![]() The barrel itself has two sets of Camping Supplies. I take out another small group of Iron Flail Soldiers near the barrel at #17. Durance likewise throws in a Storm of Fire spell to help Aloth out. He then casts two Wilting Wind spells that are carefully positioned to catch the Riflemen as well as the Paladins who have closed in on my warriors, but without hitting any party members. A large cluster of Icetreader Riflemen are gathered to the east, so first he puts a Malignant Cloud over them. After that, the warriors hold position and let the spellcasters go to work.ĭurance does a buff sequence of Devotions for the Faithful, Crowns of the Faithful, Shields of the Faithful, Consecrated Ground, Salvation of Time and Interdiction.Īloth starts of with Eldritch Aim and Kalakoth's Minor Blights. I briefly send Maneha ahead to get the attention of another group straight east of #15. I go forward and come into view of one group of them a little northeast of #15. There will be groups of Icetreader Paladins and Icetreader Riflemen east of #15. The barrel at #22 also has a high-tier gem. One noticeable item that I found was a Cloak of an Eothasian Priest in a barrel at #22. ![]() I wipe out several groups of soldiers on the south and west sides of the fort interior. The evil party now enters through the gate and continues its campaign. I choose the Damage Reduction resting option, since I am facing Kith here, for whom no Accuracy bonuses on resting are available. I rest up after that is done, for there will be camping supplies in the crate at #10. The evil party continues their campaign of slaughter by clearing out the perimeter on the south and west sides. It then becomes easy enough for Durance and Aloth to pick off the archers at a distance. Durance hits them with a Symbol of Magran spell, which will inflict both continuous Burning Damage and Blindness on any enemies caught within its area of effect. The warriors hold their ground and attack any who happen to come close.Īs the battle progresses, only a few Archers are left. ![]() He then follows up with two castings of the Wilting Wind spell. Durance initiates a sequence of Devotions for the Faithful, Crowns of the Faithful, Consecrated Ground, Shield of the Faithful, Salvation of Time and Interdiction.Īloth sets up crowd control with Eldritch Aim, Pull of Eora and Chill Fog. I will now have to fight a battle against a large force of Iron Flail soldiers, including Champions, just on the other side of where the gate once stood. However, the -2 Dexterity penalty and the penalty to Burning Resistance aren't that big a deal, so I don't mind. I am, however, unable to make the Dexterity check needed to avoid the Severe Burns injuries from the tar pitch. I make a Might check of 18 to avoid injuries from the volley of arrows. I grab a log from #12 and use it as an improvised battering ram against the gate. Doing it this way would have spared me any injuries, but no matter. Unfortunately, I can't use the cannon blasts as I have not yet completed the Ready the Cannons quest. ![]() I decide to smash my way through the gate at #14. There will be a few Iron Flail Soldiers that the evil party dispatches with relative ease at #13. None of these encounters are particularly difficult by now. They also kill a Menpwgra and a Snow Bear at #5. The evil party begins a campaign of slaughter against the Iron Flail soldiers, starting on the east side perimeter. *Evil* The evil party takes a far bloodier path to reach the Command Post, as described below. Once I do get to the rampart, I go through the door at #18 to reach the one at #19. ![]() It requires a mixture of patient waiting and sometimes retreating before I get the break. The key is to use the rampart on the north side of the fort, but to do so I have start up the stairs to the rampart when neither a patrolling guard or a War Hound are around. Now I sneak my way towards the door to the Command Post at #24. Note that I can only pull this off at night. I use a Rope and Grappling Hook first, and then I send Sagani to unbar the gate from the other side without alerting anybody. I click on the West Gate at #8 to begin a scripted interaction. I manage to make it to the northwest corner and speak to the Idle Villager and his girlfriend at #6, who provides some background information, especially about the Commander of the Iron Flail Army. Also, there are far less troops on either side if you come here at night. *Note* It is easier to pull it off on the east side, where there's less soldiers, than on the west side. I sometimes have to sit and wait for gaps, and sometimes have to zig zag east and west, to avoid getting spotted. The good party manages to sneak through the soldiers on the east side, although a lot of care is needed. I go a little north, and then have Kana use a Rite of Walking Shadows he had been saving up. I start off at #1 on the map of the Iron Flail Fort. ![]()
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