I have resumed writing this walkthrough because the Haushi bug that I reported has been fixed. A few other bugs have been fixed and a patch is installed for this run, too. However, I have found additional bugs and oversights in this resumption, which I have recorded in this post, along with a few suggestions.
What I like about Bedine, in addition to what I wrote about in my overview (posted one year ago), is that it has nice, slow level progression, interesting hand-crafted itemization, eye-opening terrain sculpting, and mystical overtones. I also like how you can outfit your canine companions with armor and spring-loaded muzzle harnesses. Very, very cool.
As with Legacy of White Plume Mountain, Bedine is a marathon. This is not a campaign that you will finish in one sitting. I have spent in excess of 80 hours playing it. Note also that combat is extremely tough even if you roll with power-builds and optimize your equipment. There are no "mooks" in Bedine that will drop to one sword-swing: most enemies are as tough as nails. Also, they hit like trucks. Of course, there is no encounter that you won't be able to beat if you employ sound tactics and are of sufficient level (the non-linear sandbox nature of Bedine means you can get in over your head - in such cases, you will need to retreat).
I encourage everyone to give Bedine a whirl. There is no campaign quite like it; it's unique.
Somewhere
Talk to the glowing sphere of light that represents the banu tamin collective. You will receive 1,500 XP for heeding its mysticism.
Antelope's Eye Oasis
(Banu Tamim Camp)
Thus, you will be bumped up to second level upon your arrival in the oasis. There is also an enforced item strip to ensure you are not equipped with OP or lore-inappropriate items.
Companions, Party Composition & Equipment. Please refer to my overview for build ideas. There are three Banu Tamim companions who will happily join you at this point; namely:
• Layth Banu Tamim: Human Spirit Shaman (2), Neutral (50/50).
Quarterstaff, Sling, Bullet (x100).
• Saalih Banu Tamim: Human Rogue (1) Swashbuckler (1), Neutral (50/50).
Shortbow, Dagger, Arrow (x99).
• Khalaf Banu Tamim: Human Monk (1) Fighter (1), Lawful (100) Neutral (50).
The coil of rope on the ground allows you to Summon Your Tribespeople; i.e, compose your own party using the SoZ Party Editor. The Bedine Savage Hunting Dogs may also be recruited. The cool thing is that Man's Best Friend can be upgraded with armor and spring-loaded muzzle harness. The max number of companions is four with one exception: Haushi (quest covered below) will remain in the party after his quest is done.
Equipment. Loot the weapon rack for much-needed weapons, ammo, armor and poultice kits.
Initial Questing
Quest: Meet With Your Sheik. Aadil Banu Tamim is the Sheik of the Banu Tamim, a small grouping of the greater Bedine tribe. Simply speak with him to satisfy the quest (Completed Quest: Meet with Your Sheik).
Quest: Missing Shepherd. Aadil requests that you locate Dawasir, a shepherd who has gone missing in the grazing lands.
You must hit the OLM, travel to the Banu Tamim grazing lands, slay the hostile giants ants there, and recover Dawasir's corpse that is lying among his dead sheep. You then need to bury Dawasir at the nearby Burial Site, overlooking the grazelands (250 XP).
Now, return to Aadil and report your findings. Completed Quest: Missing Shepherd: 500 XP.
Quest: Cause of the Ant Problems. Next, Aadil will refer you to the Banu Tamim Shaman, Khatib. First, inform the Shaman that Dawasir's spirit rides to N'asir's camp (250 XP) and that you gave him a proper burial (250 XP). Now, ask for his guidance on the ant problem and the shaman will advise you to seek out the spirit of the grazing lands, Sabaa Sibaal.
Return to the OLM and you will see dunes just to the north of the grazing lands. Make your way southeast along the dunes, slaying a few wolves on the way. You will spot Sabaa Sibaal waiting among a circle of stones. She is an immortal dune spirit in the form of a giant ant, who is revered by the Bedine tribespeople.
Note the vast, skilfully-painted terrains. A lot of work has gone into the area design |
She won't say much due to her agitation. But it seems that whatever made the ants hostile has also disturbed the land. The party concludes that a ceremony must be held in order to bring peace to the land and calm the demi-god. Head north to the offering place (a collection of small boulders) and recite a prayer there. A cool breeze will blow over the party to indicate their success. Return to Sabaa Sibaal, who will have calmed down. She will describe the unnatural event of a smoothed boulder, with shrubs atop it, passing over the land and stirring and confusing the ants. She will point to the northeast and warn you against walking there. Return to Khatib and Aadil and report your findings to cap off the quest. Aadil will listen to her wisdom and intends to ask for her again after the winter has passed. Completed Quest: Cause of the Ant Problems, 750 XP.
He will now give you two errands to run:
Quest: Accept the Marriage. You are to bring word to Haushi Al-Nuaim that Zarud and Da jala of the Banu Tamim have accepted his proposal to wed Da jala. Aadil will hand you a carved stone of acceptance [*] to give to Haushi at the Al-Nuaim encampment to the northeast.
[*] Dajala Banu Tamim's Acceptance (Spell Immunity: Charm Monster, Charm Person, Charm Person or Animal, Dominate Animal, Dominate Monster, Dominate Person, Mass Charm Monster, Shield 1, 2/day).
[*] Dajala Banu Tamim's Acceptance (Spell Immunity: Charm Monster, Charm Person, Charm Person or Animal, Dominate Animal, Dominate Monster, Dominate Person, Mass Charm Monster, Shield 1, 2/day).
Quest: Soap & Potash Trading. The outlander camp of Al-Qamar happens to be en route to Al-Nuaim. Aadil requests that you sell off Ghaaliya's Banu Tamin soap and potash as you pass through. Speak with Ghaaliya before you leave to have the bags of goods loaded onto your camels (you don't actually see the camels; it's just assumed that you use them to travel and transport goods).
Suggestion: Instead of those ugly blue area/OLM transition markers, actually have camels for the transitions. Dorateen did this with horses in his Edinmoor campaign.
Hit the OLM and make your way northeast to Al-Qamar.
A note on the OLM: Some of the roaming encounters can be difficult. For example, three Harssaf monks with 90 HPs each. In remoter areas, you may even come across EL 16 Death Giants with a fifth level party. The highest EL I've seen is 20 (megapede).
A note on the OLM: Some of the roaming encounters can be difficult. For example, three Harssaf monks with 90 HPs each. In remoter areas, you may even come across EL 16 Death Giants with a fifth level party. The highest EL I've seen is 20 (megapede).
Al-Qamar
(Ao Encampment)
The trader you are looking for has set up shop in the inner courtyard; a hobgoblin named Musharak. He will give you 30 GP for the goods if you pass a DC-15 Appraise check; otherwise, you only get 20 GP. Completed Quest: Soap & Potash Trading: 200 XP. You can also satisfy this quest through the Stushan of D'Tarig (see below).
Musharak offers a range of items for sale, most of which are likely to be out of your price range in these early-goings. Pro-tip: Purchase some torches, some of the dungeons are pitch-black.
There is also a prominent Ao temple in which you may inquire about Ao from the priest within. (Bug: The priest disappeared after I spoke with him, wtf?)
Musharak offers a range of items for sale, most of which are likely to be out of your price range in these early-goings. Pro-tip: Purchase some torches, some of the dungeons are pitch-black.
There is also a prominent Ao temple in which you may inquire about Ao from the priest within. (Bug: The priest disappeared after I spoke with him, wtf?)
Side Quest: The Stushan: The Weeping Maiden. You will notice a few D'Tarig (half-dwarven desertfolk) chilling out in the outer grounds, where their caravans are parked. Their leader, the Stushan, has a proposition for you (note the DC-15 Lore check on the trader's rep): he requests that you travel deep into the desert, find the Weeping Maiden Statue, and deliver it to him, intact, in exchange for 2,000 GP. In accepting the offer he will mark its location on your map and give you an advance payment of 200 GP, along with a couple of healing potions.
Travel to the plains south of the Banu Tamim encampment. Be wary of the Skeleton Sorcerers that cast Lightning Bolt. There are also Giants, Axe Beaks and Fan Palm Treants. You are looking for a cave to the north, just north of the western edge of the lake in the east.
In a chest in the east of the dungeon you will find the Weeping Maiden Statue, along with:
Broad Blade Short Sword, Vile Lqiuid x2
Amulet of Tears (Aid 3, 3 uses/day)
Rhingalade's Harp (Perform +2, Mirror Image 1 use/day, Bard/Harper Agent only)
Bug: When I brought the statue back to the Stushan, he did not recognize that I had it, and just kept giving me the quest again, over and over (with the 200 GP and potions).
If you don't get hit with this bug, you get 1,800 GP and 2,000 XP.
Bug: When I brought the statue back to the Stushan, he did not recognize that I had it, and just kept giving me the quest again, over and over (with the 200 GP and potions).
If you don't get hit with this bug, you get 1,800 GP and 2,000 XP.
Al-Nuaim
(Camp of the Al-Nuaim grouping)
The Al-Nuaim camp is northeast Al-Qamar.You will arrive here to find the camp being raided by a band of gnolls who are seeking to take the oasis water for themselves. Assist the Al-Nuaim in dispatching them. After taking a beating the gnoll ringleader will surrender and be brought before the sheik, Mihran Al-Nuaim, who will show mercy to to it.
Quest: Investigate the Gnoll Lands. Mihran will thank you for coming to their aid and then request you to investigate the gnoll lands to the south in order to evaluate the threat they pose.
Quest: Haushi Al-Nuaim. Speak with Shaman Shafiq Al-Nuaim to learn the whereabouts of Haushi. He has been sent south to Jebal Metreb to find and slay a sicarius spider for its venom, which will then be used to concoct an antidote to save the life of a boy who has been bitten by one.
Jebel Metreb. Head south to the hills and make your way to Haushi, a lone scout standing watch by his campfire.
Bug: If Haushi isn't there then exit to the OLM and re-enter. Deliver the acceptance to him and he will be overjoyed (Completed Quest: Accept the Marriage, 250 XP).
Bug fixed: Haushi doesn't join the party.
Bug fixed: Haushi doesn't join the party.
A view from one of the hilltops, looking down on patrolling bugbears.
Make your way west and down from Haushi's camp, slaying bugbears as you go. In the far west you will find a skeleton holding:
Tile of Antidote, Tile of Cure Light Wounds, Tile of Cure Disease
Blessed Grappler's Gloves (+1 gauntlets, Monk only)
Sand Cowl (Bonus feat: Track, Trackless Step)
Now, make your way south and east to find a Partially Buried Chest holding:
Now, make your way south and east to find a Partially Buried Chest holding:
Tile of Cure Disease, Tile of Cure Critical Wounds, Cold Iron Ingot, Wyvern Scales, Obsidian (x2), Bloodstone, Silver Ring.
Slay the Sicarius Spider in the far southwest and loot the Sicarius Spider Sac from its corpse.
At the end of the path you will find a Broken Sarcophagus holding:
Slay the Sicarius Spider in the far southwest and loot the Sicarius Spider Sac from its corpse.
At the end of the path you will find a Broken Sarcophagus holding:
Sheik's Dog Leather Armor (AC +1, Cha +1)
Mutahammis (dog: spring-loaded muzzle harness: EB +1, 1d6 piercing, Keen)
Maraah Tribal Shortbow (EB +1, Mighty +2)
Sheik's Bisht (cloak, Cha +2)
Alchemical Silver Arrow (x99)
Payer For Steadfastness Taqiyah (helmet, saves vs. Fear +3)
Gnoll Camp.
Gnoll Camp.
You will face off against a gnoll horde and three Black Robe Warriors (Zhentarim). Read the map in the ruined building to learn the location of the ruins.
Loot is as follows:
Chest (OL 15, DD 18): Silver Ring, Fire Agate, Giant Scorpion Venom Gland, Bugbear Tusk x2, Skeleton Rib x3, Stag Beetlee Horn, Poultice Kit, Normal x2, Skull Talisman of Bull's Strength, Skull Talisman of Barkskin
Loot is as follows:
Chest (OL 15, DD 18): Silver Ring, Fire Agate, Giant Scorpion Venom Gland, Bugbear Tusk x2, Skeleton Rib x3, Stag Beetlee Horn, Poultice Kit, Normal x2, Skull Talisman of Bull's Strength, Skull Talisman of Barkskin
Dalil Did Al Sahali (amulet, AC vs. Reptilian +3 Nat.)
Weapon Rack:
Bone Bow
Sacred Sickle (EB +1, Druid/Spirit Shaman Bonus spell slots: 1-2, )
Gnoll Arrows Poison x99 (on-hit Poison: Blue Whinnis)
Gnoll Arrows Disease x99 (on-hit Disease: DC 14 Filth Fever)
Gnoll Shaman:
Zalantar Spear (magical +1)
Amulet of the Gnoll Shaman (Immunity: Disease)
Gnoll Chieftain:
Axe of the Gnoll Chieftain (EB +1, +2 slashing)
Dark Steel Tower Shield (acid 5/-)
Chest (OL 22, DD 15): 117 GP, Dark Steel Sickle, Crypt Powder, Essentia Jewel, Golden Desert Honey x2
The Nycoptic Manuscripts (Spellcraft +5)
Ruins. You might as well raid the ruins now. You will be up against Black Robe warriors and spellcasters as you make your way through the area.
Chest (OL DC 18):
Ruins. You might as well raid the ruins now. You will be up against Black Robe warriors and spellcasters as you make your way through the area.
Chest (OL DC 18):
Aydi Al Nar (monk gloves, EB +1, +1d4 fire)
Prayer of Firmness Taqiya (Improved saving throws: Mind-affecting +3)
Bracers of Divine Luck (AC +1 armor, all saving throws +1)
Gnoll Arrows Poison x99 (on-hit Poison: Blue Whinnis)
Gnoll Arrows Disease x99 (on-hit Disease: DC 14 Filth Fever)
Gruumsh Arse x2 (potion), 214 GP
Weapon Rack: Mukhallab (spear, EB +1, Animalistic Power, 2/day).
At the summit you will find an open sarcophagus. Climb down the ladder inside it and slay the two Black Robe creeps lurking down in the dungeon: Deadwalker's Ring (Spell Focus: Necromancy), Black Robe Mace, Black Robe Flail, Black Robe Shield, Rune Carved Tooth, 8 GP. Ok, we're done here.
Return to the camp and inform Sheik Al-Nuaim that the Black Robe are behind the gnoll raid (Completed Quest: Investigate the Gnoll Lands: 750 XP).
Also, deliver the Sicarius Spider Sac to Shafiq Al-Nuaim (Completed Quest: Haushi Al-Nuaim: 250 XP).
Bug: If you return to Sheik Aadil Banu Tamim, his dialogue will have reverted to the one about Dawasir, the missing shepherd.
Continued in Bedine Part II.
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