Bani Okal
(Camp of the Bani Okal grouping)
Bani Okal oasis |
Quest: The Bani Okal. Sheik Al-Nuaim will give you the Al-Nuaim Signet Ring and request that you meet up with Sheik Nahid of Bani Okal. I note that Haushi Al-Nuaim is still in the party. Thus, I have a party of five. Anyway, head east on the OLM and enter the encampment. You will find Sheik Nahid standing next to a Black Robe (reminder: Zhentarim).
Sleep in the nearby tent as a guest. You will be awakened by a Bedine Elder.
Khumel on the Black Road
(Black Robe outpost)
On the way north, don't forget to inform Sheik Al-Nuaim of what you know (500 XP).
Sidequest: Hunting Expedition. En route to Khumel you will likely come upon a crashed Spelljammer ship (The Radiant Queen). You will find an oddly-dressed group of people standing around the wreakage in the north. An unusual man will request that you hunt down beasts that have escaped. Bug: No beasts spawned even when I exited and then re-entered the area.
Ok, Khumel. At first it looks like you can't get into the walled fortress: there are no guards at the gate and the gate cannot be unlocked or bashed down. The guards on the walls also cannot be spoken to. What you need to do is head to the cave entrance located directly south of the northernmost map marker (on the western side of the fortress).
You will find an alchemy lab in the caves:
Chest (OL 27): Crimson Dragonhide Bracers (AC +1 armor, Fire resist 5/-), Greenstone x2, Jacinth, Healer's Kit +6, Healer's Kit +10, 82 GP.
Alchemist's Workbench: Diamond Dust, Fairy Dust x2, Ice Mephit Hide, Fire Beetle Belly, Troll Blood, Dire Wolf Tooth, Mortar and Pestle. Bug? There looks to be something lootable on the workbench but it cannot be looted.
Secret Door (OL DC 18). The corridor on the other side leads to a pitch-black part of the dungeon with an exit to the surface. You will find yourself in the northwest of the outpost. The Black Robe guards will attack you on-sight.
You will find the Sheik's family being held in the house in the north (OL 22). Recite the poem to the wife.
Bug: I assigned Haushi to take the family back to Bani Okal, but he didn't leave the party like he was supposed to (he was supposed to return to Al-Nuaim). You could also just add the family to the party and return them to the Sheik manually.
It does not look like any of the other buildings can be entered though you can slay several more patrolling Black Robes on the fortress walls. Oddly, none of them have a key to the gate, there is no Captain of the Guard, and so the player is forced back down the pallet and back through the cave system.
You may have to fight some oozes, Mummified Ogres and a Black Alchemist on the way out. Loot the alchemist's corpse for Khumel Black Alchemist Key and Staff off Ooze (quarterstaff, Grease 2, 1 charge/use, Stinking Cloud 1, 2 charges/use).
I would have thought it more logical that such enemies spawned on my way in. But whatevs. This is just another example of that spawn bug: must exit and re-enter an area before the enemies will spawn (and sometimes they never do).
Return to Sheik Nahid in Bani Okal for your reward. (Completed Quest: Rescuing Sheik Nahid of Bani Okal's family: 2,000 XP).
Return to Sheik Nahid in Bani Okal for your reward. (Completed Quest: Rescuing Sheik Nahid of Bani Okal's family: 2,000 XP).
The Black Robe has been executed. Speak with the Sheik again for 750 XP and a gift: The Black Robe's Scimitar (EB +1, Slashing +2).
Bug: The Bani Okal quest journal entry remains open even though it's completed. This may be a result of failing to inform Sheik Al-Nuaim on your way north to Khumel, or assigning a companion to take the family back (instead of adding them to the party).
Ok, a bit of sidequesting now
Quest: Herbs & Clay. Esaher Bani Okal will request that you travel with her to Ruhr Al Ealem in order to procure two specimens that will heal Nasmah. Cimolian Earth is found in the center of the map; Aswaghandh in the north. Deliver them to Esaher and you're done here.
(Completed Quest: Herbs & Clay, 1,250 XP).
Important note: Download and install this override before entering the Scrublands. Otherwise, the hydra will be unkillable.
Suggestion: Rename the OLM marker to "Scrubland" and give it a map pin.
Scrubland: This area is accessed from the "Cave" marker on the OLM. There are a few things of interest here:
Abth: They look like Safiya's homunculus, Kaji. However, they are not friendly at all. 5/- DR, inflicts DC 13 poison.
Important note: Download and install this override before entering the Scrublands. Otherwise, the hydra will be unkillable.
Suggestion: Rename the OLM marker to "Scrubland" and give it a map pin.
Scrubland: This area is accessed from the "Cave" marker on the OLM. There are a few things of interest here:
Abth: They look like Safiya's homunculus, Kaji. However, they are not friendly at all. 5/- DR, inflicts DC 13 poison.
Hydra: This thing is a beast. It sports non-trivial regeneration for super-tanking power. Wear the Amulet of the Gnoll Shaman in order to protect against its on-hit DC 12 disease.
Half-buried chest: Hizagkuur Kukri (cold iron kukri, fire +1, electrical +1), Alchemical Bullet x99, Alchemical Silver Arrow x99, Healer's Kit +6, Strong Tangle Trap Kit, Strong Electrical Trap Kit.
Corpse:
Shemagh Nawful Basa (helmet, Darkvision, Survival +2)
Rabbit Shoes (boots, Bonus Feat: Improved Initiative, Lightning Reflexes)
Quwwat Al Lirada (amulet, Spell Resistance 18)
Jambiyah Al Tahaddi (dagger, EB +1, Immunity: Fear, Improved saves vs. Mind-affecting +3)
Longbow, Arrow x99, Poultice Kit, Normal x2
Hunting Dog Corpse:
Elah's Dog Leather Armor (dog: AC +1 armor, Darkvision, Moonbolt 2/day)
Ifrit Fangs (dog: spring-loaded muzzle harness: EB +1, piercing +1d6, fire +2)
Suggestion: Hydra and Abth really should drop special crafting components since they are extremely difficult to beat.
Spindleskull's Tomb. There is a staircase on a hill in the north that leads down to a pitch-black dungeon in which four mindflayers lurk. Don't come down here without a light source such as a torch.
Bug: Spindleskull opens dialogue with you upon entry, but the only response you can give is "Placeholder."
Another Bug: One of the mindflayers doesn't turn hostile.
The spectre of Spindleskull is guarding a DC 18 locked door. Open the door and slay the spectre when it turns hostile. Drop down the trapdoor in the long corridor to face off against the giant amoeba, Argos, a tank that inflicts on-hit acid. It drops the Fireflower Pendant (Resist fire 10/-).
The door leads to a portal room, the approach to which is laced with three traps that report "success will never be possible." To test, I cheated my DD to 40 and still got the same message. Luckily, these lethal traps are not even functional.
Loot is as follows:
Chest (OL 23, DD: 15):
The spectre of Spindleskull is guarding a DC 18 locked door. Open the door and slay the spectre when it turns hostile. Drop down the trapdoor in the long corridor to face off against the giant amoeba, Argos, a tank that inflicts on-hit acid. It drops the Fireflower Pendant (Resist fire 10/-).
The door leads to a portal room, the approach to which is laced with three traps that report "success will never be possible." To test, I cheated my DD to 40 and still got the same message. Luckily, these lethal traps are not even functional.
Loot is as follows:
Chest (OL 23, DD: 15):
Third Eye Penetrate (inventory item, Bonus Feat: Spell Penetration)
Zaaidan's Sash (belt, Bonus Feat: Quicken Spell, Still Spell)
Ice Talon (dagger, EB +2, cold +2), 279 GP, Gold Ring
Magician's Workbench: Quicksilver, Fairy Dust x2, Distilled Alcohol x2, Powdered Silver, Bat Tooth, Dire Wolf Tooth, Fire Mephit Hide, Phase Spider Mandible.
Armoire: Gauntlet of Arrow Reflecting (monk gloves, Bonus Feat: Deflect Arrows), Nymph Cloak +2.
Staff of Fiendish Darkness (quarterstaff, EB +1, Animate Dead 10, 2 charges/use, Darkness 3, 1 charges/use, Dispel Magic 10, 2 charges/use).
Major Bug: At this point I returned to Al-Qamar in order to ID my magical gear. Everything in the encampment was hostile, from the horses to the merchants. I reloaded pre-Scrubland and checked Al-Qamar again. No one was hostile.
Suggestion: The following OLM locations should receive map pins as soon as they are discovered: Al-Qamar, Crashed Spelljammer Ship, Grazing Lands, Tel Badir, High Ice Ruins, The Mouth of Anauroch, Small Oasis and Dunes (both south of Khumel), Cave (Scrubland).
Back to the Main Quest
Taroudant
(Black Robe Fortress)
Quest: Bedine Hostages at Taroudant. One of Sheik Nahid's wives told us about this fortress when we resucued her and her family from the Black Robe outpost of Khumel. Taroudant is located west of Khumel (on the Black Road).
Quest: Taroudant Entry. Posing as traders, request that the gate guard summon a Black Robe. You will have to complete three of the following quests in order to gain favor with the Black Robe and gain admittance to Taroudant proper.
Quest: Khaldun (EL 12). Kill the giant scorpion known as Khaldun and deliver its stinger to the Black Robe as proof the deed is done. It's on the OLM; you can't miss it.
Quest: Caravan Guide. Guide Fowllan's caravan along the Black Road to the Black Robe tradepost in east Anauroch. Fowllan is camped just outside the gate.
Simply stick to the Black Road as you make your way east, past Khumel, to the caravan camp. Rinse repeat for the return trip.
Quest: Meteorite Retrieval. Escort a mage to the site of a meteorite impact site.
You will be timelapsed to the impact site where you will be given a length of rope for getting into the crater. I hope you have a tough tank because you are up against hyena packs and giants.
Ascend the crater on the west side, attach the rope to the sturdy saguaro cactus, drop down the rope, slay the Trapdoor Spiders, and grab the Meteorite Chunk from the center of the crater.
Deliver the chunk to the Black Robe, return to Taroudant, and inform the Black Robe at the gate (Completed Quest: Meteorite Retrieval, 750 XP).
Quest: A Thorn for the Black Robes. Capture the desert tracker [beta].
Once you have completed the three quests, the Black Robe will give you a Taroudant Pass Coin and open the gates. Completed Quest: Taroudant Entry, 1,000 XP.
Taroudant Foyer. You can only loot the liquor rack in the common room and the armor rack and weapon rack in the smithy (cold iron armor, weapons and ammo).
Downstairs is a storage facility and a prison, and upstairs are the sleeping quarters where the hostages are being held. Speak with the hostage in the hall in order to free them (Completed Quest: Bedine Hostages at Taroudant. 2,000 XP).
Armoire:
Tunic of Steady (Concentration +5)
Ring of Instant Escape (Improved Saving Throws: Reflex +4)
Soft Soled Shoes (boots, Move Silently +2)
Suggestion: The entire fortress should go hostile, imho.
House on the hill. There is a hostile Black Robe inside. Slay for scroll of Resurrection, Magical Khanjar (dagger, EB +1), Alexandrite.
Footlocker (OL 25): Semi-Transparent Book, Tile of Heal, The Central Fire, Topaz, Ruby, Healer's Kit +6, 532 GP.
Armoire: Robe of Thunder (Sonic 15/-), Vest of the Master Evoker (Bonus Feats: Spell Focus: Evocation, Greater Spell Focus: Evocation).
Quest: The Fallen City. This quest was given to us by the hostage in the foyer of Taroudant. Travel back to the Banu Tamim camp to see what Sheik Aadil has to say on the matter. The Sheik suggests investigating Alemdynh Seq aka The Fallen City (now map-marked). It looks like you can skip an optional quest here, but I won't be.
Optional Quest: Banu Tamim Encampment: Overwinter Caves. You need to clear out the caves. Enter, grab a torch, and climb down the rope to the underground.
You will have to take out three mages, Arcane troll, Bladerager troll, Drow Priestess and Knell Beetle x2.
Mages: Bolts of Fire x99, Poison Bolts x198, Bolt of Frostbite x99, Dagger +1, Wand of Lesser Summoning, Latharr's Last Belt (Spell Immunity: Finger of Death, Power Word Kill).
Chest: 273 GP.
Potion collection: Potion of Undead Detection, Potion of Transformation, Potion of Ghostly Visage, Potion of Invulnerability.
Drow Priestess: Bullet +2 x99, Mace +2, Sling +2, Chainmail +2, Potion of Eagle's Splendor.
Bug? I was unable to complete this quest. I returned to the cave and went over it with a fine-toothed comb. But maybe I still missed something?
Anyway, head north to Alemdynh Seq.
Alemdynh Seq
The Fallen City / Fallen Undrentide
Simply enter through the front door, there is no opposition, no resistance.
Bug: The floor traps inside cannot be disarmed.
Inner grounds: Axebeaks may or may not spawn. The east door leads into a dungeon guarded by a Golem with DR 15 (again, it may or may not spawn - the adamantine fists of a Monk will take it out). Take the door that leads further in.
Confront the Beholder Abomination.
Return to Sheik Aadil (Completed Quest: The Fallen City, 2,000 XP).
Bug: No Black Robes spawned in Alemdynh Seq.
El Jebel Tuwaiq
The Heart of the Desert
You will find a corpse in the far southwest:
Songblade (EB +1, Perform +2, Bonus Feat: Extra Music)
Thunderhide Armor (Rogue skills +1)
You will find a skeleton east of the corpse:
You will find a skeleton east of the corpse:
Shifrat Al Mudafie (scimitar, EB +2, AC +1 deflection)
Prayer of Clarity Taqiyah (helmet, Concentration +4, Improved Saving Throws: Mind-Affecting +2)
Treant Wood Bow (shortbow, EB +2, Mighty +8)
Adamantine Arrows x99
Quest: A Test by Combat. Wasa-ey Ra'awsi, guardian of El Jebel Tuwaiq, is high up in the mountain, in the center of the area. Defeat it in battle to be allowed to proceed up the mountain.
(Completed Quest: A Test by Combat, 2,250 XP). You can choose instead Quest: A Display of Wisdom and Quest: Groomed Abth Horn.
Take the portal after speaking with El Jebel Tuwaiq, The Jewel at the Heart of the Anauroch.(Completed Quest: The Heart of the Desert, 2,000 XP.)
Continued in Bedine Part III.
Quest: A Test by Combat. Wasa-ey Ra'awsi, guardian of El Jebel Tuwaiq, is high up in the mountain, in the center of the area. Defeat it in battle to be allowed to proceed up the mountain.
(Completed Quest: A Test by Combat, 2,250 XP). You can choose instead Quest: A Display of Wisdom and Quest: Groomed Abth Horn.
Take the portal after speaking with El Jebel Tuwaiq, The Jewel at the Heart of the Anauroch.(Completed Quest: The Heart of the Desert, 2,000 XP.)
Continued in Bedine Part III.
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