Wrecking Crew {13} - dwarf fighters (update 6)
At Candlekeep 5 ogre magi were waiting. I had decided not to use any protections there, but when Mad Dog was held at the start of the combat Al did use a couple of dispelling arrows he'd found to help kill one of the ogre magi before it could finish Mad Dog off.
Baby Face was charmed later on, but by then only 2 of the ogre magi were left and they were quickly dealt with anyway.
After resting they went into the library and ensured the Iron Throne leaders wouldn't be coming out.
In the catacombs they dispatched a greeting party of 3 phase spiders
before triggering as many traps as possible. Working through various ghasts got everyone their 8th and final BG1 level
- more indifferent rolls meant they finish with total HPs 18 below average. Al then used a potion of fire giant strength, topped up by DUHM, to loot all the tombs.
The dopplegangers didn't delay the gang long and nor did more ambushing spiders as they moved to the next level. A few more exploding arrows left Prat on his own;
he disappeared with a minor sequencer to avoid an immediate death, but couldn't do it when he attacked again.
The remaining spiders were exterminated before Carlo used a mirror potion to beat up the basilisks.
Back in Baldur's Gate the gang killed an innocent before resting to give Al a vampiric touch ability. Donating at the temple then boosted reputation, allowing the boost from the Cloakwood Mine followed by helping Ghorak and Brielbara to maximise it. In the course of doing that they also acquired some ogre gauntlets from Desreta and Vay-ya (despite a couple of backstabs by the former) - pity they're useless as everyone has strength of at least 18(00) anyway
.
With nearly 100k of gold they don't need good store prices, but it's always comforting to have the option!
The gang stills intends to go methodically through the City, but in order to make movement easier they decided to get the guards off the streets first. So the next step was to go and find Slythe. He lasted less than a round;
Krystin's opening buffs gave her the opportunity to cast chaos and domination, but neither worked.
At the palace I decided there should be no need to use potions with 6 fighters. Al did use his horror for the first time, scaring one of the dopplegangers,
while a couple of dispelling arrows ensured the mage never got the opportunity to cast anything. The assassin managed one backstab on Baby Face before Carlo moved into position to attract Sarevok's attention and ensure Liia would survive.
I was intending to end the post there, but as Photobucket was down for maintenance the gang started clearing the City of remaining enemies. Drelik lasted a while thanks to repeated invisibilities allowing him to rebuff and excellent missile protection. However, his spell attempts were all saved against.
Nearly all other fights were pretty easy (Degrodel's guards were split up into 3 lots by pulling a few of them out of the house at a time). Helshara did manage to complete a horror, but the only one scared was Bugsy and the remaining opponents were quickly dealt with.
Incidentally that fight means that the party have found enough extra healing potions in their journeys to have 5 each. I've no intention of using them, but it's nice to have the option (they've also picked up over 80 standard healing potions).
The one worrying fight was against Sunin - I was getting a bit tired by then and didn't bother spacing the party out, resulting in 4 of them getting confused (but fortunately not Al). Carlo was a particular danger and Al tried shooting a dispelling arrow at him, but missed with a 19! That encounter resulted in the first party death for a long time
just before Al ended Sunin's fun and only a round or so before the chaos expired.
With the City cleared and the dukes all safe I decided to send the gang into the maze. Item based protection got resistance to fire to 100% and electricity to 70%, enabling one character to trigger all the traps safely. As with other areas in this run the maze was fully explored.
The Undercity was also fumigated. For the party there Al handed out a single exploding arrow each to his gang, though it was his second shot that finished the last of the opposition.
Tamoko managed one blight before being shot down.
The rest of the area was explored, but the gang will leave Sarevok alone now while they explore TotSC content.
Al - L8, 89 HPs, 561 kills, ***** longbow / * long sword
Carlo - L8, 100 HPs (incl. 5 from Helm), 505 kills, 0 deaths, **** flail / ** sling
Baby Face - L8, 65 HPs (-14 from Claw), 538 kills, 0 deaths, **** 2-handed sword / ** crossbow
Bugsy - L8, 88 HPs, 281 kills, 2 deaths, **** katana / ** dart
Vito - L8, 84 HPs, 441 kills, 1 death, **** halberd / ** shortbow
Mad Dog - L8, 79 HPs, 371 kills, 0 deaths, ***** axe / * 2-weapon