![]() The party now goes west and leaves Caed Nua through the stairs in the northwest corner at #21. Whatever choices you make, your battle with Maerwald and your decision as to what to do with his soul marks the conclusion of The Old Watcher quest, and the start of the Never Far From the Queen quest. But that would not be until much later, when the party has gone much further down into the depths of Endless Paths. *Note* A third option is to obtain knowledge from Maerwald's soul, with the result that the party can find a magical sabre. Alliria chooses to free Maerwald's soul to let it pass on from the physical world, and thereby earns +2 Prestige for her stronghold. Zakara chooses to bind Maerwald's soul to the keep, with the intention of adding +2 Security to her stronghold. There are some battles where, while he's at a safe distance from melee, he may still need to protect himself against long-range attacks that inflict elemental damage. Aloth takes it and learns another spell from it, Bulwark against the Elements. There's not much to be had in the way of loot, but what is of particular interest to the evil party is Maerwald's Grimoire. Zakara brings him down quickly with a Flames of Devotion. Once I'm set up, I have everyone gang up and take out the Blight first and foremost. Aloth sets himself up with Merciless Gaze and Kalakoth's Minor Blights. Zakara starts by tagging him with Sworn Enemy, while Eder rushes up to hold up the Blight.ĭurance uses a sequence of Blessing, Consecrated Ground and Interdiction. It doesn't matter what you can say, a fight with Maerwald and a Flame Blight is inevitable. Zakara engages in a prolonged conversation with him, with the point that she learns that she has to investigate a mysterious group known as the Leaden Key in the city of Defiance Bay. The party is immediately brought within the presence of the Watcher named Maerwald at #9. I use the Heavy Iron Key to open the door at #8. I show this part from the perspective of the evil party. Her combat style is more reliant on Damage Reduction instead of Deflection, so this item makes perfect sense. That also happens to be fortuitous, since I couldn't force the day that I may have wanted with limited Camping Supplies, at least not without returning to Gilded Vale. It happens to be the 11th day of the month. The crate at #6 has an item from the "Endless Paths - 1st Old Watcher - Spider Room Close to East Entrance" section of the random drop list. The Priest leaves behind the Heavy Iron Key, which I'll be using very soon. Alliria kills the Priest outright with a Flames of Devotion. Now I go off and kill a group of Xaurips led by a Xaurip High Priest at #6. Eder, Aloth and Durance make similar (even if not exactly the same) selections as they would in the evil party. He now sets up a separate chant that starts off with this and the Come, Come Soft Winds of Death chant in anticipation of such battles. certain enemies, including certain undead, as well as Dragons and Drakes. Frightened and Terrified which can come in handy vs. Kana selects the Chant called One Dozen Stood Against the Power of the Saint. Alliria obtains the Sworn Enemy power, the reasons being the same as for Zakara. *Good* The good party just sells it, as it can't really fit into even any of my interim plans.Įveryone in the good party now has enough experience to advance to their 5th level. I save it for Zahua, since I always like having an Endurance-recouping weapon for a Monk. The Queen leaves behind a Stiletto called Oidhreacht. Once only the Spider Queen is left, Zakara finishes it off with both of her Flames of Devotion. The result is that they can only come at me one or two at a time while Blinded and taking Freezing Damage. Aloth casts Eldritch Aim, and then sets up a Chill Fog in front of the party. Durance uses a sequence of Blessing, Consecrated Ground and Interdiction. Zakara uses Sworn Enemy on the Spider Queen. Eder gets the Spiders' attention and leads them back to the rest of the party. I have Zakara, Eder and Kana form a wall, with Durance and Aloth behind. I approach from the archway to the south. ![]() ![]() At #20 will be a few Widowmakers and Ivory Spiders led by a Spider Queen. There is not much loot to be had here, either from the Looters' corpses or the other dead body at #15. They're fairly tough, but I still manage to outlast them with the usual tactics. Several Looters led by a Goldpact Knight will be at #14. ![]() It isn't difficult with standard tactics. Then I go around slaughtering the groups of Spear and Ivory Spiders at spots marked #4, and groups of Wood Beetles at spots marked #10.
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