i.e. four 1st level spells), but I am waiting until the next level when I can also scribe skull trap so as to reserve potions of genius.

Belisent Gante
Helmite priestess seeking redemption for a past failure
Str 13, Dex 9, Con 7, Int 8, Wis 14, Cha 13
LG (Human) Cleric, Maces+, Missile Weapons+, Hammers+
Level 7, HP 46, AC 3, k% 6
Kit: helmet, splint mail, medium shield
Weapons: Mace +1, Sling +1

Curgek
Clanless and exiled, though innocent of his crime
Str 12, Dex 7, Con 15, Int 9, Wis 7, Cha 14
LN Dwarf (Fighter), Hammers+++, Daggers+++
Level 7, HP 61, AC 2, k% 33
Kit: helmet, splint mail, medium shield, Glimglam's Cloak, Gauntlets of Weapon Skill
Weapons: Conlan's Hammer, Presio's Dagger, Spinesheath, throwing daggers

Daelin Brescall
Loremaster striving to preserve the history of the Frozen North
Str 7, Dex 14, Con 9, Int 10, Wis 15, Cha 13
NG (Human) Cleric, Clubs+, Missile Weapons+
Level 7, HP 36, AC 4, k% 4
Kit: helmet, Chainmail +1
Weapons: club, Giant Killer

Eldon Claystep
Winter rye farmer starting a new chapter of his life
Str 17, Dex 13, Con 11, Int 9, Wis 10, Cha 9
NG Halfling (Fighter), Flails+++, Darts+++
Level 7, HP 47(57), AC -6, k% 27
Kit: Helm of the Trusted Defender, Kresselack's Plate Mail, large shield, Mantle of the Coming Storm, Black Wolf Talisman, Shimmering Sash
Weapons: Hammer Flail +2, hammer darts, beserker darts, normal darts

Falda Cunk
Trapper with something to prove
Str 8, Dex 17, Con 14, Int 9, Wis 10, Cha 9
CG (Human) Thief, Clubs+, Bows+, Long Sword+, Short Sword+
Level 8, HP 43, AC 3, k% 7
OL 90, MS 30 (45), FT 90, PP 20
Kit: Studded Leather +1, Ring of Shadows
Weapons: Erevain's Broadsword, Short Bow +1, Flaming Short Sword +1
 

O_Bruce

Habitué
Messages
515
Hah, nice progress and a good call to go back to Kuldahar before progressing further. Getting through that part of the game recently myself, I noticed that reward for rescuing Conlan's son is quite thoughtful - I imagine a situation in which a potential player encounters an incoming roadblock, goes bac kto Kuldahar to prepare better and is rewarded with exact thing they need (assuming they clear the rescue son subquest, of course).

Nice tactics against Presio and her army (yes, Presio's a woman. You mention of the character as "he", even though in-game model leaves little to imagination :) ). And yes, immediately destroying zombies with a cleric was very satisfying in there.
 

JustKneller

Habitué
Messages
951
I have a plan for a future run and part of it will involve not leaving an area until I finish it. The trips back to town are a bit immersion breaking, but they really do help. The shimmering sash is a game changer for this dungeon. As is being able to refill ammo. The latter can be worked around by just filling inventory with arrows, stones, etc. before heading out, though.

I'll use Conlan's Hammer because it fits the character, but I actually think that Spinesheath or Presio's dagger are better options for the Yxunomei fight. One has a much better hit bonus at a minor cost to damage, and the other has a better hit bonus and equivalent damage (even though Yxunomei is immune to the poison).

I wish I could say that the whole trap for Presio was intentional. My actual plan was for the skeletons to pop off the imbued wights' MMs, then I was going to buff the party and have Eldon, Curgek, Aethelis, and Falda rush Presio while the clerics turned the undead army. Once Presio was down, the party could mop up the fleeing undead. The fact that the zombies exploded from the clerics, and everyone but Presio charged the party when the skeleton baited the wights only made it all easier. I think Presio's AC (which I believe is 8) is her Achilles' heel. The skeletons alone almost took her down.

I had no idea that Presio was female. I don't know how I missed that. In my defense, though, the models are quite small with my resolution so if the only clue was visual, I see why I missed it. 😁
 
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