They allow items to be identified at the Oracle of Knowledge in level 4.Ī different section of level 9 labeled "Storage" gives an early introduction to one of its monsters, the displacer beast. Throw or fire an object over it to remove the wall and get three orbs of power. Translated or not, the writing marks level 9's special quest. I bring the party gender balance while I'm at it. Dorhum won't be a member of the final party so I don't mind doing that. On the opposite side of that room, there is text we can't translate. Annoyingly, the locks are all identical-looking for three different key types.Ī button will turn a gem on this shelf into a jeweled key. The key I just picked up is not the one to unlock it. This is an illusory wall, leading to a locked door. It is a series of short hallways with lots of stairs and locked doors. The southeast portion of level 7 is separated from the rest by a section that goes through all three drow levels. Slow Poison (despite the drow love of spider motifs, there are no spiders anywhere further on, nor any other monster that poisons) Remove Paralysis (does what is says for the whole party, right when it becomes relevant) Protection From Evil 10' Radius (whole party defense buff) The loot I get from this includes a Luckstone Medallion (which I think improves saving throws but I'm not entirely sure) and several scrolls, including some I got while they were still peaceful:Ĭreate Food (brings everyone's hunger meter to full, making rations pretty much obsolete) I step on it and quickly dodge the fireball it launches, thereby declaring war on the drow. Ileria has the minimum possible wisdom for a cleric, and is also "officially" male in a presumable error. The dwarves are not going to be in the final party. I take her and also drop Taghor to increase everyone else's experience gain. The skeletal lords we fought were likely her previous companions. Ileria has her name spelled differently in her introduction. Strange considering their matriarchal society is one of the few bits of D&D lore I'm aware of. There is exactly one drow woman in the game, who we won't meet until we leave their territory (on that note, this is the only drow level that actually has them). There are several items on this level guarded by drow that you can only get by attacking them. This leads to a small, isolated section of level 6 where we find the key to that level's portal. On the way back I use a key I got to unlock some stairs up. The holy symbol might be what prevented that. Their presence here suggests she was going to be turned into another skeletal lord. The third door has the remains of the half-elf cleric Ileria. Luckily they only approached one at a time, to the 2x2 room where the plate is (this is the second one). They also take half damage from sharp weapons - the Chieftan Halberd's bonuses give it damage on par with a mundane blunt weapon with better chance to hit. They move and attack very quickly, and can do damage up to the teens with each hit. Two of them are occupied by skeletal lords, which are among the most dangerous monsters in this game. We get there to find three doors all opened by this plate. Incidentally, the B tiles are also the area where drow guards start spawning after they become hostile. The other B tile will launch a fireball every time you step on it, but that won't harm you if you just wait for it. The button at the first tile marked B will close the pit ahead of it and launch a fireball over the next one. If that happens, it counts as an attack against them and earns their hostility. That means the drow's brilliant security posted a guard where he can get hit by a fireball. Note that one of the arrows goes through a red circle. The orange arrows are paths of fireballs, and the letters are places their launchers are activated. Yes, I did just sell kenku into slavery, but I also just explained why fighting the drow would be annoying, so I clearly made the right moral choice. NB: Be sure to leave at least three eggs behind, they are still used for something later. There's no room to maneuver and these drow can paralyze with their hits, which we currently have no way to remedy. This is not enough to make them hostile, which is good because a fight with them would be a pain in the ass. I try to bribe them but don't have what they want right now. Listen to them be absolutely not intimidating here. Level 7 is the start of drow territory, and we are immediately confronted by their guards.
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