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TRADEMEET
To Trademeet
First I head over to the City Gates, and speak with Flydian. He request that I help with troubles at a town called Trademeet. This conversation is necessary in order to reveal Trademeet on the world map.
I then head over and help the local militia kill off some rather easy animals. The militia leader bids me to speak with the mayor.
I stop off at Vyatri's Pub, and a Bhaalspawn named Veikang ends up violently teleporting away at the sight of Avastrian.
I then head over and see Mayor Logan, who asks me to deal with the problems besetting Trademeet. He also indicates that another Druid is being held prisoner downstairs. The Druid is named Cernd and he offers me a little more information, but I'm not interested in him as a companion.
I then head over to the west edge of town, and help the militia kill a Dire Wolf.
Killing Dermin
Now the party arrives at the Druid Grove and then rests up. Upon waking they speak briefly with another Druid named Paedan.
The party continues in a westward direction. Scouting ahead to mark the location of various monsters proves highly effective here. First, Minsc marks the location of several Trolls. This allows Imoen to inflict heavy damage with Skull Trap, and knocking down some of them outright. This in turn allows Avastrian to finish off several of them with a Fireball. Next, Minsc scouts out a group of Spiders, including Phase Spiders, Giant Spiders, and Sword Spiders. Minsc marking their location allows Imoen to kill all of them outright with an Abi-Dalizim's Horrid Wilting.
Towards the southwest corner is a large mound designed like a skull. Minsc scouts out the location of a large pack of Trolls, including Spirit Trolls, near the entrance. Jaheira readies herself with a Protection from Fire, while Avastrian does the same with Mirror Image. Anomen casts a Fire Storm from just outside the Trolls' fog of war. Avastrian and Jaheira rush ahead to occupy the Trolls' attention. Anomen then adds another Fire Storm on top, which pretty much roasts the Trolls to a crisp.
Jaheira's romance has advanced to the point that she now initiates the 'dawning of a day' dialogue after the party has rested up. This prompts the third visit of Dermin, along with several other false Harpers. Combat is inevitable. The placement can be random, so keep in mind that this combat often has to be played by ear. Keldorn uses True Seeing to get rid of their illusions. Anomen casts Defensive Harmony. Minsc uses a blast of Horn of Silence towards a Mage who's off the side. Imoen also uses her figurine to summon Kitthix next to the Harpers on the left hand side to keep them occupied. Once True Seeing activates Jaheira aims her Insect Plague at Dermin, who's square in the middle, with the intention of spreading it out to as many enemies as possible. Avastrian continues to pursue the Mage to the left who has not been affected by the Insect Plague. Imoen seals his fate by using Breach to bring down his defences, allowing Avastrian to cut him down. After this the battle pretty much takes care of itself. The loot includes a Shortsword +1, Bracers of A.C. 6, Bracers of A.C. 5, a Flail +1, a Small Shield +1, a Quarterstaff +1, a Quarterstaff +1, a Ring of Protection +1, and an Amulet of Protection +1. This last item will be used in an upgrade available under the Item Upgrade mod.
Troll Mound
Now the party rests up again, does a little buffing up, and then enters the mound. There will be a LOT of Trolls, and there's little opportunity for area effect spells since they come at you from all sides. Standard methods still work, although I often find it prudent to cast Defensive Harmony given the sheer numbers. The two items of note in the mound are the Spear of the Unicorn +2 (immunity to charm and hold person, +3 bonus to saves vs. death) and the Bracers of Archery. Note that the Item Upgrade Mod allows the Spear to be upgraded to a +3 returning throwing spear that adds +2 fire damage as long as you also have 10,000gp and a Rogue Stone.
I then leave the mound, and head north where I kill off another pack of Trolls.
Kyland Lind
Now I head north a little, and kill another Troll. Then I head east across a bridge. I find a group of Shadow Druids and Trolls fighting each other. I grab the initiative by having Anomen put a Fire Storm right on top of all of them. Imoen hastens matters by unleashing her triple Skull Trap sequencer.
I continue a little southeast and then east. I run into quite a few Shadow Druids led by Kyland Lind. Keep in mind that they're capable of using Insect Plague as well. I don't need to rush them. I simply remain stationery and overwhelm them with my own spells. Keldorn uses Dispel Magic on them to remove their buffs. Minsc uses his Horn of Silence. Anomen casts Fire Storm on top of them. Imoen casts Abi-Dalzim's Horrid Wilting. The barrage leaves only Kyland Lind alive. But he's at 'near death' and is almost immediately shot down.
Dalok
Now the party continues onto a bridge that runs east. SCS adds quite a few Spore Colonies the length of the bridge. The colonies can potentially summon a LOT of Myconids against the party. Couple this with the fact that quite a few Trolls will join (who were previously at the bottom of some stairs leading southeast), and this can become a pretty dangerous situation. I start with hacking down the Colonies and Myconids with physical attacks. Once the Trolls show up that's when Imoen unleashes her Death Spell to maximum effect, taking down the Colonies, the summoned Myconids, and the Trolls all at once.
The party continues down the stairs that the Trolls came up. At the bottom will be a house. The party enters, and Avastrian finds Belm (+2 Scimitar, +1 attack each round), which I don't find terribly useful since it doesn't have a +3 or better enchantment.
The party comes back up the stairs, and then east across the bridge. There's a house at the end that I don't bother with just yet. I go west across another bridge, and kill the odd Shambling Mound along the way. I continue to the end of the bridge, and then head south and kill a couple more Spore Colonies.
I then head west and speak with Cernd again. I inform him that Shadow Druids have taken over the grove. He offers to challenge Faldorn, but I prefer to have Jaheira do it.
I continue west, and then find another trio of Shadow Druids led by Dalok. Again, I overwhelm them with a barrage of my own spells: Fireball from Avastrian, Silence 10' Radius from both Anomen and Minsc, Dispel Magic (which gets in earlier) from Keldorn, and Skull Trap from Imoen. The party is then easily able to kill off the weakened Shadow Druids. Imoen continues to pester Dalok with Magic Missiles.
Dalok will leave behind two items. One is the Flametongue (+1 Longsword, +4 for purposes of what creatures it can hit, +2 vs. regenerating creatures, +3 vs. cold-based creatures, +4 vs. undead). I don't have much use for this. The other is Gnasher (+2 Club, +2 points damage each round for four rounds). Not terribly useful on its own, but I'll meld it with another club under the Item Upgrade mod.
Faldorn
Faldorn is next. I reorient Jaheira's spells so that it includes one instance each of Dispel Invisibility and of Conjure Fire Elemental. I rest up and then enter the Circle itself.
Jaheira issues her challenge, and then she and Faldorn enter the fighting pit. Jaheira will not have any of her equipment for this battle. SCS enhances Faldorn's tactics considerably, with the latest release giving her the ability to use Improved Invisibility (more than once it turns out). I have Jaheira start with Dispel Invisibility to get rid of Faldorn's first Improved Invisibility. She then summons a Fire Elemental and sicks it on Faldorn. Faldorn then uses another Improved Invisibility. The danger here is that Faldorn will herself try to hit Jaheira with an Insect Plague as soon as she gets the chance, and the name of the game here is whoever can get that spell in first is more likely to win. However, Jaheira finds a workaround. She instead aims the Insect Plague at her own Fire Elemental, and watches it spread to Faldorn. Jaheira then turns into a Brown Bear and charges. Faldorn won't be completely helpless though, as she is able to turn into a Sword Spider. Nonetheless, Jaheira in her bear form and the Fire Elemental are both able to overwhelm her.
I get rewarded with another Staff of Thunder and Lightning.
Bolumir
I got another 'gold in my keep' message a while ago while making my way through the Grove, so I now grab the opportunity to head back to the Keep.
It turns out I have another visitor, a Cleric of Tempus named Bolumir who wants to set up parish in the Keep. I gladly agree to the request, and get 15,500xp for it.
I then head upstairs and collect 500gp. I then head into what used to be the armory that had been guarded by Golems. I then buy from Bolumir a number of scrolls that provide protection against elemental attacks, with future fights against Dragons in mind. I also buy from him a pair of Boots of Grounding (+50% electrical resistance) for Anomen.
Apprentices' Graduation
Now I head back to the Planar Sphere in the Slums District. The apprentices want to gamble their lives on one of three different item construction projects, a Robe of the Apprenti, a Ring of Wizardry, or a Staff of Power. I play it safe, as any of the items will lead to at least one casualty. The apprentices then thank me and leave.
I then rest up for a full day. Teos shows up, and initiates a graduation ceremony for the apprentices. I get 50,000xp for this.
Khan Zharaa and Ihtafeer
Now I head back to Trademeet, and give the good news to Lord Logan. Everyone in the party gets 18,000xp and some gold. He has another request for me. To get the Dao Djinnis out of Trademeet, whether that means killing them or fulfilling a task for them. Guildmistress Busya provides with additional details.
I then find the Djinnis' tent, which is towards the southeast corner. Killing them (they can go invisibile at will) is a simple way to solve the quest. It is, however, more profitable to fall in with their demand of bringing back the head of a Rakshasa named Ihtafeer.
I then head towards the very northeast corner of Trademeet. A Shadow Thief named Itona is willing to inform me of where the Rakshasa can be found.
I then return to the Druid Grove. I make my way back to the bridge that leads east, where the Spore Colonies had been. On the other side is a large house. I buff myself up, including against spells. Ihtafeer knows the jig is up, so she and her two sons immediately attack. The fight isn't difficult, at least not for a higher level-party. Avastrian dooms Ihtafeer right away with his Celestial Fury. Keldorn makes the other two vulnerable with Dispel Magic. The party soon brings them down as well.
One of the other Rakshasa leaves behind a Cleric's Staff +3. Ihtafeer leaves her head (which will be needed as proof), and a Periapt of Proof against Poison (immunity to poisoning). Minsc wears this in the interim, and indeed it will be useful as Minsc has a worse armor class and thus may often be vulnerable to poison attacks from Spiders and such. Ultimately it will become part of the Amulet of Ilmater under the Item Upgrade Mod.
The party now heads back to Trademeet, and gives Ihtafeer's head to Khan Zahraa. He leaves Trademeet, but not before giving me 10,000xp and a Scimitar +2.
I then give the good news to Guildmistress Busya, who rewards me with 7,500gp and the Shield of Harmony +2 (immunity to charm, confusion, domination, and hold person). I then inform Lord Logan, who puts on a ceremony to commemorate my party as Heroes of Trademeet. I get 10,500gp as a reward. Everybody in the party also gets 25,500xp.
I am immediately approached by Lady Lilith Lurraxol and Lord Skarmaen Alibakkar, each with exclusive quest offers.
Tiris and Raissa
I leave the Mayor's house and am immediately approached by a woman named Jenia. She wants me to see her son, Tiris.
Tiris' house is located towards the northwest part of town. He indicates that he managed to escape from Rejiek the Hidesman and a monstrous creature with just sinew and bone, but ended up leaving his girlfriend, Raissa, behind. I agree to help him.
Now I head over to the west gate. Somebody named Darsidian Moor indicates that he is on the hunt for a creature known as a Skin Dancer. I agree to help him out, since it seems to fall in line with Tiris' request.
I rendezvous with Darsidian on the east side of town, and he implores me to finish off Rejiek before he comes to life. The proper way to resolve this quest is to ask about the Skin Dancer. This forces both Rejiek and Darsidian to blow their covers, and then attack me as skeletons. They're killed easily enough. It turns out the Rejiek who was lying dead was actually Raissa, who's forced to put her own skin back on. She indicates to me that she has been cursed with some kind of evil magic, and that Rejiek informed her that only a Lesser Restoration spell can get rid of it. I have Anomen cast the spell on her, and I get 30,000xp.
I then head back to Tiris' home and speak with Jenia. My reputation is raised by 1, and now stands at 20. Note that I put off purchasing items from stores (for the most part) until the time was optimum for it.
Family Feud
As for the feud between the Lurroxals and the Alibakkar's, you can only accept one offer. As soon as you see one, the other closes their doors to you. I ended up accepting Lurraxol's offer.
I then reach the crypt towards the northeast corner. Lord Logan implores me to give the Mantle to him to prevent the feud from escalating further. I then enter the Crypt, and kill off the Skeletons and Skeleton Warriors within.
I then loot the Mantle and return it to Lady Lurroxal. Only Lord Alibakkar arrives, and they both try to kill me. I manage to get the jump on Lord Skarmaen. I then kill Lady Lurroxal by using True Seeing and then Breach to bring down her protections. Lord Logan arrives and chastises me, but then leaves. There's no reputation penalty for this.
If I had brought the Mantle to Lord Logan, I could have gotten a +1 to reputation. But I've already got it to 20 anyway, and this way I get to loot the Elven Chain from Lord Skarmaen's body for Avastrian. A Fighter/Mage or Mage/Thief can wear this without any encumbrance on Thief of Mage abilities.
Philosophers' Debate
As soon as I leave somebody named Sergeant Natula informs me that I am needed back at the Planar Sphere. More on this later.
Now I explore the laneway on the southside. I Haste the party beforehand, and then position myself close to a debate between philosophers that quickly turns ugly. I kill the evil philosopher and his henchman, Huntley.
I then shop with a nearby merchant. Some of his more notable items include:
I now begin a quest that involves an acting group called the Sigil Troupe.