First, I have Grieving Mother and Hiravias switch over to missile weapons. There will be a group a little south and east that consists entirely of Mercenary Pyromancers and Mercenary Warmages. The other is the Small Bronze Key, which I'll use soon. One of them is The Golden Scales, which Zahua equips as a decent interim armor. One of the Mercenary Warmages left behind a Cape of Withdrawal, but I have no use for it.Ĭommander Baelorin himself leaves behind two items. The rest of the party hangs back, and simply attacks any enemies that happen to break through the crowd control. He then bombards enemies that are clustered together. Zakara hustles back to the rest of the party, with her enemies on her heels.ĭurance, just as Zakara comes within his sight, begins an extended sequence of: Devotions for the Faithful, Shields of the Faithful, Consecrated Ground, Interdiction, and then a Storm of Holy Fire over where the enemies will be.Īloth at the same time uses a sequence of Eldritch Aim, Pull of Eora, Chill Fog, Malignant Cloud, Merciless Gaze and then Kalakoth's Minor Blights. The dialogue leads to an inevitable battle. I send Zakara ahead to speak to Commander Baelorin. Aloth sets a Malignant Cloud Trap at the north end of the path. I keep the party on the narrow path between #6 and #7. Here I show the perspective of the evil party. The theme of using a charging Ituumak as the focus for Amplified Waves works here as well. I can't disarm the trap on the chest at #8, so I leave it for later.Īnother force of Bannermen led by a Mercenary Sergeant will be a little to the northeast. Once he falls, the battle more or less takes care of itself. Alliria tags him with both Flames of Devotion in order to bring him down as quickly as possible. Luckily, Crother brought himself within hands-reach from the outset, so the warriors go all out for him. It allows Grieving Mother to use him as a focus for Amplified Waves whenever she has at least 60 Focus. I send Ituumak forward so that he and Sagani can go to work on enemy spellcasters. Hiravias uses Moonwell followed by Relentless Storm. Alliria tags him with Sworn Enemy, and then uses Reinforcing Exhortation on both Kana and Devil of Caroc. Note how I sent Ituumak ahead, and that allowed Grieving Mother to use him as the focus for an Amplified Wave.Ī large force of Mercenaries will be at around #7, led by an Ogre named Crothar. Some of them keep their distance, as they are either Battlemages, War Priests or Gunslingers. I continue east and kill a few more Mercenaries, led by a Mercenary Pyromancer. Zahua then makes the Might check of 17 to kill the Orlan instantly. Zahua for the evil party fails his Stealth check, but the Drunken Orlan falls back to sleep since it is night time. The chest itself will have Camping Supplies and some gold coins, but I leave both the key and the chest for later. I do it by having Alliria lend her Pensiavi Mes Resi ring to Sagani, having Kana use a Rite of Walking Shadows scroll to raise Sagani's Stealth to 12, and then having Sagani make the Stealth check and then the Might check of 17 to kill the Orlan instantly.Īfter that, I wait for a Mercenary Gunslinger and then a Mercenary Fighter to each come forward so I can kill them each piecemeal one by one. It can be advantageous to kill the Orlan instantly if you can, since he's actually a powerful Monk once he's on is feet, and can use high-level abilities like The Dichotomous Soul. If you want to kill him quickly, the Barbarian's Wild Sprint, the Monk's Long Stride, or any Hunting Bow will work. If you want to render him unconscious quickly before alerting any nearby guards, the Wizard's Call to Slumber and the Cipher's Puppet Master power will work. If you fail the Stealth check during the day, there's a real risk that the Orlan will alert nearby guards, although that may be what you want anyway. If you fail the Stealth check at night, the Orlan will simply fall back asleep. One is to have your Stealth character go into scouting mode and then sneak up on the Orlan to either pickpocket the key with a Dexterity check of 17, or kill him swiftly with a Might check of 17. If you can get the key without waking up the Orlan, then you can loot the chest at leisure. It can be unlocked with the Orlan's Key, which is carried by the nearby Drunken Orlan. There will be a chest with a very high-level lock at #4. It doesn't matter what you say to the pair of Guards at #3, a fight is inevitable. For example, Mercenary Berserkers will frequently use Dragon Leap to try and reach spellcasters, while Mercenary Fighters will use Clear Out to try and knock multiple party members Prone. You'll start off fighting plenty of high-level mercenaries, with many of them using advanced abilities. This area is truly meant for only high-level parties. I arrive at #1 on the map of the Cragholdt Bluffs.
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