Mask of the Betrayer Walkthrough
Mask of the Betrayer is 2007 cRPG developed by Obsidian for Neverwinter Nights 2.
Being focused on story and reactivity, Mask of the Betrayer of 2007 is the spritual successor to Black Isle's Planescape: Torment of 1999.
As it pertains to cRPG Design, MotB is ranked as Well Above Average.
This walkthrough was written while playing as twin-blade Weapon Master. A stronger build would be Frenzied Berserker.
Act 1: Wrath of the Bear God
Bear God's Barrow - Lower
The
shard of Gith (see Story So Far, below) has been removed from my chest, which has
then been crudely stitched up. I feel great pain, and an insidious
presence of... hunger... wells up inside of me.
I find myself at an ancient Imaskari outpost located in a barrow deep beneath Rasheman - hundreds of miles from the Sword Coast. A red-robed wizard named Safiya has come to rescue me, and now we need to escape the barrow before the earth spirits down here begin to stir; so let's hop to it!
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| The Story So Far |
I find myself at an ancient Imaskari outpost located in a barrow deep beneath Rasheman - hundreds of miles from the Sword Coast. A red-robed wizard named Safiya has come to rescue me, and now we need to escape the barrow before the earth spirits down here begin to stir; so let's hop to it!
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| Ancient Imaskari Outpost, older than the barrow itself |
Safiya is my first companion, a True Neutral Human starting as Wizard (7) / Red Wizard of Thay (10). She is clinical, but compassionate. Her spell selection is a little silly, so I have her commit to memory Persistent Spell Haste and Persistent Spell Fox's Cunning, as well as Premonition and especially Empower Spell Disintegrate and Extend Spell Slow, along with the usual Delayed Blast Fireball (DBFB), Stoneskin, and Extend Spell Greater Invisibility.
With those spells cast liberally, we can tackle these initial dungeons with more confidence. Safiya is accompanied by her construct, Kaji, whom she assembled from "twigs and clay". Kaji is talkative and quite useful, capable of opening locks and detecting and disabling devices (+17, +15, +15), so he'll go some way to filling the role of Rogue during the adventure.
With those spells cast liberally, we can tackle these initial dungeons with more confidence. Safiya is accompanied by her construct, Kaji, whom she assembled from "twigs and clay". Kaji is talkative and quite useful, capable of opening locks and detecting and disabling devices (+17, +15, +15), so he'll go some way to filling the role of Rogue during the adventure.
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| Safiya, Red Wizard of Thay |
Safiya Build
Safiya is our first companion. We get to level her up from 18th to 30th level. Make sure you pump her Intelligence score and have her crank Spellcraft, Concentration and Tumble skills. UMD, Lore and the crafting skills are optional.
- Female Neutral Human
- Starting stats: 9-15-14-19-11-14
- 18. Wizard (8) Red Wizard of Thay (10): Quicken Spell (IGMS and Bigby's Interposing Hand)
- 20. Wizard (10) Red Wizard of Thay (10): Silent Spell
- 21. Wizard (11) Red Wizard of Thay (10): [EPIC] Great Intelligence I
- 23. Wizard (13) Red Wizard of Thay (10): Automatic Silent Spell 0-3
- 25. Wizard (15) Red Wizard of Thay (10): Automatic Silent Spell 0-6 + 0-9
- 27. Wizard (17) Red Wizard of Thay (10): Automatic Quicken Spell 0-1
- 29. Wizard (19) Red Wizard of Thay (10): Automatic Quicken Spell 0-2
- 30. Wizard (20) Red Wizard of Thay (10): Automatic Quicken Spell 0-3
Safiya finishes with 33 ranks in Spellcraft, Lore and Concentration, as well as 16 in Tumble and UMD.
There are many good spells that Safiya can cast. Spells can be selected at each levelup but are also found or bought in the gameworld as scrolls, which can then be scribed to the spellbook.
Key spells we want Safiya to have, and which she doesn't already have, are as follows: Firebrand, Bigby's Interposing Hand, Isaac's Greater Missile Storm, Create Greater Undead, Horrid Wilting, Wail of the Banshee etc. When needed to inflict mega-damage, Safiya should employ Empowered spells.
I would have Safiya take Heroism and Greater Heroism as well, since they enhance Kaji's thieving skills by 6 points as well as the social skills for the PC (which help us gain influence with companions).
Starting Gear:
The party is not exactly resting on the poverty line; the default gear supplied is generous.
- Lilura1: Full Plate +3 (AC +3, iron), Ring of Protection +3 (AC def +3), Amulet of Natural Armor +3 (AC nat +3), Nasher's Ring of Strength (Str +3), Cloak of Resistance +3 (all saves +3), Sash of Shimmering belt (SR 12), Bracers of Dexterity +3 (Dex +3), Boots of Striding (Con +3).
- Safiya: Quarterstaff +3, Safiya's Robes (AC +3, all saves +2, Conc +8, Human and Red Wizard of Thay only), Bracers of Armor +6 (AB +6), Luckstone (all saves +1, assorted skills +1), Ring of Wizardry 4 (Bonus fourth level spell slot for Bard, Sorc, Wiz), Ring of Protection +3 (AC def +3), Potion of Heal (3), Healer's Kit +10, Light Crossbow +3, Composite Shortbow +3, Short Sword +3, Bolt +3 (99), Arrow +3 (99).
Mask of the Betrayer Crafting
Of greater interest is the Shaper's Alembic, Enchanter's Satchel and Brilliant Water Essence carried by Safiya.
MotB Essences vary in type and potency; they are collected (ie, looted from corpses) and can then be combined into greater ones, divided into lesser ones or converted into Power essences - using the Alembic - to ready them for crafting. Weapons and such can then be placed into the Satchel, along with the essences, at which point a spell is cast on the Satchel to craft the desired item. Anyway, more on crafting later.
Starting Status: What's this - stat penalties? How dare they... the removal of the shard of Gith from my chest has caused a "weakened" status, resulting in -10 AC and -4 to physical attributes and saving throws. Nevermind, this will be corrected soon.
I disable Party AI to put Safiya, Kaji and
myself in "Puppet Mode". This ensures I won't be annoyed by
deselected combat units doing stupid things; they will just stand there, still,
scratching their heads like idiots until I tell them to do something - which is better than getting themselves killed. I also turn
on "Marquee Select" for both Exploration and Strategy camera
modes. This enables me to "drag a box" to select one or more units
without having to individually select which ones I want (just like in the Infinity Engine RPGs, actually).
***
A laughing boy. A woman with golden skin. A wall of screaming souls...
No sooner have we begun our ascent of the barrow, the earth violently shakes - an announcement that the subterranean spirits have indeed begun to stir...
I gain Influence (Inf) with Safiya through an interjection with Kaji ("you seem to care for him" [Inf +6]) and then by engaging in direct dialogue with Kaji ("you could be useful" [Inf +6]). I want to build up Inf with companions whenever it's reasonable to do so, as it can lead to feats that grant powerful bonuses. I also equip myself with the basic gear Safiya lugged down for me (eg, the Short Sword +3).
Our first encounter consists of a single Barrow Guardian lumbering around a long-abandoned campfire, which Safiya promptly Disintegrates (+132 Exp, Volatile Earth Essence). From what I can gather, most barrow spirits drop, upon being vanquished, between one and five of the weakest kind of essence ("volatile"). Volatile essences fall into your lap; they can be farmed through provoking on-rest ambushes and during key events, so I won't be recording such common loot from now on. Suffice it to say that the average player will probably have accumulated about one hundred volatiles, many of the "earth" variety, upon exiting the barrow.
At the campfire I loot a pile of scrolls for a Dagger +3, Premonition scroll and The City of Judgment tome (see right) which opens up the Betrayer's Crusade quest. It seems there may be a connection between the crusade and my presence in the barrow. I'll need to seek out a Kelemvor priest and locate the scrolls of The Lamentations of the Dead; but we lay that aside for now, as we have more pressing, immediate concerns. Anyway, a second hulking Barrow Guardian is Disintegrated by Safiya en route to the exit, before which Kaji also detects and disables a DC-15 Lightning Trap (+75 Exp).
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| Our first "enemy", a Barrow Guardian |
Middle Barrow
Emerging into the middle barrow, the hunger inside me lashes out and consumes the wolf spirit, Nakata (+403 Exp, Brilliant Spirit Essence) - also removing my "weakened" status and beginning the Dark Hunger quest. If I can discover how I arrived in Rasheman and who tore the Gith-shard from my chest, I might learn the secret of this hungry presence within me. Again, we lay this quest aside for now.
This barrow branches off to the west and to the east. Exploring the eastern tunnels first, I tank two incorporeal Telthor Wolves (+205 Exp ea) and two more Barrow Guardians as Safiya warms the tunnel with Empower Spell DBFB; and Kaji looks on, flapping his wings in excitement.
A Telthor Bear is vanquished in the south-eastern burial
chamber (+283 Exp), after which we loot the ancient offering chest for the Skin of Shadow armor (AC bonus +5, SR 24, Shadow Shield [13] 3/day).
(In order to identify magical items, you can either employ your own Lore or simply give them to Safiya.)
Backtracking
and now exploring north a little, another Barrow Guardian is slain
outside a small burial chamber, wherein an ancient wooden box is looted
for a Telthori Totem (Mind Affecting saves +5, Will saves +3) and Potion of Greater Heroism. Kaji now deftly disables a DC-20 Strong Electrical Trap (+100 Exp) as we continue northward to the Pool of Offerings chamber in which a mischievous Orglash resides. Safiya and I decide to vanquish it (+205 Exp, Water Essence [2]).
I find two offering piles on the icy floor: one containing a Sacred Pouch, the other a Star Sapphire and Ring of the Frozen Falls (Cold 25% imm bonus, Hypothermia 3/day, Polar Ray 1/day).
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| Safiya nukes the Orglash from safe distance |
We now backtrack to the entrance and wind our way west, reaching a central burial chamber occupied by three Barrow Guardians. I quickly loot the ancient wooden chest for the Frost Harpoon +4 spear (cold +2d6, Keen) and then wield it against the earth spirits as Safiya unleashes Empower Spell ILMS.
Kaji now disables the DC-20 Lightning Trap (+100 Exp) en route to our descent into the Imaskari Forges in the far southwest.
Imaskari Forges
These ruins are no doubt Imaskari in origin. This hill was a city in eons past. - Safiya.
To
the immediate east is the Imaskari golemworks, frozen in time. Four inert golems occupy the workshop, one a little taller than the others. I ask Safiya to awaken the construct from its long slumber, and she gladly does so (Inf +6, Total Inf +18). We now welcome a temporary addition to the party, a True Neutral Construct (15). We'll be back to use the alchemy equipment after we find a specific ingredient.
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| The golemworks |
Floating
in the northern forge are hostile animated weapons, dispatched by the
construct and I. Kaji now unlocks the DC-18 lock box containing the Hellfire Powder ingredient, Adamantine Ingot (3) and Mithral Ingot (2).
The weapon rack is relieved of Arrow of Detonation (on-hit Fireball [10] x5), Bullet +3 (99), Bolts +1 (99), Arrow +1 (99), Bolt of Piercing (Piercing [1d6], x99); the armor rack of Breastplate of Hidden Imasker mithril medium armor (AC bonus +6, acid 10% imm bonus, Immunity: Poison); and another weapon rack of a Longsword +3. That last one is supposed to be tailored to the weapon you have focus in, but in the case of the scimitar it defaults to longsword.
The floor of a small chamber to the side is laced with a DC-36 Spike Trap which Kaji fails to disable, even under the effect of Cat's Grace. I just tripped it, then looted the blacksmith's workbench for a Belt of Frost Giant Strength (Str +4), Elemental's Ruin +3 adamantine rapier (Bonus Feat: Elemental's Ruin, vs. elemental +5, Keen) and Mage Protector tower shield (AC bonus +5, Int -4, Str +6, Mind Affecting saves +4). A statue is also looted for the Imaskari Rod (Greater Dispelling [15] 3/day).
The floor of a small chamber to the side is laced with a DC-36 Spike Trap which Kaji fails to disable, even under the effect of Cat's Grace. I just tripped it, then looted the blacksmith's workbench for a Belt of Frost Giant Strength (Str +4), Elemental's Ruin +3 adamantine rapier (Bonus Feat: Elemental's Ruin, vs. elemental +5, Keen) and Mage Protector tower shield (AC bonus +5, Int -4, Str +6, Mind Affecting saves +4). A statue is also looted for the Imaskari Rod (Greater Dispelling [15] 3/day).
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| Animated Weapons |
Now back at the golemworks' alchemy workbench, I have Safiya mix together a Rejuvenation Salve from the Hellfire Powder and then apply it to the Construct to make it slightly stronger (Str +2). Whoop de doo.. we now take our leave of the forge.
Back at the Middle Barrow and heading north, two more Barrow Guardians are slain; and Kaji disables a DC-20 Lightning Trap (+100 Exp). We descend into our second Imaskari ruin...
Imaskari Library
More Imaskari ruins. This area must have been uncovered by accident, like the other one we saw earlier. - Safiya.
An archive in a side chamber is looted for an Extract Elemental scroll.
Five crossbow-wielding Helmed Horrors lurk in the north, switching to their greatswords when in melee range (+193 Exp ea, Volatile Power Essence [10]).
Two more archives are looted for scrolls of Mass Death Ward, Avasculate and Power Word: Petrify; the other for scrolls of Cacophonic Burst and Avasculate. Safiya adds what she can of these to her spellbook, after which we take our leave of the library.
In the central chamber of the Middle Barrow, the barrier blocking our way to the Upper Barrow can be opened in three ways: use the Sacred Pouch and Offering Bowl, bash the bear skeleton, or strike the barrier with the Imaskari Rod. I use the third method, causing the barrier (and rod) to be destroyed (+1,000 Exp), but also causing "High Artificer Maric Inupras" to manifest. I pick a fight with the Lich, who is then burned to a crisp by Safiya's DBFB castings (+327 Exp, Imaskari Battlemage Armor mithral light armor [AC Bonus +3, Spell Failure -10%]).
I now hit eighteenth level, taking my second level in Weapon Master: Fighter (6) / Bard (1) / Red Dragon Disciple (9) / Weapon Master (2) - Greater Two Weapon Fighting.
Safiya takes Quicken Spell along with Wail of the Banshee and Mind Blank.
Guarding the tunnel that leads to the Upper Barrow are two berserking Telthor Wolverines who don't put up much of a fight (+264 Exp ea).
Upper Barrow
We're now close to the surface of Rasheman, having now reached the third and last barrow. En route to the northeastern chamber, two Telthor Bears made the mistake of ambushing us.
In the chamber itself, Safiya's IGMS and her Vampire Warlock's Eldritch Blasts make short work of the Telthor spirits, including a badger (+205 Exp), three wolverines (+205 Exp ea) and two bears (+283 Exp).
Kaji disables a DC-20 trap on the ancient wooden chest, then picks the DC-20 lock for a Duskwood Longbow, Fire Arrow (99) and Amulet of Unyielding Will (Armor bonus vs. Fey +5 nat, Spell Immunity: Charm & Dominate).
Safiya now also hits eighteenth level: Wizard (8) / Red Wizard of Thay (10) - Maximize Spell, Isaac's Greater Missile Storm (IGMS), Create Greater Undead.
En
route to the southeasternmost chamber, we fight through four wolverines and a badger. Kaji picks the DC-20 lock on another ancient wooden chest, yielding us a Sapphire, a Blue
Diamond and the Shroud of the Leopard light armor (AC bonus +5, Listen +8, Spot +8, Greater Cat's Grace [11] 3/day).
In
the northeastern chamber we dispose of three Telthor wolves. I now buff Kaji with Greater Cat's Grace from the Shroud of the Leopard, but he's still unable to disable the DC-35 Lightning Trap. Kaji does succeed in picking the DC-30 chest, though, from which we gather the Hide Armor +4 and Telthor Leg Bone +4 club (Ethereal Jaunt 1/day).
As we approach the large north-central chamber, I gain +6 Inf with Safiya for asking if she's all right (it seems she's hearing voices in her head).
The Bear-God
We spot a large, colorful bear up ahead - Okku. Before approaching it, I have Safiya summon a Vampire Warrior.
A
fight is inevitable. The construct, vampire and I charge to meet the Bear-God head-on as Safiya hangs back to unleash Maximize Spell IGMS and the brittle, twig-like Kaji hides in a corner.
The mighty Okku calls out to his spirit minions; and suddenly we face off against four Telthor Bears and two
flanking Telthor Wolverines in addition. Safiya casts Extend Spell Slow on the pack as the construct and undead grunts hold the Bear-God at bay and I inflict what damage I can.
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| The Bear-God & Telthor spirits |
After taking a beating Okku's spirit disperses (for now, +1,000 Exp), leaving behind a Pristine Power Essence. We mop up the remaining Telthors. An ancient wooden chest is looted for the Axe of the Bear-King +4 iron greataxe (electrical +1d6, Keen).
Ok, so. I've managed to gain a decent amount of Influence with Safiya (Inf +24, Neutral), procure some interesting, powerful and valuable gear, and kick the asses of the spirits in the Bear God's Barrow. My goal now is to find out about the dark hunger festering inside me, and to hook up with the clerics of Kelemvor in order to locate The Lamentations of the Dead scrolls.
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| Barrow of the Bear-God, Okku |
Now free to leave the Bear-God's barrow, we waste no time in doing so. This concludes the Escape the Barrow quest (+2,000 Exp), and the first part of this walkthrough.
Mask of the Betrayer Mulsantir, The Veil, Shadow Theatre, Gann (Part II):
Mask of the Betrayer Mulsantir, The Veil, Shadow Theatre, Gann (Part II):
Mulsantir Gates
The gates of Mulsantir rise above a marshy lowland. A prominent east-west trade route - the Golden Way - passes into the city at this location.
We emerge from Okku's barrow at the crack of dawn. As Safiya predicted, our faithful Construct companion now collapses into a heap, being too far from its Imaskari power source. I learn from Safiya that her mother sent her to find me, and that her orders are to lead me to Lienna at The Veil theatre. Lienna apparently has info on how I ended up in Rasheman, and who tore the Gith-shard from my chest. This adds a third quest to my journal: An Ally At The Veil.
Standing beside his bogged wagon just outside the gates of Mulsantir is the Theskian merchant, Shelvedar Nuum. According to him, the city-folk have shut themselves in, fearful of an angry Bear-God, Okku (whose spirit we just dispersed in the barrow). Shelvedar gladly gives us directions to The Veil, adding that he himself prefers The Sloop theatre.
I'm unable to bluff him into lowering his prices, but it doesn't matter all that much since I'm only buying a few things from him, and only selling items that yield +25,000 GP (the maximum offered by merchants for a single item); namely the Axe of the Bear-King, Elemental's Ruin, Amulet of Unyielding Will and Ring of the Frozen Falls (+100,000 GP).
The Shroud of the Leopard and Frost Harpoon are kept for Gann MotB.
With this new-found wealth, I now purchase a Greater Magic Bag (-80% weight) and the following spells for Safiya: Weapon of Impact, Wall of Fire, Mass Contagion, Gust of Wind, Deep Slumber and Clairaudience / Clairvoyance (-20,000 GP). In this area, three "dirt mounds" can be looted for +2039 GP, Thieves' Tools +6, Quarterstaff +2 and Dart +3. Unlike many campaigns, looting basic receptacles like barrels and dirt mounds can actually yield quality hand-placed loot, so it's a good habit to get into. Anyway, there being little else of interest at this point, we step through the gates into Mulsantir city itself.
Mulsantir
Shrouded in a cold mist, Mulsantir clings to the bluffs that overlook the river. A prominent ferry landing serves the travelers who play the Golden Way, and the city is encircled by numerous fortifications - it has survived at least five Thayan sieges.
Mulsantir consists of three main areas but only two are accessible at this point: I'll call them "the Bazaar" & "the Ferry Landing".
None of the residential buildings can be entered just yet, and the gates to the "North" area are shut for now. The first thing I do is head over to the Bazaar to buy myself a pair of scimitars (+3, +4) and the Scabbard of Keen Edges (Keen Edge [5] 3/day) from Azim Qo'toth (-77,000 GP). Safiya purchases some spells from both Azim and Mother Feodorra; namely, Cat's Grace, Legend Lore, Fireball, Lightning Bolt and Prismatic Spray.
I engage in banter with Safiya, asking her where she's from and about the Red Wizards, but I was unable to gain influence with her. Nevermind, we now skip across the street to The Veil theatre in search of Lienna.
None of the residential buildings can be entered just yet, and the gates to the "North" area are shut for now. The first thing I do is head over to the Bazaar to buy myself a pair of scimitars (+3, +4) and the Scabbard of Keen Edges (Keen Edge [5] 3/day) from Azim Qo'toth (-77,000 GP). Safiya purchases some spells from both Azim and Mother Feodorra; namely, Cat's Grace, Legend Lore, Fireball, Lightning Bolt and Prismatic Spray.
I engage in banter with Safiya, asking her where she's from and about the Red Wizards, but I was unable to gain influence with her. Nevermind, we now skip across the street to The Veil theatre in search of Lienna.
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| Mulsantir Bazaar |
The Veil
Before entering, I "keen" both scimitars with my scabbard and self-buff with Greater Cat's Grace and Shadow Shield (from the Shroud of the Leopard and Skin of Shadow, respectively); then I have Safiya self-buff Premonition, summon a vampire and buff the party with Extend Spell Greater Invisibility, Stoneskin and Persistent Haste.
Inside the theatre we're confronted by a Red Wizard of Thay whom Safiya knows from her Academy, standing "on-stage", backed up by four Thayan Gnoll minions. Lienna isn't in sight, but her troupe are standing against the wall, observing what unfolds. The corpses of Ipsit and Sefi - Safiya's two other creations - lie dead on the floor, having been cruelly dismembered.
Magda, one of The Veil actors, now hands us Lienna's Shadow Stone, an item she says reveals a portal to a "shadowy reflection" of the Veil, in which we hope to find Lienna. The troupe now hurriedly leave the theatre.
After a brief convo the Red Wizard goes hostile and buffs himself with Spell Mantle as I sprint up and slice n dice him (+134 Exp) before he can cast anything nastier than Gate; even as Safiya let's loose Maximize & Empower Spell IGMS to wipe the floor with the Gnolls who converge on her (+114 Exp ea); and the hard-hitting vamp wreaks havoc on random targets.
Magda, one of The Veil actors, now hands us Lienna's Shadow Stone, an item she says reveals a portal to a "shadowy reflection" of the Veil, in which we hope to find Lienna. The troupe now hurriedly leave the theatre.
The Thayan corpses are looted for Quarterstaff +1, Red Wizard Robes (AC +2, all saves +1, Conc +5, Human & Red Wizard of Thay only), Longbow +2, Handaxe +2, Battleaxe +2, +3387 GP; then we head backstage where Kaji picks open the DC-12 lock box, revealing +1077 GP and two mandolins: Doss Lute (Ghostly Visage [3], Hold Person [3], Neutralize Poison [5] 1/day) and Fochluchan Bandore (Light [5] 1/day).
Safiya interjects backstage, hearing the voices in her head again. For not probing her to tell me more, I gain Inf +6. Safiya has now moved from Neutral to Supportive of me, meaning she receives the Trust of the Red Wizard history feat (Concentration +2).
En route to Lienna's bedroom, two more Gnolls are lain waste to (Handaxe +2, +2864 GP); and two armoires are also looted for the Greater Robe of Eyes (True Seeing, Search +10, Spot +10) and +1516 GP.
Now in Lienna's bedroom, I loot the maskmaker's work-table for the Greater Mask of Persuasion (Cha +2, Conc +1, Diplom +5); then step towards her mirror, at which point the stone in my possession causes a Shadow Portal to materialize, granting us access to the Plane of Shadow; and adding a forth quest to my journal: Shadow Mulsantir, which hints at there being other portals, elsewhere in Mulsantir.
The corpses, chests and bookshelves of this stuffy, shadowy room are now looted for all they're worth. The Red Wizard left behind a Dagger +3, +1040 GP, Red Wizard Robes (AC +2, all saves +1, Conc +5, Human & RWoT only), scrolls of Create Undead, DBFB, Mass Hold Person and Spell Mantle; and the Erinyes a Composite Longbow +1.
Rummaging through two unlocked ornate chests we find a Wand of Summoning and +1083 GP; and Healer's Kit +6 and Potion of Heal (4). Poked into the bookshelves are scrolls of Summon Creature VI, Summon Creature VII, Planar Binding, Acid Fog; none of which Safiya can scribe to her spellbook, as Conjuration is her opposing school of magic.
The locked door in this room cannot be opened at this point; instead, we step through the other, unlocked door to reach "backstage", which, in the Shadow Plane, is a makeshift operating room. Standing beside the operating table, I experience the memory of a woman pulling the shard from my chest and saying it was "for love" (+250 Exp).
Behind the operating table, Kaji de-traps and unlocks two ornate chests (DC-20, DC-18, +308 Exp), one of which contains the Boots of Hardiness +3 (AC dodge +3, Con +3) and +450 GP; the other, +703 GP. I don the boots and give Safiya my old pair.
Stepping through the final door, we find ourselves on-stage in the shadow theatre. Lienna's charred remains litter the floor below us; it seems she took herself out to avoid capture by the Red Wizards - specifically, the sniveling Khai Khmun (Safiya's old flame), who currently stands gloating over her corpse, bolstered by two Erinyes and a fourth Red Wizard from Safiya's Academy. It seems Khai has been sent by one Araman to kill Lienna and Safiya!
As per the last two wizard encounters, I make a bee-line for Khai (+201 Exp) as Safiya empties her IGMS slots on the Erinyes flanking us (+76 Exp ea). The last Red Wizard standing summoned a mummy, but was put down just after doing so (+114 Exp).
Khai Khmun's broken body is relieved of the Belt of Raumathar (Bonus Feat: Spell Focus: Evocation, Spell Penetration, Greater Fireburst [1], Magic Missile [9], Prismatic Spray [13], Sunburst [20] 1/day), Red Wizard Robes (AC +2, all saves +1, Conc +5, Human & RWoT only), Potion of Heal (3), +6430 GP; the last Red Wizard of Quarterstaff +3, Red Wizard Robes (AC +2, all saves +1, Conc +5, Human & RWoT only), Potion of Owl's Wisdom, Potion of Cure Critical Wounds, Potion of Lore (2), +950 GP; and the two Erinyes of Padded Armor +4, Longsword +3.
I gain +Inf by expressing sympathy to Safiya concerning the "loss" of her mother, Nefris (if, indeed, she is dead as a result of Araman's coup against her...); by telling her I understand if she needs to return home to sort things out; and by thanking her for assisting me (Total Inf +48).
So, the threat of the Red Wizards on the Veil has been neutralized - too late for Lienna, to our dismay. We backtrack to the Shadow Portal and enter it; then backtrack through the "real" theatre and step out onto the streets - at which point we're intercepted by three Wychlaran led by their judicious Hathran, Sheva Whitefeather.
Safiya interjects backstage, hearing the voices in her head again. For not probing her to tell me more, I gain Inf +6. Safiya has now moved from Neutral to Supportive of me, meaning she receives the Trust of the Red Wizard history feat (Concentration +2).
En route to Lienna's bedroom, two more Gnolls are lain waste to (Handaxe +2, +2864 GP); and two armoires are also looted for the Greater Robe of Eyes (True Seeing, Search +10, Spot +10) and +1516 GP.
Now in Lienna's bedroom, I loot the maskmaker's work-table for the Greater Mask of Persuasion (Cha +2, Conc +1, Diplom +5); then step towards her mirror, at which point the stone in my possession causes a Shadow Portal to materialize, granting us access to the Plane of Shadow; and adding a forth quest to my journal: Shadow Mulsantir, which hints at there being other portals, elsewhere in Mulsantir.
Shadow Theatre
The party warily step into the portal, arriving in the grayscaled plane, only to be greeted by a second hostile Red Wizard and his Erinyes minion, both of whom we dispatch in short order (+134 Exp, +114 Exp); but it's the gated Horned Devil left behind by the Red Wizard that proves slightly more resilient.
The corpses, chests and bookshelves of this stuffy, shadowy room are now looted for all they're worth. The Red Wizard left behind a Dagger +3, +1040 GP, Red Wizard Robes (AC +2, all saves +1, Conc +5, Human & RWoT only), scrolls of Create Undead, DBFB, Mass Hold Person and Spell Mantle; and the Erinyes a Composite Longbow +1.
Rummaging through two unlocked ornate chests we find a Wand of Summoning and +1083 GP; and Healer's Kit +6 and Potion of Heal (4). Poked into the bookshelves are scrolls of Summon Creature VI, Summon Creature VII, Planar Binding, Acid Fog; none of which Safiya can scribe to her spellbook, as Conjuration is her opposing school of magic.
The locked door in this room cannot be opened at this point; instead, we step through the other, unlocked door to reach "backstage", which, in the Shadow Plane, is a makeshift operating room. Standing beside the operating table, I experience the memory of a woman pulling the shard from my chest and saying it was "for love" (+250 Exp).
Behind the operating table, Kaji de-traps and unlocks two ornate chests (DC-20, DC-18, +308 Exp), one of which contains the Boots of Hardiness +3 (AC dodge +3, Con +3) and +450 GP; the other, +703 GP. I don the boots and give Safiya my old pair.
Stepping through the final door, we find ourselves on-stage in the shadow theatre. Lienna's charred remains litter the floor below us; it seems she took herself out to avoid capture by the Red Wizards - specifically, the sniveling Khai Khmun (Safiya's old flame), who currently stands gloating over her corpse, bolstered by two Erinyes and a fourth Red Wizard from Safiya's Academy. It seems Khai has been sent by one Araman to kill Lienna and Safiya!
As per the last two wizard encounters, I make a bee-line for Khai (+201 Exp) as Safiya empties her IGMS slots on the Erinyes flanking us (+76 Exp ea). The last Red Wizard standing summoned a mummy, but was put down just after doing so (+114 Exp).
Khai Khmun's broken body is relieved of the Belt of Raumathar (Bonus Feat: Spell Focus: Evocation, Spell Penetration, Greater Fireburst [1], Magic Missile [9], Prismatic Spray [13], Sunburst [20] 1/day), Red Wizard Robes (AC +2, all saves +1, Conc +5, Human & RWoT only), Potion of Heal (3), +6430 GP; the last Red Wizard of Quarterstaff +3, Red Wizard Robes (AC +2, all saves +1, Conc +5, Human & RWoT only), Potion of Owl's Wisdom, Potion of Cure Critical Wounds, Potion of Lore (2), +950 GP; and the two Erinyes of Padded Armor +4, Longsword +3.
I gain +Inf by expressing sympathy to Safiya concerning the "loss" of her mother, Nefris (if, indeed, she is dead as a result of Araman's coup against her...); by telling her I understand if she needs to return home to sort things out; and by thanking her for assisting me (Total Inf +48).
So, the threat of the Red Wizards on the Veil has been neutralized - too late for Lienna, to our dismay. We backtrack to the Shadow Portal and enter it; then backtrack through the "real" theatre and step out onto the streets - at which point we're intercepted by three Wychlaran led by their judicious Hathran, Sheva Whitefeather.
The Rashemi witches are holding Magda and the troupe under their protection, and won't let me speak with them until I face Okku, who has since marched his spirit army to the Mulsantir gates, thirsting for my blood. This opens up the Wrath of the Bear God quest. Since we ended the threat of the Red Wizards, Sheva allows us to recruit a convict from the prison (Gann) to help us against Okku, opening up the Friends of Ill Repute quest. We'll be heading to the prison shortly, since the gate is now opened to the "North" area of Mulsantir, where it's located.
Again I engage in banter with Safiya, this time gaining Inf +6 for disagreeing with her "reasonably"; and for thanking her for telling me about the voices. Safiya has now moved from Supportive to Loyal to me, meaning we both receive the Loyalty of the Red Wizard history feat.
I receive Int +1 and saves vs. Spells +2; Safiya receives Int +1, Conc +4 and the Bonus Feat: Improved Empower Spell. Note the three "Inf successes" in dialogue: passing those checks enables me to continue speaking with Safiya along certain lines, on a more personal level.
Just outside the theatre we're approached by two half-celestial siblings, Susah and Efrem, who are seeking their sister, Kaelyn the Dove. It seems Kaelyn has ventured into the Death God's Vault in Shadow Mulsantir; Susah letting it slip that her reason for doing so is to learn about the Betrayer's Crusade (which I'm also interested in; it's one of my quests). The concerned siblings request that we track Kaelyn down and bring her back to them, beginning The Prodigal Daughter quest.
The campaign opens up a little at this point. I have seven active quests in my journal, most of them interwoven. I can face Okku, presently, if I like; I can explore The Sloop theatre and Ferry Landing; or Shadow Mulsantir and Death God's Vault in search of Kaelyn. But, after some umming and ahhing, I decide it might be prudent to track down the convict first and then Kaelyn as a priority before exploring Mulsantir further and facing off against Okku (because Gann and Kaelyn are party members).
Just outside the theatre we're approached by two half-celestial siblings, Susah and Efrem, who are seeking their sister, Kaelyn the Dove. It seems Kaelyn has ventured into the Death God's Vault in Shadow Mulsantir; Susah letting it slip that her reason for doing so is to learn about the Betrayer's Crusade (which I'm also interested in; it's one of my quests). The concerned siblings request that we track Kaelyn down and bring her back to them, beginning The Prodigal Daughter quest.
The campaign opens up a little at this point. I have seven active quests in my journal, most of them interwoven. I can face Okku, presently, if I like; I can explore The Sloop theatre and Ferry Landing; or Shadow Mulsantir and Death God's Vault in search of Kaelyn. But, after some umming and ahhing, I decide it might be prudent to track down the convict first and then Kaelyn as a priority before exploring Mulsantir further and facing off against Okku (because Gann and Kaelyn are party members).
So, with our course set, we head north along the road, uphill and through the gate, circling around anti-clockwise towards the prison; on the way looting three barrels for +1437 GP, Potion of Heal (2), Healer's Kit +10 and a Restoration scroll.
Inside the prison, the Witch-Warden grants us access to the convict, warning us to guard our thoughts when talking with him.
At the end of the corridor I find my second prospective companion: the violet-skinned Gannayev-of-Dreams, a Chaotic Neutral Hagspawn Spirit Shaman of seventeenth level. Thanks to a Spellcraft check, I gain Inf +6 with Safiya for noticing that Gann had altered the wards which bound him.
Mulsantir Prison
Inside the prison, the Witch-Warden grants us access to the convict, warning us to guard our thoughts when talking with him.
At the end of the corridor I find my second prospective companion: the violet-skinned Gannayev-of-Dreams, a Chaotic Neutral Hagspawn Spirit Shaman of seventeenth level. Thanks to a Spellcraft check, I gain Inf +6 with Safiya for noticing that Gann had altered the wards which bound him.
I then gain Inf +24 over the course of the convo; after which the Hagspawn signs up with us. Recruiting Gann into the party completes the Friends of Ill Repute quest and rewards me with +1000 Exp.
Of course, Gann can't resist playfully trolling the warden on our way out...
Gann is decked out well for a convict: Spear +4, Shortbow +4, Arrow +4 (99), Fire Arrow (99), Ice Arrow (99), Lightning Arrow (99), Periapt of Wisdom (Wis +3), Ring of Power (Freedom of Movement, Regen +1, Fire/Cold/Lightning Resist 15/-), Rings of Resistance +3 (all saves +3), Cloak of Protection +5 (AC def +5), Leather Armor +4, Bracers of Archery (Bonus Feat: Point Blank Shot, Dex +1), Belt of Agility (Dex +4, Freedom of Movement), Boots of Striding +3 (Con +3).
Back outside, looting two fresh graves in the cemetery yields Scale Mail +4, Heavy Shield +3 and +2529 GP, but causes Angry Telthors to manifest from each (+283 Exp ea, one Brillant Power and two Brilliant Earth essences). cf. Mask of the Betrayer Essences.
Atop a steep hill in the far north are two dirt mounds covering the Boots of Hardiness +3 (AC dodge +3, Con +3), Wand of Summoning and +1173 GP.
Sheva Whitefeather and her Wychlaran are nestled high above and overlooking Mulsantir at the Temple of the Three. When told about Kaelyn, Sheva is kind enough to mark a Shadow Portal location on my map, which, when entered, will allow me to explore Shadow Mulsantir (and access Death God's Vault). I must simply arrive at this location at night, with the Shadow Stone in my possession, and the portal will appear.
Katya is the temple merchant, to whom I sell off a boat-load of loot and from whom I buy the Scimitar of Mielikki +7, Brooch of Shielding (Shield [5] 3/day) and Amulet of Natural Armor +5 (-140,000 GP).
I would need two Pristine Power Essences and Safiya would have to be a twenty-seventh level caster (she's currently only eighteenth) to craft the Mielikki scimitar; so, that's a bargain if you ask me...
Strolling down the slope from the witches' lookout, we have now come full circle around the north area, ending at the Temple of Kelemvor. Buried in the garden behind the temple is the Mace of Disruption +5 (+1, vs. undead +5, +1d8 vs undead).
Hmph. Another temple to your "gods". - Gann.
Inside this dingy temple we meet up with Davorik, the Kelemvor priest I've been looking for in relation to the Lamentations of the Dead scrolls (mentioned in a tome I found in the barrow). Davorik suggests seeking for the ancient scrolls in a vault shrouded in "shadow". This obviously points to Shadow Mulsantir, or, more accurately, Death God's Vault; which is where we're heading next in search of the half-celestial, Kaelyn. On the subject of the Betrayer's Crusade, Davorik explains how the priest, Akachi, turned against his god, Myrkul, and marched to the City of Judgment seeking to tear down the Wall of the Faithless, to free the trapped souls within it. His crusade failed, and he was punished by Myrkul; though the nature of the punishment is unknown to Davorik.
Gann is now Supportive of me, receiving the Dreamer's Grace history feat that grants Cha +1.
We pick up another quest from Yusev the Acolyte, that of A Question of Faith. Yusev requests that we retrieve necromatic lore from Death God's vault. We'll try to.
Six chests in the back room are looted for +8,234 GP, Sapphire, Adventurine, Amethyst, Potion of Heal (6). Kaji unlocks the DC-25 door to Darovik's private quarters; and in here I loot an armoire and chest for +2,295 GP, Grey Robe of the Archmagi (AC armor bonus +5, Bonus Feat: Spell Penetration, all saves +1, SR 10), The Ancient Sermon amulet (AC bonus nat +3, Bonus spell slot Cleric 1-3) and Ring of Holiness (Bonus spell slot Cleric 1-4).
The other large building in the North area is the berserker-occupied Ice Troll Lodge; but I won't be going in there until after I've dealt with Okku at the gates. My priority is to find Kaelyn; so, after buying Safiya a Ring of Clear Thought +6 (Int +6, -50,000 GP) from Mother Feodorra, we stroll over to the location Sheva marked on our map, and rest until nightfall. Sure enough, a Shadow Portal appears before us.
What is this? Shadow leaks from this portal, and there is a strange chill in the air. - Gann.
I have now concluded the Shadow Mulsantir quest by entering the portal into Shadow Mulsantir (+2,000 Exp).
I never thought I'd say this but... the incessant silence makes me long for the din and clatter of the Rashemi townsfolk. - Safiya.
We head north, uphill, taking out two Shadow Spiders and a Dread Wraith on the way (+469 Exp). Dread Wraiths sport 50% concealment, so I'm thankful for my Blind-Fight feat from my RDD levels.
Just off to our right is an "open home", which we now enter.
Note that Death Knight on-rest spawns can be farmed here for 615 XP ea (at our current character level).
The gate puzzling Kaelyn leads to the Lower Vault; but is locked. We'll need to find a key, or "smooth metal blade" if we are to enter...
.
The sounds you hear, they are born of ghosts. Do not let them distract you. - Kaelyn.
Amusing dialogue between The Priest, The Child and The Brute ensues, beginning The Haunted Furnace quest; however, the Priest ignores our presence, so we can do naught but take our leave (for now).
En route to the hilltop, we lay three Greater Shadows to rest (+228 Exp), looting a dirt mound on the summit for the Dragon Slippers boots (Dex +2, Immunity to Fear & Knockdown, SR 10), +3945 GP.
The Temple of the Three site is in Shadow Mulsantir occupied by three Shadow Ghasts and two Malarites, which we lay waste to without issue (+494 Exp). The statues of Mielikki, Chauntea and Mystra are replaced by those of Talos, Malar and Velsharoon. We loot a dirt mound by the edge of the cliff for the Rod of the Ghost (Ghostly Visage [3] 1/day) and +5941 GP.
Having strolled down the slope to come full circle, we explore behind the Ice Troll Lodge and along the foot of the cliff, where we face off against six Shadow Umber Hulks, the long range of IGMS proving to be effective (+1206 Exp).
Another Shadow Portal is entered at the base of the cliff to reach a previously inaccessible area in Mulsantir. A "pile of debris" is cleared to reveal the skeletal remains of a rock-slide victim, whose crushed bones are relieved of the awesome Periapt of the Lost Witch (amulet, Immunity: Critical Hits, SR 30, Avasculate 1/day, Bestow Curse [11] Unlimited uses). Having looted another dirt mound for +5887 GP, we rest until nightfall to trigger the portal back to Shadow Mulsantir; then stroll south to the portal Sheva marked for us, returning to Mulsantir.
Kaelyn is reunited with her siblings just outside the Veil, thereby capping off the Prodigal Daughter quest (+2,000 Exp). I release the siblings from their promise (Inf +6 Kaelyn) and gladly accept the gift from Efrem:
Outside the Sloop are two barrels from which we gather Thieves' Tools +3 (2), Padded Armor +4 and +1773 GP.
At this point I've pretty much milked Act I Mulsantir for all its worth, with the exception of the Ice Troll Lodge (best to leave it until I get some strength under my belt).
Influence with my companions is as follows: Safiya Inf +89 (Devoted), Gann Inf +42 (Supportive; on the verge of Loyal) and Kaelyn Inf +53 (Loyal). To my disgrace, I missed a few banters and +Inf opportunities, too, poor role-player that I am. But whatevs, the interaction has been fairly fun so far.
Combat has more or less been a breeze, so I haven't felt the urge to craft anything at this point (I've accumulated a couple hundred essences, too, without farming). If memory serves, the most powerful crafts come from special essences which use Spirit-eater feats, anyway (more on that in the next post or two). One thing I noticed is that Safiya won't be able to craft acid-based weapons for me since her opposing school is Conjuration, under which the required spells fall (Melf's Acid Arrow & Acid Fog). I remember the rarely-resisted acid being particularly useful in HotU and SoZ -- but I'm getting ahead of myself and starting to ramble; I guess we'll see as the campaign continues, what opportunities I have for crafting.
I am now officially the Spirit-eater, cursed with an urge to feed on spirits (the dark hunger). If I don't learn how to control the curse, I will be consumed from within and utterly destroyed. I've received a special on-screen meter that represents my curse status. The large vertical bar is my current spirit energy (currently maxed at 100); the small horizontal one my craving (which is fairly low at this stage). My spirit energy decreases over time, the rate of which depends on my craving level. As my energy drops, I start to incur stat-penalties which progressively worsen, and death occurs when my energy is depleted.
Gann hits nineteenth level: Spirit Shaman (19); Feat: Favored of the Spirits.
Magda informs me of Lienna's dealings with a Thayan Red Wizard; and it turns out that Lienna might have been the one who cut the Gith-shard from my chest. Magda hands me Lienna's Key that opens a door to a secret room, the one I couldn't enter last time.
As before, a shadow portal appears in Lienna's bedroom, in front of the mirror; we dive in.
Upon querying her, Safiya suggests I use my Spirit-eater abilities on the golem to awaken it (Inf +6), but that drains my spirit energy and is only a temporary solution; so, I instead thrust my hand into the golem and extract its heart: a Blackened Spirit Core. This action begins the Golem's Heart quest and causes me to acquire a new Spirit-eater feat: Mold Spirit. Safiya then further suggests placing a "lively spirit" in the core to permanently reanimate the golem.
Heeding her words, I place the Blackened Spirit Core and a Brilliant Spirit Essence - from Nakata, bless her - into the Enchanter's Satchel; then use Mold Spirit on the satchel to receive a Shining Spirit Core, which I now insert into the golem to bring it to life, completing the quest (+1,000 Exp). Now in the mood for molding spirits, I place Okku's Essence into the satchel along with my Belt of Frost Giant Strength (Str +4) and use Mold Spirit again on the satchel to make The Belt of the Bear-God (Str +10) - my first craft. Items can have up to three enchanments, four at epic levels.
Anyway, the newly awakened Keeper of Doors announces that I have visitors, "couriers" awaiting to emerge from the first door - "incoming". Having asked him to open it, three shadow gargoyles emerge from the portal: Seneth, Keth and Uabi. The gargoyles inform me that it was they who brought me to Rasheman, at the behest of Lienna and her "red twin"; that it was indeed Lienna who cut the Gith-shard from my chest; that Lienna then ordered the gargoyles to lay my body in the barrow; and that the two were acting on advice from The Slumbering Coven: nine hags who dwell in a sunken Imaskari ruin to the east. This completes the Ally At The Veil quest (+2,500 Exp) and begins the Sunken City quest. The wretched gargoyles then attack us, but are dispatched effortlessly and then looted for the Periapt of Wisdom +4, Ring of Protection +4, Ruby (2), Brilliant Earth Essence (3) and a score of volatile essences.
I request the Keeper to open the second door - "containment", from which a hostile Defective Imaskari Golem emerges - and charges the party! I take the construct down manually: +212 Exp, Shocking Golem Arm (+3, +3d6 electrical), Brilliant Earth Essence, seven Volatile Essences.
I request the Keeper open the third door - "Disposal". A hostile, thirtieth level Lesser Primal Fire Elemental emerges, opening up with Epic Spell: Hellball. For kicks, I use Devour Spirit on it to gain ten spirit energy points and inflict a solid 120 negative energy damage; then I just whittle it down with my dual-scimitars (+1989 Exp, Brilliant Fire Essence).
The fourth door - "outgoing" - can take me directly to places I've already been to, but since I haven't been anywhere yet, there's nowhere to go. Yay..
Kaji de-traps and unlocks the two ornate chests behind the golem, revealing the Grey Robe of the Archmagi (AC bonus +5, Bonus Feat: Spell Penetration, all saves +1, SR 10), Remembrance (quarterstaff, +3, SR 10, AC def +2) and +6972 GP. I also swipe The Wisdom of Immith Yabog and Greater Planar Binding and Summon Creature VIII scrolls from the bookshelves, the former of which mentions the malevolent Uthraki as reveling in the Spirit-eater curse, considering it to be "a Gift".
We leave the shadow theatre.
I sell off a bunch of gear to Magda (+240,000 GP) and buy from her Finch's Finest Cap (Cha +2, Dex +2, Bluff +8, Diplomacy +8, Perform +6, Sleight of Hand +6) and the Nymph Cloak +6 (Cha +6) (-100,000 GP). I don those items and have Safiya cast Greater Heroism on me so that I can be more sociable with Gann (from Bluff -1 to +13). I pass the Bluff check and let Gann know I'm an orphan (Inf +11).
Gann has now shifted from Supportive to Loyal to me, bestowing upon me the Dreamer's Eye history feat (Cha +1, 5% bonus to Devour Spirit ability). Gann's personal bonus also increases to Cha +2.
Safiya and Kaelyn also have something to say about my Spirit-eater status, the latter appreciating my desire to achieve balance and suppress my hunger (Inf +6 Kaelyn, Lawful +1).
Three Rashemi residences are no longer locked as they were in Act I; namely, the Vremyonni hideout, Madatov home and Avolov estate.
It always amuses me when heroes barge into Vremyonni hideouts, rudely interrupting their arcane practice sessions. Like most wizards, these guys were on a short fuse. I wasn't exactly trying to be congenial either, attempting Diplomacy with -1 ranks in the skill - talk about tongue in cheek!
The Vremyonni quintet find themselves at the mercy of the party's barrage, led by Empower Spell: Horrid Wilting from Safiya followed by the elemental storms of Kaelyn and Gann. I sprint through the middle, my dual-scimitars arcing back and forth to drop Darthek before he could raise a Finger of Death; then Moorlig drops, too. Vroshan and Triyelo both belch Acid Fog and Jestred squeezes out a Mordenkainen's Sword before the three cave in to the room-wide AoEs (+689 Exp).
Vroshan's crumpled corpse is looted for the Robe of the Archmagi (Armor bonus +5, Bonus feat: Spell Penetration, Bonus Wiz/Sorc spell slot 5/6/7, all saves +3, SR 20), Ring of Resistance +3, Brilliant Water Essence; Darthek's for the Amulet of Natural Armor +4, Vremyonni Key; Moorlig's for the Ring of Regeneration (Regen +4); Triyelo's for the Bracers of Armor +6; and Jestred's for the Staff of Valmaxian +3 (AC def +2, Chain Lightning [11], Ethereal Visage [9], Fireball [5] charges).
The alchemy workbenches are ransacked for Potion of Heal (3), Potion of Invisibility, Potion of Greater Heroism, Potion of Bull's Strength; and the tables picked clean of scrolls of Bigby's Crushing Hand, Cloudkill, IGMS, Scorching Ray, Many, Summon Creature VII, Wail of the Banshee, Polymorph Self, Shapechange from the tables.
We use the looted key to leave the hideout (which was locked by one of the wizards before the fight broke out).
Stepping into the Madatov home, it seems a "special" young girl is refusing to leave to somewhere with a woman holding a position of obvious authority.
I pass a Wisdom/Lore check to convince Yelina to go with Daniyarra for testing. Yelina walks over to her room to say goodbye to a telthor teddy, Misha; after which her and the hathran leave together, and Baumar is thankful to us for resolving the issue (+1,000 Exp).
I loot Baumar's box for the Ring of Clear Thought +3 (Int +3), Potion of Heal (2) and +1296 GP. The trunk in Yelina's room contains the Ceremonial Uthgardt Belt (Imm: Death Magic, Disease, Fortitude +5) and +1399 GP.
I'll leave the Avolov Estate alone for now; nothing can be done there at this point.
Behind the lodge a barrel is looted for Handaxe +1 and Throwing Axe +2 [50].
Hopefully our time here will be brief. This place crawls with those who loathe my kind. - Safiya. (Safiya speaks of the Rashemi distrust of Thayans - remember Minsc/Dynaheir and Edwin?)
A telthor badger guards the grounds around the lodge, chasing us down, growling, and gnawing at our ankles.
Someone needs to silence that annoying spirit. - Gann.
Inside the berserker-packed lodge, I learn from Jurak that I have to pass three initiation rites - administered by Forovan, Lena and Yulia - if I am to join up with the berserkers. They are the rites of strength, prowess and endurance.
Spellcraft allows me to detect that Aleksei is cheating in the dart throwing contest. His opponent, Yagor, rewards me with Arrow of Petrification (on-hit Flesh to Stone [7] x10) for exposing him.
Standing by the fireplace, staring into it with his blind eyes, is Nak'kai the Shaman (a Spirit Shaman like Gann), flanked by his two snow leopard pets. The shaman relays what he heard from wind and spirits: that the millennia-old Spirit-eater curse appeared after Akachi, a Rashemi-born Myrkulite priest and leader of the temple in Mulsantir, failed in his rebellion against Myrkul, God of the Dead.
The first initiation rite I attempt is the arm-wrestle with a giant of a man, Forovan; I succeed in this rite of strength (+1,000 Exp).
Lena's rite of prowess involves successive duels with berserkers of the lodge. I face Radu the Untested, the dire mace-wielding Forovan, Yulia and Jurak; defeating them easily (+500 Exp). In the second set of duels, I face Nak'kai's Pet, Forovan again, the sneak-attacking Lena and finally the awesome Sergei who, upon being defeated, rewards me with his wicked Transcendent Edge falchion (Bonus Feat: Spirit's Ruin); and a further +500 Exp. During the duels, I highly recommend wearing the Periapt of the Lost Witch for crit-immunity.
Note: Buff before the duals, if you like. For mundane builds, stuff like Keen Edge, Bless, Prayer, Stoneskin and Greater Invisibility is advised.
Yulia's rite of endurance requires me to remain in cold water for a certain period of time. Being Constitution-based, I'm unable to pass the rite. This means I miss out on +500 Exp. Nevermind.
I now decide to wipe the floor with the berserkers because this is one of the better and harder battles offered by the campaign, but the tactics I employ are pretty much the same as in previous battles: summon, buff, tank, bombard - in that order. I bait Jurak into violence; then allow myself to be swarmed by a dozen berserkers as Safiya, Gann and Kaelyn create a hell hole for the berserkers to wither in.
It takes many AoEs to bring down the lodge (+1311 Exp); after which the telthor badger scurries into the lodge, takes a look around at the carnage, sees the blood on our hands and becomes very, very upset; growing significantly in size and attacking us! At our level, the thirtieth level Barbarian badger is quite a handful, but Safiya's IGMS spam saved the day (+1989 Exp).
Epic loot is epic:
Nak'kai the Shaman is looted for Golden Circlet (Imm: Mind-affecting, Will +1, Conc +1, SR 10), Bracers of Armor +8, Brilliant Power Essence, Brilliant Fire Essence, nine volatile essences;
Jurak for Rashemi Berserker Chainmail, Ring of Protection +3, Amulet of Natural Armor +4;
Yulia for Barbarian's Outfit (AC bonus +5), Boots of Hardiness +3 (Con +3, AC dodge +3), Ring of Protection +5, Ring of Regeneration (Regen +4), Amulet of Natural Armor +5;
Lena for Rashemi Berserker Chain Mail, Amulet of the Master (Diplomacy +6, Disable Device +6, Lore +6, Open Lock +6, Search +6, SR 16);
Nak'kai's Pets for Brilliant Earth Essence (2), eleven volatiles; Forovan for Belt of Storm Giant Strength (Str +10);
and the Angry Badger for Heart of Rasheman (Freedom of Movement, Haste, Improved Evasion, Dim Light 5m [white], Regen +5), Obsidian.
Sergei slept through the battle.
Oddly, the berserkers in the training grounds don't seem to be aware of the massacre we just conducted in their lodge; nor do the wychlaran make comment at the Temple of the Three. Shrug.
A young girl, Ku'arra, greets us at the city gates. She explains that the leader of her tribe has information concerning the Spirit-eater curse, marking my map with the Wells of Lurue location and beginning the Wisdom of the Hill Tribe quest, before running off to meet us there.
Like thieves in the night, the party takes the southeastern shadow portal back to Shadow Mulsantir, then makes their way up the hill and into Myrkul's secret temple, once again.
I place a Shadow of the Void essence into my Enchanter's Satchel along with my Mielikki scimitar and use Mold Spirit on the satchel to add an enchantment (+6d6 cold, Fire 25% damage weakness). I repeat the process for my other scimitar. Cold is resisted by Death Lords, Liches and Shadows of the Void, but it still affects other undead (Vampire Ancients, Hoary Mummified Priests) and other monsters in the campaign, so what the hell. Note that if you craft a weapon with a non-enhancement mod (in this case, 6d6 cold), you can no longer upgrade its enhancement later in the campaign (say, from +4 to +8). Therefore, it's best to make sure you are happy with the weapon's enhancement before you craft it with such mods.
Gann hits twentieth level: Spirit Shaman (20); Cha +1; Feat: Low-Light Vision, Spirit Form 3/day, Spirit Who Walks; Spells: Creeping Doom (7), Finger of Death (8), Summon Creature IX (9).
The entrance chamber branches off to the north, south and west. I loot sixteen offering urns for +70,000 GP, causing a Shadow of the Void to manifest from each! The void-horde is vanquished mainly by successive Sunbeam castings from both Kaelyn and Gann, which flood the room with blinding white light (+19,136 Exp, Brilliant Fire Essence [16], about eighty volatile essences).
I now hit twenty-second level, taking my sixth in Weapon Master: Fighter (6) / Bard (1) / Red Dragon Disciple (9) / Weapon Master (6).
Gann hits twenty-first level, also hitting Epic Level: Spirit Shaman (21); Feat: Persistent Spell (Barkskin, Lesser Vigor, Protection From Energy).
Gann hits twenty-third level: Spirit Shaman (23); Feats: Empower Spell, Maximize Spell.
Of course, Gann can't resist playfully trolling the warden on our way out...
Gann is decked out well for a convict: Spear +4, Shortbow +4, Arrow +4 (99), Fire Arrow (99), Ice Arrow (99), Lightning Arrow (99), Periapt of Wisdom (Wis +3), Ring of Power (Freedom of Movement, Regen +1, Fire/Cold/Lightning Resist 15/-), Rings of Resistance +3 (all saves +3), Cloak of Protection +5 (AC def +5), Leather Armor +4, Bracers of Archery (Bonus Feat: Point Blank Shot, Dex +1), Belt of Agility (Dex +4, Freedom of Movement), Boots of Striding +3 (Con +3).
Back outside, looting two fresh graves in the cemetery yields Scale Mail +4, Heavy Shield +3 and +2529 GP, but causes Angry Telthors to manifest from each (+283 Exp ea, one Brillant Power and two Brilliant Earth essences). cf. Mask of the Betrayer Essences.
Atop a steep hill in the far north are two dirt mounds covering the Boots of Hardiness +3 (AC dodge +3, Con +3), Wand of Summoning and +1173 GP.
Sheva Whitefeather and her Wychlaran are nestled high above and overlooking Mulsantir at the Temple of the Three. When told about Kaelyn, Sheva is kind enough to mark a Shadow Portal location on my map, which, when entered, will allow me to explore Shadow Mulsantir (and access Death God's Vault). I must simply arrive at this location at night, with the Shadow Stone in my possession, and the portal will appear.
Katya is the temple merchant, to whom I sell off a boat-load of loot and from whom I buy the Scimitar of Mielikki +7, Brooch of Shielding (Shield [5] 3/day) and Amulet of Natural Armor +5 (-140,000 GP).
I would need two Pristine Power Essences and Safiya would have to be a twenty-seventh level caster (she's currently only eighteenth) to craft the Mielikki scimitar; so, that's a bargain if you ask me...
Temple of Kelemvor
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| Outside the Temple of Kelemvor, its fence symbolizing the Wall of the Faithless |
Hmph. Another temple to your "gods". - Gann.
Inside this dingy temple we meet up with Davorik, the Kelemvor priest I've been looking for in relation to the Lamentations of the Dead scrolls (mentioned in a tome I found in the barrow). Davorik suggests seeking for the ancient scrolls in a vault shrouded in "shadow". This obviously points to Shadow Mulsantir, or, more accurately, Death God's Vault; which is where we're heading next in search of the half-celestial, Kaelyn. On the subject of the Betrayer's Crusade, Davorik explains how the priest, Akachi, turned against his god, Myrkul, and marched to the City of Judgment seeking to tear down the Wall of the Faithless, to free the trapped souls within it. His crusade failed, and he was punished by Myrkul; though the nature of the punishment is unknown to Davorik.
Gann is now Supportive of me, receiving the Dreamer's Grace history feat that grants Cha +1.
We pick up another quest from Yusev the Acolyte, that of A Question of Faith. Yusev requests that we retrieve necromatic lore from Death God's vault. We'll try to.
Six chests in the back room are looted for +8,234 GP, Sapphire, Adventurine, Amethyst, Potion of Heal (6). Kaji unlocks the DC-25 door to Darovik's private quarters; and in here I loot an armoire and chest for +2,295 GP, Grey Robe of the Archmagi (AC armor bonus +5, Bonus Feat: Spell Penetration, all saves +1, SR 10), The Ancient Sermon amulet (AC bonus nat +3, Bonus spell slot Cleric 1-3) and Ring of Holiness (Bonus spell slot Cleric 1-4).
The other large building in the North area is the berserker-occupied Ice Troll Lodge; but I won't be going in there until after I've dealt with Okku at the gates. My priority is to find Kaelyn; so, after buying Safiya a Ring of Clear Thought +6 (Int +6, -50,000 GP) from Mother Feodorra, we stroll over to the location Sheva marked on our map, and rest until nightfall. Sure enough, a Shadow Portal appears before us.
What is this? Shadow leaks from this portal, and there is a strange chill in the air. - Gann.
We step into the portal...
Mask of the Betrayer Shadow Mulsantir, Death God's Vault (Upper), Kaelyn (Part III):
Shadow Mulsantir
I have now concluded the Shadow Mulsantir quest by entering the portal into Shadow Mulsantir (+2,000 Exp).
I never thought I'd say this but... the incessant silence makes me long for the din and clatter of the Rashemi townsfolk. - Safiya.
This place resembles Mulsantir, yet everything seems muted somehow. - Gann.
I loot a nearby dirt mound for Death's Handmaiden (scythe, +4, Keen, Vamp regen +3) and +4938 GP.
I loot a nearby dirt mound for Death's Handmaiden (scythe, +4, Keen, Vamp regen +3) and +4938 GP.
We head north, uphill, taking out two Shadow Spiders and a Dread Wraith on the way (+469 Exp). Dread Wraiths sport 50% concealment, so I'm thankful for my Blind-Fight feat from my RDD levels.
Dark, Dank Basement
Two Death Knights stand vigil over the corpse of Heilari and his phylactery. I peruse the open tome on necromantic lore, which describes a way to free a soul from a phylactery. As I ready myself to perform the ritual, Safiya's offers to assist; so I let her do it (Inf +6, +250 Exp, Good +1, Lawful +1). With Heilari's soul freed, the Death Knights take their leave ("Master has passed beyond...") and the corpse and phylactery fade away, leaving behind an amulet: Talisman of Pure Good (Wis +3, Cha +3, SR 12, Good only).
Heilari's journal paints him as possibly the most butthurt individual ever; who sought to become a lich because his revenge would take many lifetimes to accomplish. He also mentions the location of the Tome of Profane Rebirth being in Death God's Vault; perhaps if we find it we can bring it to Yusev, instead.
In this segment my influence with Safiya reached Devoted (Total Inf +78, Bonus: Int +2, Conc +6, Save vs. Spells +2, Bonus feat: Improved Empower Spell.)
Kaji fails to de-trap the small chest, but at least succeeds in unlocking it (DC-35/DC-39). Inside, we find the Rakshasa Staff (Fire +1d8, Bonus 4th & 5th lvl spells for Wiz/Sorc, Charm Monster, Charm Person, Dominate Person charges) and scrolls of Energy Drain and Power Word: Kill.
The party can safely rest in the basement, any time they like. This is good if we need to avoid on-rest ambushes.
Heilari's journal paints him as possibly the most butthurt individual ever; who sought to become a lich because his revenge would take many lifetimes to accomplish. He also mentions the location of the Tome of Profane Rebirth being in Death God's Vault; perhaps if we find it we can bring it to Yusev, instead.
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| Heilari's journal and list |
In this segment my influence with Safiya reached Devoted (Total Inf +78, Bonus: Int +2, Conc +6, Save vs. Spells +2, Bonus feat: Improved Empower Spell.)
Kaji fails to de-trap the small chest, but at least succeeds in unlocking it (DC-35/DC-39). Inside, we find the Rakshasa Staff (Fire +1d8, Bonus 4th & 5th lvl spells for Wiz/Sorc, Charm Monster, Charm Person, Dominate Person charges) and scrolls of Energy Drain and Power Word: Kill.
The party can safely rest in the basement, any time they like. This is good if we need to avoid on-rest ambushes.
Shadow Mulsantir
We now continue north up the path to arrive at the entrance to Death God's Vault - guarded by two tough-ass Nightwalkers. It was primarily Safiya's Disintegrate castings that dispatched them.
In place of the Kelemvor Temple the imposing Death God's Vault now stands before us; a giant sculpture of Myrkul leering over the entrance. How inviting!
In place of the Kelemvor Temple the imposing Death God's Vault now stands before us; a giant sculpture of Myrkul leering over the entrance. How inviting!
Death God's Vault: Upper Level
We are only devling the upper level of Death God's vault during this phase. After facing off against Okku, we'll be coming back in order to delve deeper.
Standing in the Great Hall, studying an ancient gate, is my third prospective companion: the white-winged Kaelyn the Dove, a Neutral Good Half-Celestial Cleric of seventeenth level (Level Adjustment +4).
I learn from Kaelyn that this Myrkulite temple isn't a shadow of the Temple of Kelemvor despite them occupying the "same" position; that it was actually built here, on purpose, by Myrkul's priests as a secret library to house relics and artifacts - and as a prison complete with crematorium.
Kaelyn suggests teaming up to explore the side chambers, and to defeat the mummified and incorporeal undead lurking therein; I of course agree. I love how my bluff fails, but Gann takes over - no doubt with his tongue stuck in his cheek (Inf +6 with Kaelyn - thanks to Gann).
Kaelyn's comes equipped with decent gear, befitting her station: Half Plate +4, Mace +4, Shield of Dawn (small shield, armor bonus vs. Undead +2), Amulet of Divine Radiance (Cha +6, Bonus Feat: Extra Turning, Ring of Divine Power 4, Bonus spell slot Cleric 4), Ring of Protection +3, Belt of Guiding Light (Immunity: Death Magic).
I give her the Mace of Disruption +5 and Breastplate of Hidden Imaskar.
I learn from Kaelyn that this Myrkulite temple isn't a shadow of the Temple of Kelemvor despite them occupying the "same" position; that it was actually built here, on purpose, by Myrkul's priests as a secret library to house relics and artifacts - and as a prison complete with crematorium.
Kaelyn suggests teaming up to explore the side chambers, and to defeat the mummified and incorporeal undead lurking therein; I of course agree. I love how my bluff fails, but Gann takes over - no doubt with his tongue stuck in his cheek (Inf +6 with Kaelyn - thanks to Gann).
Kaelyn's comes equipped with decent gear, befitting her station: Half Plate +4, Mace +4, Shield of Dawn (small shield, armor bonus vs. Undead +2), Amulet of Divine Radiance (Cha +6, Bonus Feat: Extra Turning, Ring of Divine Power 4, Bonus spell slot Cleric 4), Ring of Protection +3, Belt of Guiding Light (Immunity: Death Magic).
I give her the Mace of Disruption +5 and Breastplate of Hidden Imaskar.
Kaelyn is an incredibly powerful companion. If you're new to MotB, Greater Restoration and Mass Heal are going to be indispensable. Remember that MH can be used offensively against epic undead.
Kaelyn is useful even if we leave her on AI; for example, she'll resurrect fallen companions.
***
The gate puzzling Kaelyn leads to the Lower Vault; but is locked. We'll need to find a key, or "smooth metal blade" if we are to enter...
.
Kaelyn describes one of the mosaics - depicting Akachi the Betrayer wielding the silver Sword of Gith in revolt against Myrkul.
Our first chamber is the Scriptorium in the western wing of the level. The four Mummified Priests in here can be troublesome, what with their coordinated castings of Dispel and Silence, but we managed to push through (+1132 Exp). I also loot two offering urns for a Bloodstone and +2353 GP, causing a Dread Wraith to manifest from each (+130 Exp).
I now hit nineteenth level, taking my third in Weapon Master: Fighter (6) / Bard (1) / Red Dragon Disciple (9) / Weapon Master (3).
The scratching in the air, they are the spirits of the scribes, still penning Myrkul's scriptures even in death. - Kaelyn.
.
.
I strike the conspicuous gong, causing the ethereal scribes to manifest. The Chief Scribe informs us that the Myrkulite high priest is likely to hold the key to the lower level of Death God's; that the scrolls of the Lamentations of the Dead will also be found down there; and that I'll probably find necromantic lore for Yusev in the depths, too. We leave the ghostly scribes in peace.
There are also hard-to-see scrolls in here: those of Acid Fog, Circle of Death, Undeath to Death and Greater Shadow Conjuration (2).
There are also hard-to-see scrolls in here: those of Acid Fog, Circle of Death, Undeath to Death and Greater Shadow Conjuration (2).
Just north of the Scriptorium, curtains of blood cascade around us as we cross a platform over a blood-lake. On the far side, I spy three Death Knights kneeling reverently at an altar, in addition to six offering urns which I now loot to lure out the Dread Wraiths. I then provoke the scythe-wielding knights into hostile pursuit of me, hurrying back to the bottleneck provided by the platform over the lake. The nine undead units clump together mindlessly - all aggro focused on Gann and I - allowing Safiya and Kaelyn to unleash a devastating bombardment from safe distance, behind us. Having softened them up nicely, Kaelyn wades into the fray to drop successive Mass Heals centered on herself; inflicting immense positive energy damage on the remainder, who were already on their last legs.
The Death Knights yielded +2307 Exp total, plus Brilliant Power Essence (1), Volatile Power Essence (10), Bone Dancer's Ring (Immunity: Death Magic, Level/Ability Drain, Resist Piercing & Slashing 10/-), and the Death Knights Key; the six Dread Wraiths and their offering urns yielded +390 Exp total, plus Obsidian, Deadly Negative Energy Trap Kit, Magic Pouch (weight -20%), and +7635 GP.
The Death Knights yielded +2307 Exp total, plus Brilliant Power Essence (1), Volatile Power Essence (10), Bone Dancer's Ring (Immunity: Death Magic, Level/Ability Drain, Resist Piercing & Slashing 10/-), and the Death Knights Key; the six Dread Wraiths and their offering urns yielded +390 Exp total, plus Obsidian, Deadly Negative Energy Trap Kit, Magic Pouch (weight -20%), and +7635 GP.
Safiya now hits ninteenth level, taking her ninth in Wizard: Wizard (9) / Red Wizard of Thay (10) - Greater Shout (8), Greater Heroism (6).
We now backtrack to the Great Hall and use the Death Knight's Key to access the eastern wing, wherein two more Mummified Priests and a Dread Wraith meet their demise.
The offering urn from which the wraith manifested is looted for the Stone Eater's Ring (Flesh to Stone [5] 1/day); and the many skeletal remains laying about are looted for a scroll of Resurrection, Dagger +2, Potion of Heal (3), Thieves' Tools +6, Fire Agate and +10,163 GP.
The sounds you hear, they are born of ghosts. Do not let them distract you. - Kaelyn.
We creep down a passageway lined with prison cells, arriving at a crematorium with an immense, haunted furnace as its focal point.
Many died in this place. Their spirits lie thick here, like smoke. - Kaelyn.
Attempting to approach the furnace, we're at once ambushed by six Dread Wraiths and eight Cremated Spirits. Kaelyn ignites the crematorium with Fire Storm and Storm of Vengeance even as Safiya drops Empowered DBFBs, intensifying the heat such that the undead are burned to a crisp (+998 Exp, lots of essences).
The skeletal remains lined up on both sides can be looted for Fire Agate (16).
The skeletal remains lined up on both sides can be looted for Fire Agate (16).
Amusing dialogue between The Priest, The Child and The Brute ensues, beginning The Haunted Furnace quest; however, the Priest ignores our presence, so we can do naught but take our leave (for now).
Gann now hits ninteenth level: Spirit Shaman (19) - Feat: Extend Spell (for Persistent Spell at twenty-first level); Spells: Replace Summon Creature V (5) with Owl's Insight (5), Drown (6), Fire Storm (7), Premonition (8), Storm of Vengeance (9), Elemental Swarm (9), Mass Drown (9). Owl's Insight will help with Gann's Zen Archery and Kaelyn's spell DCs.
We take our leave of the crematorium, and of Death God's Vault.
As we did on the Prime Material Plane, we circle around the area in an anti-clockwise direction; in front of the prison looting two unmarked graves for +4408, Lich Skull helm (Cha -2, Conc +12, Spellcraft +12, SR 18), Black Robe of the Archmagi (AC armor bonus +5, Bonus Feat: Spell Penetration, all saves +1, SR 10), Shield of Darksteel Tower +2 tower shield (vs. Good +4), Greater Cloak of Protection Vs. Good (AC def +5 vs. Good).
We take our leave of the crematorium, and of Death God's Vault.
Shadow Mulsantir
As we did on the Prime Material Plane, we circle around the area in an anti-clockwise direction; in front of the prison looting two unmarked graves for +4408, Lich Skull helm (Cha -2, Conc +12, Spellcraft +12, SR 18), Black Robe of the Archmagi (AC armor bonus +5, Bonus Feat: Spell Penetration, all saves +1, SR 10), Shield of Darksteel Tower +2 tower shield (vs. Good +4), Greater Cloak of Protection Vs. Good (AC def +5 vs. Good).
En route to the hilltop, we lay three Greater Shadows to rest (+228 Exp), looting a dirt mound on the summit for the Dragon Slippers boots (Dex +2, Immunity to Fear & Knockdown, SR 10), +3945 GP.
The Temple of the Three site is in Shadow Mulsantir occupied by three Shadow Ghasts and two Malarites, which we lay waste to without issue (+494 Exp). The statues of Mielikki, Chauntea and Mystra are replaced by those of Talos, Malar and Velsharoon. We loot a dirt mound by the edge of the cliff for the Rod of the Ghost (Ghostly Visage [3] 1/day) and +5941 GP.
Having strolled down the slope to come full circle, we explore behind the Ice Troll Lodge and along the foot of the cliff, where we face off against six Shadow Umber Hulks, the long range of IGMS proving to be effective (+1206 Exp).
Another Shadow Portal is entered at the base of the cliff to reach a previously inaccessible area in Mulsantir. A "pile of debris" is cleared to reveal the skeletal remains of a rock-slide victim, whose crushed bones are relieved of the awesome Periapt of the Lost Witch (amulet, Immunity: Critical Hits, SR 30, Avasculate 1/day, Bestow Curse [11] Unlimited uses). Having looted another dirt mound for +5887 GP, we rest until nightfall to trigger the portal back to Shadow Mulsantir; then stroll south to the portal Sheva marked for us, returning to Mulsantir.
Mulsantir
There are my siblings, Susah and Efrem! - Kaelyn.
Kaelyn is reunited with her siblings just outside the Veil, thereby capping off the Prodigal Daughter quest (+2,000 Exp). I release the siblings from their promise (Inf +6 Kaelyn) and gladly accept the gift from Efrem:
Efrem's Stag Helm (AC def +4, Con +4, Freedom of Movement, Resist Divine 10/-, -50% weight reduction).
I loot two barrels just south of here for scrolls of Mass Bear's, Fox's, Eagle's, and Cat's; and +1385 GP.
I loot two barrels just south of here for scrolls of Mass Bear's, Fox's, Eagle's, and Cat's; and +1385 GP.
Ferry Landing
The Ferry Landing and other theatre - The Sloop - are the last two areas to explore before we face Okku. The theatre is run by a little fat man named Vladek and his hulking Half-orc wife, Zorah the door guard.
Upon entry, two scrubby bards are blown away by Kaelyn's presence; and are firmly dismissed by Gann when Kaelyn doesn't understand what they mean.
The Theskian merchant, Shelvedar Nuum, is drinking himself into a stupor at the bar (his was the wagon bogged outside the city gates); but nothing but friendly small-talk ensues.
The social scene becomes more edgy when we bump into a crew of xenophobic Rashemi cutthroats led by Fyldren of the Eleven Chairs, a Barbarian (12) / Frenzied Berserker (10). I gain Inf +11 for defending Safiya against his threats, causing the crew to rage hard. The glorified bar-room brawl is over with quickly, yielding +894 Exp total, +8403 GP and the Deep Guardian's Plate (adamantine heavy armor, AC bonus +5, Immunity: Paralysis, SR 18).
Behind the common room, I have Kaji unlock the doors to five lodgings (+380 Exp); each of which contain a single shoddy armoire from which we loot the following: Hide Armor +3, Padded Armor +2, Thieves' Tools +3, Deadly Gas Trap Kit, Cloak of Protection vs. Chaos (Armor bonus +2 def vs. Chaotic), +1419 GP.
Kaji unlocks the DC-35 door to the sixth room - Shelvedar's suite - and disables a DC-33 Fatal Electrical Trap lying across the threshold (+105 Exp; lamely, I receive no Exp for disabling the trap). Safely inside, he unlocks the DC-40 sturdy chest and disables the DC-25 trap on the fancy armoire (+245 Exp). We loot the chest for the Crossbow of Murder (light crossbow, +5 2d6 Mass Crits), Paralytic Bolt (99), Poison Bolt (99) and +2697 GP; the armoire for the Axe of the Culling (greataxe, +3, Fire +1d6, on-hit DC-14 Dispel Magic) and Potion of Heal (2).
Kaji unlocks the DC-35 door to the sixth room - Shelvedar's suite - and disables a DC-33 Fatal Electrical Trap lying across the threshold (+105 Exp; lamely, I receive no Exp for disabling the trap). Safely inside, he unlocks the DC-40 sturdy chest and disables the DC-25 trap on the fancy armoire (+245 Exp). We loot the chest for the Crossbow of Murder (light crossbow, +5 2d6 Mass Crits), Paralytic Bolt (99), Poison Bolt (99) and +2697 GP; the armoire for the Axe of the Culling (greataxe, +3, Fire +1d6, on-hit DC-14 Dispel Magic) and Potion of Heal (2).
A Shadow Portal appears in the corner of the room; we dive through, head first.
Shadow Mulsantir - Ferry Landing
Lurking at the shadowy far pier is Ivin Borsk (Fighter [20] / Rogue [5]), who questions us when we draw near their camp, and attacks when he realizes we have no business being there (this begins the Nest of Thieves & Spies quest). Ivin is backed up by a Telflammar Priest of Mask, Telflammar Wizard and a Telflammar Shadowmaster - two more of whom slide out of the shadows when combat begins, to sneak attack us.
Fully buffed for the fight, I meet the stealthy foes head-on while Kaelyn and Gann unleash their storms even as Safiya drops DBFB and launches IGMS. Needless to say, the foes fell like flies from the onslaught, without us incurring much damage in return (+1723 Exp). Ivin's burned and battered corpse is looted for the Brown Dragon Shield (tower shield, +5, Damage Imm: Acid 75% bonus, Disintegrate 1/day), +5079 GP and Letter from Ivin Borsk; +3922 GP was shaken from the pockets of the other corpses.
The letter confirms Shelvedar Nuum as collaborating with Shadowmasters who sought to establish a guild in Mulsantir. I guess we should investigate this a little...
Buried in the dirt here is +5815 GP and scrolls of Mass Inflict Critical Wounds and Create Greater Undead.
Buried in the dirt here is +5815 GP and scrolls of Mass Inflict Critical Wounds and Create Greater Undead.
The Sloop
Back at the Sloop's bar, I confront Shelvedar with the evidence of him being a spy. I decide to show him mercy and simply let him go, thereby capping off the Nest of Thieves & Spies quest (+3,250 Exp, Chaotic +3, Good +3, Inf +6 with Kaelyn).
Before leaving, the Half-orc door guard, Zorah, demands we pay damages as a result of our earlier scuffle with Fyldren and crew (presumably, a chair leg was broken and pints of ale spilled). Unable to convince her otherwise, I'm forced to square things up (-500 GP).
Back outside, I now engage in amusing dialogue with Gann, who gives me some pro-tips on Okku; and basically tells me how unique and interesting he is: his poetic style and tone preventing him from seeming unattractive. Gann appreciates my dismissal of whoever his parents are (Inf +6, Total Inf +42).
I also engage with Kaelyn, with whom a completely different act is required. Kaelyn tells me the grave story of Akachi; and makes it clear that she intends to cast down the Wall of the Faithless. For agreeing with her that the Wall sounds unjust, and a cruel punishment, I gain Inf +17 (Total Inf +53).
Kaelyn now being Loyal, I'm honored to have her bestow upon me the Blessing of the Menagerie history feat. For both her and I, that means Wis +2 and Fortitude Saves +2.
Outside the Sloop are two barrels from which we gather Thieves' Tools +3 (2), Padded Armor +4 and +1773 GP.
At this point I've pretty much milked Act I Mulsantir for all its worth, with the exception of the Ice Troll Lodge (best to leave it until I get some strength under my belt).
Influence with my companions is as follows: Safiya Inf +89 (Devoted), Gann Inf +42 (Supportive; on the verge of Loyal) and Kaelyn Inf +53 (Loyal). To my disgrace, I missed a few banters and +Inf opportunities, too, poor role-player that I am. But whatevs, the interaction has been fairly fun so far.
Combat has more or less been a breeze, so I haven't felt the urge to craft anything at this point (I've accumulated a couple hundred essences, too, without farming). If memory serves, the most powerful crafts come from special essences which use Spirit-eater feats, anyway (more on that in the next post or two). One thing I noticed is that Safiya won't be able to craft acid-based weapons for me since her opposing school is Conjuration, under which the required spells fall (Melf's Acid Arrow & Acid Fog). I remember the rarely-resisted acid being particularly useful in HotU and SoZ -- but I'm getting ahead of myself and starting to ramble; I guess we'll see as the campaign continues, what opportunities I have for crafting.
So then! Fairly satisfied with their progress and performance hitherto, the party stroll up to the Bazaar and across to the gates to prepare themselves for the finale of Act I.
Mask of the Betrayer Okku & The Spirit Army, Vremyonni Hideout, Ice Troll Lodge Berserkers (Part IV):
Mulsantir
I can feel an army outside the gate. They are here in great numbers. - Kaelyn.
We step through the gates...
Gates of Mulsantir: Okku & the Spirit Army
Okku can be seen waiting for us down the east road out of Mulsantir, flanked by his glowing spirit minions. Gann explains that Okku might be "a bit" invincible (visually indicated by the blue swirl); that we'll have to weaken him by focusing on the spirit army, first. Gann will let me know when the army is sufficiently drained, at which point the Bear-God will be vulnerable and we can try to take him down.
The party now buff themselves in preparation for the assault: bread n butter stuff like Persistent Haste, Premonition, Stoneskin, Extend Spell: Greater Invisibility, Extend Spell: Greater Heroism, Owl's Insight, Bless, Mass Aid, Prayer, Recitation - we know the drill (in retrospect, even that much buffing is overkill). Anyway, keeping my companions behind me, I head down the road to meet Okku; who also lumbers up to engage in a brief exchange. But once again, battle is unavoidable and hostilities are soon underway!
I immediately "lock-on" to Okku despite being unable to harm him at this point; as several of his spirit minions mob me from all angles (which is what I want; my AC is ~50). Initially, they include an assortment of eight spirits, three dryads and one Elder Earth Elemental; however, they respawn upon being vanquished (meaning I could farm them for essences & experience until the cows come home, if I were so inclined). As I tank and feebly swing my scimitars at Okku's immortal hide, Kaelyn and Gann are unleashing their Vengeance and Fire storms; and Safiya is dropping Empower Spell: DBFB and launching Empower Spell: Greater Shout and Maximize Spell: IGMS - all centered on Okku and I, so as to inflict maximum damage on the mobbing spirits.
Having dispersed a dozen or so spirits (+697 exp), Gann announces Okku's vulnerability; after which Okku quickly yields to my blades and the partys' still-raging storms...
Having dispersed a dozen or so spirits (+697 exp), Gann announces Okku's vulnerability; after which Okku quickly yields to my blades and the partys' still-raging storms...
I decide to devour Okku for +4,000 Exp, Evil +1, Spirit Husk and Okku's Essence. Why did I devour Okku? Meta-gaming reasons, mostly. He's a fifth wheel for this party I have; and his essence can be used for a powerful craft, later.
I am now officially the Spirit-eater, cursed with an urge to feed on spirits (the dark hunger). If I don't learn how to control the curse, I will be consumed from within and utterly destroyed. I've received a special on-screen meter that represents my curse status. The large vertical bar is my current spirit energy (currently maxed at 100); the small horizontal one my craving (which is fairly low at this stage). My spirit energy decreases over time, the rate of which depends on my craving level. As my energy drops, I start to incur stat-penalties which progressively worsen, and death occurs when my energy is depleted. So, how do I control the curse? Well, I now have access to Spirit-eater feats: Devour Spirit, Provoke Spirits, Suppress and Satiate. I'll mainly be using Suppress on spirits since each act of suppression yields a little spirit energy, but, more importantly reduces my craving, making the curse more manageable. I'll also use Devour Spirit, though sparingly: once-per-day won't increase my craving. Provoke is used to agitate passive spirits so they can then be devoured; I shouldn't need to use it much, and with any luck I won't need Satiate at all. At this point my spirit energy decreases quite slowly; it's really no problem providing I don't rest too often, don't leave the game unpaused, and don't travel long distances without good reason.
For reference, an eight hour rest consumes sixteen spirit energy points at the default craving level, eight when craving is minimized through repeated suppression, and a whopping forty-eight (48) when craving is maximized through repeated devourings. Anyway, other Spirit-eater feats will be acquired to ease the suffering, and other uses for the curse will become evident as I play on - so let's keep going!
The Rashemi spectators, who witnessed my to-do with Okku, now refer to me as "Spirit-eater", the curse not unknown to them. Fearful of things that are different, they retreat behind the safety of the gates.
The spirit of a Telthor Wolf, sniffing around down by the riverbanks, presents itself as my first opportunity to use Suppress (reduces my craving).
Needing to report to the Temple of the Three, the party heads back into Mulsantir - but not through the gate. Instead, I exit the area by means of the world map transition (there are two, actually), thereby using the world map to head back inside the city. This transition is treated by the campaign as the equivalent of resting: our wounds are healed and our spells and feats - including Spirit-eater ones, like Suppress - are replenished and reset. That means I can immediately leave Mulsantir, which I just entered, and return to the riverbanks to again use Suppress on a respawned spirit. So why not? I repeat the action four times, right now, to minimize my craving as much as possible.
I now hit twentieth level, taking my fourth in Weapon Master: Fighter (6) / Bard (1) / Red Dragon Disciple (9) / Weapon Master (4), Dex +1.
For reference, an eight hour rest consumes sixteen spirit energy points at the default craving level, eight when craving is minimized through repeated suppression, and a whopping forty-eight (48) when craving is maximized through repeated devourings. Anyway, other Spirit-eater feats will be acquired to ease the suffering, and other uses for the curse will become evident as I play on - so let's keep going!
The Rashemi spectators, who witnessed my to-do with Okku, now refer to me as "Spirit-eater", the curse not unknown to them. Fearful of things that are different, they retreat behind the safety of the gates.
The spirit of a Telthor Wolf, sniffing around down by the riverbanks, presents itself as my first opportunity to use Suppress (reduces my craving).
Needing to report to the Temple of the Three, the party heads back into Mulsantir - but not through the gate. Instead, I exit the area by means of the world map transition (there are two, actually), thereby using the world map to head back inside the city. This transition is treated by the campaign as the equivalent of resting: our wounds are healed and our spells and feats - including Spirit-eater ones, like Suppress - are replenished and reset. That means I can immediately leave Mulsantir, which I just entered, and return to the riverbanks to again use Suppress on a respawned spirit. So why not? I repeat the action four times, right now, to minimize my craving as much as possible.
Act II - A Dark Hunger
Mulsantir
We return immediately to Sheva Whitefeather to inform her that Okku has been dealt with, finally capping off the Wrath of the Bear-God quest (+4,000 Exp). Sheva explains that the lives of past Spirit-eaters have not ended well, that they've been overwhelmed by indulging the hunger, or starved to death by not indulging. Hope may be found with ancient spirits who have fought Spirit-eaters in old times; namely, the Wood Man of Ashenwood - who may know of a cure for the curse. A vessel, currently docked at the Ferry Landing, can take us north to Ashenwood when we desire to leave, but it's several days' sailing and I have much to do in Mulsantir first; so I'm gonna lay the Ancient Knowledge quest aside, for now. Sheva permits me to speak with Magda at The Veil theatre, so that's my next port of call. Before leaving, I gain +300 Exp for answering Sheva's question and Good +3 for being kind to Kazimika.
My companions and I have gained another level, too!
I now hit twentieth level, taking my fourth in Weapon Master: Fighter (6) / Bard (1) / Red Dragon Disciple (9) / Weapon Master (4), Dex +1.
Safiya also hits twentieth level, taking her tenth in Wizard: Wizard (10) / Red Wizard of Thay (10); Int +1; Feat: Spell Focus: Necromancy; Spells: Horrid Wilting, Undeath to Death.
Gann hits nineteenth level: Spirit Shaman (19); Feat: Favored of the Spirits.
Kaelyn hits eighteenth level (Level Adjustment +4): Cleric (18); Feat: Extend Spell (for Persistent Spell at twenty-first level).
The Veil
Magda informs me of Lienna's dealings with a Thayan Red Wizard; and it turns out that Lienna might have been the one who cut the Gith-shard from my chest. Magda hands me Lienna's Key that opens a door to a secret room, the one I couldn't enter last time.
As before, a shadow portal appears in Lienna's bedroom, in front of the mirror; we dive in.
The Keeper of Doors
I use the key to gain access to the secret room, consisting of four portals and The Keeper of Doors - an inanimate, ancient clay golem.
Upon querying her, Safiya suggests I use my Spirit-eater abilities on the golem to awaken it (Inf +6), but that drains my spirit energy and is only a temporary solution; so, I instead thrust my hand into the golem and extract its heart: a Blackened Spirit Core. This action begins the Golem's Heart quest and causes me to acquire a new Spirit-eater feat: Mold Spirit. Safiya then further suggests placing a "lively spirit" in the core to permanently reanimate the golem.
Heeding her words, I place the Blackened Spirit Core and a Brilliant Spirit Essence - from Nakata, bless her - into the Enchanter's Satchel; then use Mold Spirit on the satchel to receive a Shining Spirit Core, which I now insert into the golem to bring it to life, completing the quest (+1,000 Exp). Now in the mood for molding spirits, I place Okku's Essence into the satchel along with my Belt of Frost Giant Strength (Str +4) and use Mold Spirit again on the satchel to make The Belt of the Bear-God (Str +10) - my first craft. Items can have up to three enchanments, four at epic levels.
Anyway, the newly awakened Keeper of Doors announces that I have visitors, "couriers" awaiting to emerge from the first door - "incoming". Having asked him to open it, three shadow gargoyles emerge from the portal: Seneth, Keth and Uabi. The gargoyles inform me that it was they who brought me to Rasheman, at the behest of Lienna and her "red twin"; that it was indeed Lienna who cut the Gith-shard from my chest; that Lienna then ordered the gargoyles to lay my body in the barrow; and that the two were acting on advice from The Slumbering Coven: nine hags who dwell in a sunken Imaskari ruin to the east. This completes the Ally At The Veil quest (+2,500 Exp) and begins the Sunken City quest. The wretched gargoyles then attack us, but are dispatched effortlessly and then looted for the Periapt of Wisdom +4, Ring of Protection +4, Ruby (2), Brilliant Earth Essence (3) and a score of volatile essences.
I request the Keeper to open the second door - "containment", from which a hostile Defective Imaskari Golem emerges - and charges the party! I take the construct down manually: +212 Exp, Shocking Golem Arm (+3, +3d6 electrical), Brilliant Earth Essence, seven Volatile Essences.
I request the Keeper open the third door - "Disposal". A hostile, thirtieth level Lesser Primal Fire Elemental emerges, opening up with Epic Spell: Hellball. For kicks, I use Devour Spirit on it to gain ten spirit energy points and inflict a solid 120 negative energy damage; then I just whittle it down with my dual-scimitars (+1989 Exp, Brilliant Fire Essence).
The fourth door - "outgoing" - can take me directly to places I've already been to, but since I haven't been anywhere yet, there's nowhere to go. Yay..
Kaji de-traps and unlocks the two ornate chests behind the golem, revealing the Grey Robe of the Archmagi (AC bonus +5, Bonus Feat: Spell Penetration, all saves +1, SR 10), Remembrance (quarterstaff, +3, SR 10, AC def +2) and +6972 GP. I also swipe The Wisdom of Immith Yabog and Greater Planar Binding and Summon Creature VIII scrolls from the bookshelves, the former of which mentions the malevolent Uthraki as reveling in the Spirit-eater curse, considering it to be "a Gift".
We leave the shadow theatre.
The Veil - Mulsantir
I sell off a bunch of gear to Magda (+240,000 GP) and buy from her Finch's Finest Cap (Cha +2, Dex +2, Bluff +8, Diplomacy +8, Perform +6, Sleight of Hand +6) and the Nymph Cloak +6 (Cha +6) (-100,000 GP). I don those items and have Safiya cast Greater Heroism on me so that I can be more sociable with Gann (from Bluff -1 to +13). I pass the Bluff check and let Gann know I'm an orphan (Inf +11).
Gann has now shifted from Supportive to Loyal to me, bestowing upon me the Dreamer's Eye history feat (Cha +1, 5% bonus to Devour Spirit ability). Gann's personal bonus also increases to Cha +2.
Safiya and Kaelyn also have something to say about my Spirit-eater status, the latter appreciating my desire to achieve balance and suppress my hunger (Inf +6 Kaelyn, Lawful +1).
Three Rashemi residences are no longer locked as they were in Act I; namely, the Vremyonni hideout, Madatov home and Avolov estate.
Vremyonni Hideout
It always amuses me when heroes barge into Vremyonni hideouts, rudely interrupting their arcane practice sessions. Like most wizards, these guys were on a short fuse. I wasn't exactly trying to be congenial either, attempting Diplomacy with -1 ranks in the skill - talk about tongue in cheek!
The Vremyonni quintet find themselves at the mercy of the party's barrage, led by Empower Spell: Horrid Wilting from Safiya followed by the elemental storms of Kaelyn and Gann. I sprint through the middle, my dual-scimitars arcing back and forth to drop Darthek before he could raise a Finger of Death; then Moorlig drops, too. Vroshan and Triyelo both belch Acid Fog and Jestred squeezes out a Mordenkainen's Sword before the three cave in to the room-wide AoEs (+689 Exp).
Vroshan's crumpled corpse is looted for the Robe of the Archmagi (Armor bonus +5, Bonus feat: Spell Penetration, Bonus Wiz/Sorc spell slot 5/6/7, all saves +3, SR 20), Ring of Resistance +3, Brilliant Water Essence; Darthek's for the Amulet of Natural Armor +4, Vremyonni Key; Moorlig's for the Ring of Regeneration (Regen +4); Triyelo's for the Bracers of Armor +6; and Jestred's for the Staff of Valmaxian +3 (AC def +2, Chain Lightning [11], Ethereal Visage [9], Fireball [5] charges).
The alchemy workbenches are ransacked for Potion of Heal (3), Potion of Invisibility, Potion of Greater Heroism, Potion of Bull's Strength; and the tables picked clean of scrolls of Bigby's Crushing Hand, Cloudkill, IGMS, Scorching Ray, Many, Summon Creature VII, Wail of the Banshee, Polymorph Self, Shapechange from the tables.
We use the looted key to leave the hideout (which was locked by one of the wizards before the fight broke out).
Madatov Home
Stepping into the Madatov home, it seems a "special" young girl is refusing to leave to somewhere with a woman holding a position of obvious authority.
Baumar says the wychlaran hathran, Daniyarra, wants to take his daughter, Yelina, away for "testing". The Rashemi witches think Yelina sees spirits, but Baumar thinks it's just an imaginary friend.
I pass a Wisdom/Lore check to convince Yelina to go with Daniyarra for testing. Yelina walks over to her room to say goodbye to a telthor teddy, Misha; after which her and the hathran leave together, and Baumar is thankful to us for resolving the issue (+1,000 Exp).
I loot Baumar's box for the Ring of Clear Thought +3 (Int +3), Potion of Heal (2) and +1296 GP. The trunk in Yelina's room contains the Ceremonial Uthgardt Belt (Imm: Death Magic, Disease, Fortitude +5) and +1399 GP.
I'll leave the Avolov Estate alone for now; nothing can be done there at this point.
Ice Troll Lodge
Behind the lodge a barrel is looted for Handaxe +1 and Throwing Axe +2 [50].
Hopefully our time here will be brief. This place crawls with those who loathe my kind. - Safiya. (Safiya speaks of the Rashemi distrust of Thayans - remember Minsc/Dynaheir and Edwin?)
A telthor badger guards the grounds around the lodge, chasing us down, growling, and gnawing at our ankles.
Someone needs to silence that annoying spirit. - Gann.
Inside the berserker-packed lodge, I learn from Jurak that I have to pass three initiation rites - administered by Forovan, Lena and Yulia - if I am to join up with the berserkers. They are the rites of strength, prowess and endurance.
Spellcraft allows me to detect that Aleksei is cheating in the dart throwing contest. His opponent, Yagor, rewards me with Arrow of Petrification (on-hit Flesh to Stone [7] x10) for exposing him.
Standing by the fireplace, staring into it with his blind eyes, is Nak'kai the Shaman (a Spirit Shaman like Gann), flanked by his two snow leopard pets. The shaman relays what he heard from wind and spirits: that the millennia-old Spirit-eater curse appeared after Akachi, a Rashemi-born Myrkulite priest and leader of the temple in Mulsantir, failed in his rebellion against Myrkul, God of the Dead.
The first initiation rite I attempt is the arm-wrestle with a giant of a man, Forovan; I succeed in this rite of strength (+1,000 Exp).
Lena's rite of prowess involves successive duels with berserkers of the lodge. I face Radu the Untested, the dire mace-wielding Forovan, Yulia and Jurak; defeating them easily (+500 Exp). In the second set of duels, I face Nak'kai's Pet, Forovan again, the sneak-attacking Lena and finally the awesome Sergei who, upon being defeated, rewards me with his wicked Transcendent Edge falchion (Bonus Feat: Spirit's Ruin); and a further +500 Exp. During the duels, I highly recommend wearing the Periapt of the Lost Witch for crit-immunity.
Note: Buff before the duals, if you like. For mundane builds, stuff like Keen Edge, Bless, Prayer, Stoneskin and Greater Invisibility is advised.
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| Being Ki critted for 184 damage sort of hurts... |
Yulia's rite of endurance requires me to remain in cold water for a certain period of time. Being Constitution-based, I'm unable to pass the rite. This means I miss out on +500 Exp. Nevermind.
I now decide to wipe the floor with the berserkers because this is one of the better and harder battles offered by the campaign, but the tactics I employ are pretty much the same as in previous battles: summon, buff, tank, bombard - in that order. I bait Jurak into violence; then allow myself to be swarmed by a dozen berserkers as Safiya, Gann and Kaelyn create a hell hole for the berserkers to wither in.
It takes many AoEs to bring down the lodge (+1311 Exp); after which the telthor badger scurries into the lodge, takes a look around at the carnage, sees the blood on our hands and becomes very, very upset; growing significantly in size and attacking us! At our level, the thirtieth level Barbarian badger is quite a handful, but Safiya's IGMS spam saved the day (+1989 Exp).
Epic loot is epic:
Nak'kai the Shaman is looted for Golden Circlet (Imm: Mind-affecting, Will +1, Conc +1, SR 10), Bracers of Armor +8, Brilliant Power Essence, Brilliant Fire Essence, nine volatile essences;
Jurak for Rashemi Berserker Chainmail, Ring of Protection +3, Amulet of Natural Armor +4;
Yulia for Barbarian's Outfit (AC bonus +5), Boots of Hardiness +3 (Con +3, AC dodge +3), Ring of Protection +5, Ring of Regeneration (Regen +4), Amulet of Natural Armor +5;
Lena for Rashemi Berserker Chain Mail, Amulet of the Master (Diplomacy +6, Disable Device +6, Lore +6, Open Lock +6, Search +6, SR 16);
Nak'kai's Pets for Brilliant Earth Essence (2), eleven volatiles; Forovan for Belt of Storm Giant Strength (Str +10);
and the Angry Badger for Heart of Rasheman (Freedom of Movement, Haste, Improved Evasion, Dim Light 5m [white], Regen +5), Obsidian.
Sergei slept through the battle.
Mulsantir
A young girl, Ku'arra, greets us at the city gates. She explains that the leader of her tribe has information concerning the Spirit-eater curse, marking my map with the Wells of Lurue location and beginning the Wisdom of the Hill Tribe quest, before running off to meet us there.
So now I have four leads that might yield info on the Spirit-eater curse, and my plight:
- Death God's Vault (the crematorium and lower level)
- Wells of Lurue (wherein the "hill tribe" dwells)
- Forest of the Ashenwood (the "Wood Man")
- Sunken City (the hags of the Sleeping Coven)
These locations can be visited in any order.
Mask of the Betrayer Death God's Vault (Lower): One of Many, Lich King, Shadow of the Void (Part V):
Ok, I just want to buy a couple things from Katya at the Temple of the Three: the Periapt of Wisdom +5 for Kaelyn, the Ring of Cold Resistance (Resist cold 30/-) and the Robe of Scintillating Colors (Displacement [9] 1/day) (-80,000 GP).
Shadow Mulsantir
Death God's Vault: Lower
Now armed with my newly acquired Spirit-eater abilities, I return to the eastern wing's crematorium and probe the furnace with my new powers, startling the Myrkulite High Priest who had previously ignored me. I sympathize with the priest's story, how he was appointed by Myrkul to replace Akachi, but was never trusted; how, after Mystra slew Myrkul, he was tortured by Cyric's raiders and thrown into the furnace. I offer to grant the priest Eternal Rest (a new feat I suddenly acquire); the priest begs me to lay him to rest - I oblige (Good +3, Brilliant Spirit Essence).
Several desperate ghosts then manifest, also begging for release, telling me how they suffer too! Hearing the commotion of "The Many", the barbarian Brute manifests and calls out to the roguish Child, who also manifests.
Both desire to be free from the furnace, to inhabit Okku's husk; but instead I exorcize the whole furnace with Eternal Rest so that they, and the thousands of other spirits, may finally be at peace. This noble act caps off the Haunted Furnace quest (+2,000 Exp).
Both desire to be free from the furnace, to inhabit Okku's husk; but instead I exorcize the whole furnace with Eternal Rest so that they, and the thousands of other spirits, may finally be at peace. This noble act caps off the Haunted Furnace quest (+2,000 Exp).
This also means that my fifth prospective companion - the malevolent One of Many - won't ever exist; but now, two deathly cold spirits manifest in the crematorium: Shadows of the Void. Like the earlier dread wraiths, these guys sport 50% concealment, but they also possess other nasty abilities (Aura of Cold, Cone of Cold, Darkness). Safiya hammers them both with IGMS as I whittle the first one down to Near Death status and then use Eternal Rest on it to receive a Shadow of the Void's Essence (+1,326 Exp). I then leave the second spirit at Near Death, hurriedly backtracking out of the crematorium to "wait out" Eternal Rest's cooldown; after which I return to the crematorium and use Eternal Rest on the second shadow for second SotV essence. The furnace extinguished, I sift through the ashes at its base - coming up with a Silver Sword of Gith Replica: the "key" for the gate leading down to the lower level of Death God's Vault.
I place a Shadow of the Void essence into my Enchanter's Satchel along with my Mielikki scimitar and use Mold Spirit on the satchel to add an enchantment (+6d6 cold, Fire 25% damage weakness). I repeat the process for my other scimitar. Cold is resisted by Death Lords, Liches and Shadows of the Void, but it still affects other undead (Vampire Ancients, Hoary Mummified Priests) and other monsters in the campaign, so what the hell. Note that if you craft a weapon with a non-enhancement mod (in this case, 6d6 cold), you can no longer upgrade its enhancement later in the campaign (say, from +4 to +8). Therefore, it's best to make sure you are happy with the weapon's enhancement before you craft it with such mods.
We return to the Great Hall (where I first met Kaelyn) to insert the Silver Sword of Gith Replica into the gate's keyhole. The gate opens, granting us access to the lower level...
I now hit twenty-first level, taking my fifth in Weapon Master and hitting Epic Level: Fighter (6) / Bard (1) / Red Dragon Disciple (9) / Weapon Master (5); Feat: Armor Skin, Increased Multiplier, Superior Weapon Focus.
Safiya also hits twenty-first level, taking her eleventh in Wizard and hitting Epic Level: Wizard (11) / Red Wizard of Thay (10); Feats: Epic Spell Focus (Transmutation); Spells: Bigby's Grasping Hand (7) Bigby's Clenched Fist (8).
Gann hits twentieth level: Spirit Shaman (20); Cha +1; Feat: Low-Light Vision, Spirit Form 3/day, Spirit Who Walks; Spells: Creeping Doom (7), Finger of Death (8), Summon Creature IX (9).
Kaelyn hits ninteenth level (Level Adjustment +4): Cleric (19).
Death God's Vault - Lower Level
The entrance chamber branches off to the north, south and west. I loot sixteen offering urns for +70,000 GP, causing a Shadow of the Void to manifest from each! The void-horde is vanquished mainly by successive Sunbeam castings from both Kaelyn and Gann, which flood the room with blinding white light (+19,136 Exp, Brilliant Fire Essence [16], about eighty volatile essences).
I now hit twenty-second level, taking my sixth in Weapon Master: Fighter (6) / Bard (1) / Red Dragon Disciple (9) / Weapon Master (6).
Safiya also hits twenty-second level, taking her twelfth in Wizard: Wizard (12) / Red Wizard of Thay (10); Spells: Greater Dispel Magic (6), Greater Spell Mantle (7).
Gann hits twenty-first level, also hitting Epic Level: Spirit Shaman (21); Feat: Persistent Spell (Barkskin, Lesser Vigor, Protection From Energy).
Kaelyn hits twentieth level (Level Adjustment +4): Cleric (20); Wis +1.
Buffed with Greater Cat's Grace and Greater Heroism, Kaji is able to unlock the "heavy door" to the south, but not disable the device (DC-35/50). Tripping the elemental traps on this level can be lethal, but I just heal Kaji up each time (who is also conveniently immune to their additional paralysis effect). Heavy doors cannot be "bashed" or "Fireballed" open, they may only be Knocked or conventionally unlocked. (I'm not sure why, but experience is no longer awarded for locks n traps..)
Anyway, stepping into the newly opened passageway, a sextet of stealthy Vampire Ancients ambush us in a deadly flanking maneuver. Safiya, Gann and Kaji take quick refuge in the passageway as Kaelyn and I grimly turn to face the vampires, blocking the doorway so they can't get through. I tank most of the aggro as Kaelyn repeatedly centers Mass Heal on herself, inflicting hundreds of positive energy damage on the undead monks, who yield +5,022 Exp, Brilliant Fire Essence (6), Brilliant Power Essence (3) and a score of volatile essences.
Kaji succeeds in unlocking the next heavy door, but again fails to disable the device on it (DC-30/40). We step through the doorway, finding ourselves in a six-celled prison. A quintet of Hoary Mummified Priests can be heard buffing themselves from within their dungeon cells, after which they shamble out to creepily assail us in the hallway; but I easily shred them to ribbons for +2,050 Exp, Brilliant Earth Essence (5) and thirty volatile essences.
From the unlocked cells we loot piles of rags for Padded Armor +5, Bracers of Armor +7, Boots of Striding +6 (Con +6), Wondrous Gloves (Wis -1, Bonus spell slot: Bard 0-3), Ruby, Fluorspar, Greater Cloak of Protection vs. Good (AC def +5 vs. Good), Potion of Heal (4), scroll of Stinking Cloud and +6,784 GP. Kaji unlocks a further two cell doors (DC-25) from which we loot armor piles for Half Plate +5, Chainmail +5, Robe of Acid Resistance (Acid 15/-) and +1,948 GP.
Kaji succeeds in unlocking the last heavy door, but yet again fails to disable the device (DC-30/DC-40). Tripping this trap inflicts 109 cold damage on the poor lil homunculus, who is left with one itty-bitty hit point (Kaelyn heals him). Lurking in the final chamber are three scythe-wielding Blackguard Death Lords who buff themselves with Bull's Strength and open up with Smite Good. I succeeded in dueling them solo - even without concealment - due in no small part to my immunity to sneak attacks, critical hits and knockdown (+410 exp, Brilliant Power Essence [3], one dozen volatiles). Having looted several skeletal remains for +12,000 GP, we backtrack through the dungeon cells and return to the entrance chamber.
Kaji unlocks and detraps the heavy door to the west (DC-35/50); then unlocks two more heavy doors in the hallway (DC-40/45), also making a futile attempt to disable their DC-60/62 devices. Rudely greeting us in the first chamber are two Vampire Ancients and one Hoary Mummified Priest; and, upon entering the chamber to take them out, another vampire and two more priests flank us from the second chamber. Despite the surprise, the party managed to adjust in time and neutralize them for +3,741 Exp, Brilliant Earth Essence (3), Brilliant Fire Essence (3), Brilliant Power Essence (3) and thirty-five volatiles. Kaji detraps an unlocked chest (DC-30), revealing +5,865 GP and the Reaper's Despair +8 sickle (on-hit DC-26 Fear, on-hit DC-22 Poison).
As per usual, the walls of the first chamber are lined with offering urns (ten) which I loot for +46,000 GP; causing Shadows of the Void to manifest from each; their dispersal yielding +8,370 Exp, Brilliant Fire Essence (10), Brilliant Power Essence (10), and sixty volatile essences. A further dozen offering urns are looted in the second chamber for +63,000 GP; the SotVs are again dispersed yielding +9,024 Exp, Brilliant Fire Essence (12), seventy volatiles and +63,000 GP.
The Fingerbone's Name +7 short sword (On-hit disease DC-24 Ghoul Fever, Animate Dead [15] 5/day) is also found in a DC-30 trapped chest.
I now hit twenty-third level, taking my seventh in Weapon Master: Fighter (6) / Bard (1) / Red Dragon Disciple (9) / Weapon Master (7); Feats: Ki Critical, Two Weapon Defense.
Gann hits twenty-second level: Spirit Shaman (22).
Kaelyn hits twenty-first level (Level Adjustment +4), also hitting Epic Level: Cleric (21); Feat: Persistent Spell (Bless, Aid, Prayer, Vigor etc.)
Again, we backtrack to the entrance chamber.
But first we explore west down the hallway and then north, revealing a final chamber with the Betrayer's Gate itself looming at the far end! Lurking beneath us, at the foot of the staircase, is a thirtieth level Lich King flanked by two each of Hoary Mummified Priest, Vampire Ancient and Death Lord.
Buffed to the heavens, I charge downstairs to meet the dreaded denizens as Safiya conjures a mighty Meteor Swarm, Gann serves up a Fire Storm and the crimson-eyed Lich King buffs itself with Greater Invisibility; then unleashes a barrage of Bigby's spells, all with me as the target. Meanwhile, Kaelyn's casting of Undeath to Death destroys the Death Lord duo outright while Gann calls down Sunbursts and Safiya turns to (Emp) IGMS and DBFB against the vamps (+1,504 Exp); the latter's explosion also blowing back the Lich King himself, who flops to the floor as nothing more than a pile of scorched rags (+1,316 Exp). This was a very cool battle, despite how easy it was to beat...
The Shroud of the Elder Doom cloak (Imm: Death Magic, Finger of Death [13] 2/day) is found amidst the wreckage of the lich, along with a Brilliant Power Essence and several volatiles. The other undead left behind Brillant Power Essence (4) and two each of Brilliant Fire and Brilliant Earth Essence. Many sarcophagi are rummaged through for +75,000 GP.
Dungeon Cells (south of entrance chamber)
Buffed with Greater Cat's Grace and Greater Heroism, Kaji is able to unlock the "heavy door" to the south, but not disable the device (DC-35/50). Tripping the elemental traps on this level can be lethal, but I just heal Kaji up each time (who is also conveniently immune to their additional paralysis effect). Heavy doors cannot be "bashed" or "Fireballed" open, they may only be Knocked or conventionally unlocked. (I'm not sure why, but experience is no longer awarded for locks n traps..)
Anyway, stepping into the newly opened passageway, a sextet of stealthy Vampire Ancients ambush us in a deadly flanking maneuver. Safiya, Gann and Kaji take quick refuge in the passageway as Kaelyn and I grimly turn to face the vampires, blocking the doorway so they can't get through. I tank most of the aggro as Kaelyn repeatedly centers Mass Heal on herself, inflicting hundreds of positive energy damage on the undead monks, who yield +5,022 Exp, Brilliant Fire Essence (6), Brilliant Power Essence (3) and a score of volatile essences.
Kaji succeeds in unlocking the next heavy door, but again fails to disable the device on it (DC-30/40). We step through the doorway, finding ourselves in a six-celled prison. A quintet of Hoary Mummified Priests can be heard buffing themselves from within their dungeon cells, after which they shamble out to creepily assail us in the hallway; but I easily shred them to ribbons for +2,050 Exp, Brilliant Earth Essence (5) and thirty volatile essences.
From the unlocked cells we loot piles of rags for Padded Armor +5, Bracers of Armor +7, Boots of Striding +6 (Con +6), Wondrous Gloves (Wis -1, Bonus spell slot: Bard 0-3), Ruby, Fluorspar, Greater Cloak of Protection vs. Good (AC def +5 vs. Good), Potion of Heal (4), scroll of Stinking Cloud and +6,784 GP. Kaji unlocks a further two cell doors (DC-25) from which we loot armor piles for Half Plate +5, Chainmail +5, Robe of Acid Resistance (Acid 15/-) and +1,948 GP.
Kaji succeeds in unlocking the last heavy door, but yet again fails to disable the device (DC-30/DC-40). Tripping this trap inflicts 109 cold damage on the poor lil homunculus, who is left with one itty-bitty hit point (Kaelyn heals him). Lurking in the final chamber are three scythe-wielding Blackguard Death Lords who buff themselves with Bull's Strength and open up with Smite Good. I succeeded in dueling them solo - even without concealment - due in no small part to my immunity to sneak attacks, critical hits and knockdown (+410 exp, Brilliant Power Essence [3], one dozen volatiles). Having looted several skeletal remains for +12,000 GP, we backtrack through the dungeon cells and return to the entrance chamber.
Archive Chambers (west of entrance chamber)
Kaji unlocks and detraps the heavy door to the west (DC-35/50); then unlocks two more heavy doors in the hallway (DC-40/45), also making a futile attempt to disable their DC-60/62 devices. Rudely greeting us in the first chamber are two Vampire Ancients and one Hoary Mummified Priest; and, upon entering the chamber to take them out, another vampire and two more priests flank us from the second chamber. Despite the surprise, the party managed to adjust in time and neutralize them for +3,741 Exp, Brilliant Earth Essence (3), Brilliant Fire Essence (3), Brilliant Power Essence (3) and thirty-five volatiles. Kaji detraps an unlocked chest (DC-30), revealing +5,865 GP and the Reaper's Despair +8 sickle (on-hit DC-26 Fear, on-hit DC-22 Poison).
As per usual, the walls of the first chamber are lined with offering urns (ten) which I loot for +46,000 GP; causing Shadows of the Void to manifest from each; their dispersal yielding +8,370 Exp, Brilliant Fire Essence (10), Brilliant Power Essence (10), and sixty volatile essences. A further dozen offering urns are looted in the second chamber for +63,000 GP; the SotVs are again dispersed yielding +9,024 Exp, Brilliant Fire Essence (12), seventy volatiles and +63,000 GP.
The Fingerbone's Name +7 short sword (On-hit disease DC-24 Ghoul Fever, Animate Dead [15] 5/day) is also found in a DC-30 trapped chest.
I now hit twenty-third level, taking my seventh in Weapon Master: Fighter (6) / Bard (1) / Red Dragon Disciple (9) / Weapon Master (7); Feats: Ki Critical, Two Weapon Defense.
Safiya also hits twenty-third level, taking her thirteenth in Wizard: Wizard (13) / Red Wizard of Thay (10); Feat: Greater Spell Focus (Necromancy); Spells: Greater Spell Breach (6), Burst of Glacial Wrath (9).
Gann hits twenty-second level: Spirit Shaman (22).
Again, we backtrack to the entrance chamber.
Specialist Archives (north of entrance chamber)
Now in the north hallway, Kaji unlocks and detraps the archives door (DC-25/25). Lurking behind the dusty bookshelves, filled with Myrkulite lore, are a trio of Hoary Mummified Priests whose passive repertoire does little to endanger me (+858 Exp, Brilliant Earth Essence [3] and a dozen volatiles). I gather the hard-to-see necromantic scrolls littering the chamber, including those of Mass Inflict Critical and Moderate Wounds, Create Greater Undead, Finger of Death, Shades, Energy Drain and Power Word: Kill.
Most importantly, I find the Lamentations of the Dead scroll, furled up and sealed on a scribe's desk, the procurement of which finally caps off the Betrayer's Crusade quest (+500 Exp).
The scrolls were penned by Myrkulite priests hundreds of years ago; we found but a fragment of one. A lengthy passage tells the tale of Akachi's amazing deeds as Myrkul's favored high priest: being unaffected by disease, poison or plague; ministering to the dying and converting them to Mykul's faith, thereby healing them; converting hundreds more souls as a result of his courage and divine favor; wielding a silver blade taken from Hell itself; and dispensing Mykul's justice across the Planes - truly, the Chosen of Myrkul. Akachi was flying high at this point, but things came crashing down when his atheist lover pwned herself in an arcane accident. Akachi knew such unbelieving individuals are punished with their soul being "bound into the Wall of the Faithless, and finally dissolved into the substance of the Wall". Akachi pleaded with Mykul to spare his lover, but the Lord of Bones would make no exceptions - not even for his Chosen. Akachi was pissed, and vowed to tear down the Wall to recover his lover - at that moment becoming The Betrayer. He influenced his brother, Eveshi, and lied to many others of faith in order to turn them against Myrkul, including a demilich with aspirations of godhood (Rammaq); a Prince of Celestia (Zoab) and a Queen of Dragonkind (Sey'ryu) - who became his generals. With a mighty host assembled, Akachi "carved a doorway between the Plane of Shadow and the realm of the dead", leading them into Mykul's realm. However, the Lord of Bones headed up an even greater host, consisting of undead heroes, masses of The False and baatezu from the Nine Hells. Needless to say, Akachi had his ass handed to him: "was dragged in chains to the Basilica of Lost Hope, and there Myrkul pronounced Judgment on him". The passage ends with cautions to Myrkul's faithful: that Akachi's generals still live, that they promise to return if ever the Betrayer stands before death's gates again; that it's possible Akachi tore the soul of his lover from the Wall before Myrkul managed to stop him; and, finally, that none may challenge the judgment of the Lord of Bones.
The scrolls were penned by Myrkulite priests hundreds of years ago; we found but a fragment of one. A lengthy passage tells the tale of Akachi's amazing deeds as Myrkul's favored high priest: being unaffected by disease, poison or plague; ministering to the dying and converting them to Mykul's faith, thereby healing them; converting hundreds more souls as a result of his courage and divine favor; wielding a silver blade taken from Hell itself; and dispensing Mykul's justice across the Planes - truly, the Chosen of Myrkul. Akachi was flying high at this point, but things came crashing down when his atheist lover pwned herself in an arcane accident. Akachi knew such unbelieving individuals are punished with their soul being "bound into the Wall of the Faithless, and finally dissolved into the substance of the Wall". Akachi pleaded with Mykul to spare his lover, but the Lord of Bones would make no exceptions - not even for his Chosen. Akachi was pissed, and vowed to tear down the Wall to recover his lover - at that moment becoming The Betrayer. He influenced his brother, Eveshi, and lied to many others of faith in order to turn them against Myrkul, including a demilich with aspirations of godhood (Rammaq); a Prince of Celestia (Zoab) and a Queen of Dragonkind (Sey'ryu) - who became his generals. With a mighty host assembled, Akachi "carved a doorway between the Plane of Shadow and the realm of the dead", leading them into Mykul's realm. However, the Lord of Bones headed up an even greater host, consisting of undead heroes, masses of The False and baatezu from the Nine Hells. Needless to say, Akachi had his ass handed to him: "was dragged in chains to the Basilica of Lost Hope, and there Myrkul pronounced Judgment on him". The passage ends with cautions to Myrkul's faithful: that Akachi's generals still live, that they promise to return if ever the Betrayer stands before death's gates again; that it's possible Akachi tore the soul of his lover from the Wall before Myrkul managed to stop him; and, finally, that none may challenge the judgment of the Lord of Bones.
In addition, the Tome of Profane Rebirth is found lying on the floor of the archive chamber, as if discarded. It contains instructions for becoming a lich, which Yusev, back in the Kelemvor Temple, would love to get his hands on.
But first we explore west down the hallway and then north, revealing a final chamber with the Betrayer's Gate itself looming at the far end! Lurking beneath us, at the foot of the staircase, is a thirtieth level Lich King flanked by two each of Hoary Mummified Priest, Vampire Ancient and Death Lord.
Buffed to the heavens, I charge downstairs to meet the dreaded denizens as Safiya conjures a mighty Meteor Swarm, Gann serves up a Fire Storm and the crimson-eyed Lich King buffs itself with Greater Invisibility; then unleashes a barrage of Bigby's spells, all with me as the target. Meanwhile, Kaelyn's casting of Undeath to Death destroys the Death Lord duo outright while Gann calls down Sunbursts and Safiya turns to (Emp) IGMS and DBFB against the vamps (+1,504 Exp); the latter's explosion also blowing back the Lich King himself, who flops to the floor as nothing more than a pile of scorched rags (+1,316 Exp). This was a very cool battle, despite how easy it was to beat...
The Shroud of the Elder Doom cloak (Imm: Death Magic, Finger of Death [13] 2/day) is found amidst the wreckage of the lich, along with a Brilliant Power Essence and several volatiles. The other undead left behind Brillant Power Essence (4) and two each of Brilliant Fire and Brilliant Earth Essence. Many sarcophagi are rummaged through for +75,000 GP.
I cannot enter the Betrayer's Gate at this point; therefore, we backtrack through Death God's Vault and make our way back to Material Plane Mulsantir, relieved at having lived through that arduous affair.
Quiz Answer: Once I gained the Eternal Rest feat, spirit energy drain from resting ceased to be an issue. I could rest a full eight hours to regain spells, attempt to rest again to provoke an ambush of Vampire Ancients, fight them off, Eternally Rest one of them, and actually make a profit in spirit energy from what I had before resting -- not to mention farm valuable experience points and essences. I didn't abuse this... much.
Mulsantir
Now back in Mulsantir, I deliver the Tome of Profane Rebirth to Yusev the Acolyte of Kelemvor Temple for +1,500 Exp, Evil +2, Ring of Holiness (Bonus spell slot: Cleric 0-3).
I now hit twenty-fourth level, taking my seventh in Fighter: Fighter (7) / Bard (1) / Red Dragon Disciple (9) / Weapon Master (7); Dex +1.
Safiya also hits twenty-fourth level, taking her fourteenth in Wizard: Wizard (14) / Red Wizard of Thay (10); Int +1; Spells: Energy Immunity (7), Mordenkainen's Disjunction (9).
Gann hits twenty-third level: Spirit Shaman (23); Feats: Empower Spell, Maximize Spell.
Kaelyn hits twenty-second level (Level Adjustment +4): Cleric (22).
Power progression was quite steep in this segment (I gained four levels), mainly due to being under-leveled in comparison to the denizens of Death God's; I'm pretty sure it tapers off for the rest of the campaign - the rest of which, I have a feeling, will probably be even easier than this segment. Anyway, the party prepares themselves for their first adventure outside the city...
Power progression was quite steep in this segment (I gained four levels), mainly due to being under-leveled in comparison to the denizens of Death God's; I'm pretty sure it tapers off for the rest of the campaign - the rest of which, I have a feeling, will probably be even easier than this segment. Anyway, the party prepares themselves for their first adventure outside the city...

















































































































"For this adventure I'll be attempting to "role-play" a newly-created female Neutral Good Air Genasi"
ReplyDelete>.>
Well, this campaign IS more of a role-playing one, so I'll do my best. :P
DeleteGood choice! (for the adventure, it was quite good, and the Character, never played a Red Dragon Disciple).
ReplyDeleteI remember having a good time even if I wasn't able to finish a sidequest (blocked... hope you won't experience that...anyway it's a minor quest).
I've experienced a dialogue bug where an NPC wouldn't speak to me if I had Gann in the party, so I just temporarily dropped Gann to continue.
DeleteOtherwise, I think MotB has fewer bugs than the OC. I remember when it first came out they fixed LOTS of bugs and tried to optimize the awful engine a bit (1.10?)
Looking forward to seeing how my dual-wielder pans out (lots of attacks, both weapons enchanted), and I've never played a good character in MotB. I won't be devouring Okku's soul (or will I? the +10 str belt is attractive, but perhaps I'll get it from One of Many), but I also won't have room for him in the party, since I intend to take Safiya, Kaelyn and Gann. I guess I can swap Okku in and out, for specific quests (like the Shaman's Boon). Not 100% sure yet, but being such a quest-dense campaign, that choice won't be made for two or three more posts. ;)
Well I have the Deluxe Edition so probably they fixed those bugs since I had no problems (maybe few glitches, no broken queests, but I can't remember) in the Nwn2 OC, one of the best game I played.
DeleteI agree the engine was awful! (I recently restarted Storm of Zehir..anyway I stopped since I've found Pillars of Eternity...)
In my case it was a door/gate than cannot be opened again to reach the quest giver so...I had to leave that quest unfinished.
Also I hated a lot the "soul-eating" thing... but the rest of MotB was great.
Well I (almost) always play good characters and even if I seldom used Okku (no need for him) I spared him, I had Safiya, Kaelyn and Gann for most of the game.
Despite my character wasn't an optimized build (a Barbarian/Neverwinter Nine/Frenzied Berserker Halfling two hander) I found MotB quite easy, but I used him in the OC (final parts was really hard) and it seemed stronger compared to the companions.
I agree most of the show-stopping bugs seem to be fixed, it's pretty much just the unoptimized and glitchy engine that remains, tainting the NWN2 experience in general. Once you get used to the quirks and learn how to minimize issues, mostly it's a painless experience.
DeleteI've played SoZ a few times, loved the final boss battle, the ability to adventure with a party of six, and the overland, trading and crafting mechanics. The OC was amusing at times, but I haven't completed Mysteries of Westgate. My fave mods for NWN2 are Subtlety of Thay and Harp & Chrysanthemum.
http://neverwintervault.org/project/nwn2/module/harp-chrysanthemum
http://neverwintervault.org/project/nwn2/module/subtlety-thay
Many people complain about the spirit meter in MotB, but I'm not one of them (also, it acts as a sort of "rest restricter"). I haven't tried it, but apparently this mod stops the meter draining points in dialogue mode or when you're not in battle and just standing still:
http://neverwintervault.org/project/nwn2/script/motb-spirit-eater-autopause
I've played SoZ a few times too, but never to the end (only 3/4). Pity. I like a lot the things that adds, especially the new travelling system and the expanded party. The problem is that unfortunately it feels a bit "generic" compared to OC and MotB, regarding plot and companions (well I also hated Kaelyn :D )
DeleteOddly my version doesn't include Mysteries of Westgate, so I never tried that but I had fun with a couple of mods, the best was Conan Chronicles part 1, quite short but good, with custom races, different choices and not linear. I've to try the part 2 someday, I also hear good reviews of Harp & Chrysanthemum, and I've seen some awesome screenshots...so I'll try that probably next time.
Well the spirit meter in MotB was the only real "difficulty" my character had to face, even if I survived the experience and never had to restart/use mods to avoid that effect... it's part of the game so I accepted that..the rest was quite easy, apart for a couple of fights but nothing much.
I agree SoZ can feel generic and lacking in character, but I managed to push on because, to me, the pros outweighed the cons. I thought the final dungeon/temple thingy and boss battle were great in SoZ.
DeleteHarp & Chrysanthemum is very pleasing to the eye, yes. A lovingly hand-crafted module. Can't say that for Conan Chronicles, that one put me to sleep - but, it could have been that I was just burned out on NWN2 by that time; I'd already played SoZ, then Harp, then Thay, abandoned Dark Waters and so yeah, Conan didn't stand a chance, I guess. I'd had enough. :P
Incidentally, Conan is the subject of the month's Custom Content Challenge on the BioWare forums:
http://forum.bioware.com/topic/547600-custom-content-challenge-april-2015-the-hyborian-age/
It's always interesting to see what people can come up with. :)
Another thing I liked more the OC is that areas are quite big and this is pretty good for cooperative game, while MotB and Soz have smaller locations.. well at least that's what I felt playing at the time. Still SoZ is good even if I think that MotB story is way better.
DeleteI played Conan Chronicles after Alazander's Nwn trilogy, so it was a nice variation (I also like Conan setting, and there are no single player games based on it) even if now I prefer Nwn1 graphics (don't know, characters animations seems more natural and less stiff), so yes, making a pause and return to a game later sometimes makes you appreciate it more (I think I spent 8-10 years playing Morrowind and its mods alternating it with other games).
Dark Waters doesn't ispire me...from the videos it seems a big mishmash of mods/minigames but I admit I never tried it. ^^'
"Conan is the subject of the month's Custom Content Challenge on the BioWare forums"
Interesting, what I've seen on that topic is very interesting... pity that K.E.Wagner's Kane has no games/mods/movies dedicated since I loved the setting and the villain protagonist. That would be even better than Conan! :D
Ok now I'll wait for the part II of this recounting, to see if I remember everything about MotB and also to see if you'll encounter the bug I mentioned earlier! :)
oh, so it was str based dual wielder. I for some reason thought about dex based one which start from 8 str and use RDD to get positive score.
ReplyDeleteBtw is it only me who feel that Nakata scene was a waste? I think it might have been much better idea to keep weakened status for all first act with hunger only coming out against Okku. Might actually be more terrifying moment, and this penalkty wont feel as if it "Just for show"