With Marketh out of the way relatively easily, I was starting to get cocky – that Umber Hulk ambush put me in my place. I was going to take it easy, rest with the gnomes, buy some stuff from Nym, and max out my equipment. Rhino shield is one thing, but Pale Justice for Venecia is quite another. So we creep back into the Artian’s district, where I had previously ventured unaware and been reduced to single-digit HPs by Umber Hulks. I figure we’ll scout around, go into the building and get the sword, and then head back.
Only thing is, I thought Pale Justice was INSIDE a building. So I look around – killing hulks and minotaurs – until the big green building is all that is left. And like an idiot, I walk inside – killing more umber hulks, then walking unawares into a Malavon trap. Iron Golems, poison clouds – the whole shebang.
Wow. Not what I intended. Looks like I was ‘glossing over’ the walkthrough again.
Elementals and summoned skeletons form up as shock troops, while the main party blesses and takes out Umber Hulks. Eventually the Iron Golems break through, so Rolf takes on one, while Callien uses his horn to summon berserkers to fight the other. Beetles and monsters come out from the Orgonneys, and the golems fall. By the time we go back into the main room, Malavon was lying dead from his own gas! Or so it appeared.
The real Malavon appeared behind us, out of range of any of our summoned monsters. We trained bows on him, and aimed spells, but by the time they were ready he had dimension door’d to another part of the complex. Rolf, Venecia, and the elementals followed him, taking damage from his Cloudkill and avoiding his Web spells. By the time they closed, he was firing off Malavon’s Rage, completely obliterating the remaining Viking warriors and damaging the elementals. Then, before Rolf could strike, he again disappeared.
Apparently he miscalculated, because he appeared again right in front of Jaylen and Kaylen, who were keeping their distance and providing spell support. They quickly abandoned their magic and raised their weapons – Kaylen the Frostbrand, Jaylen the Holy Mace. With Spivey and Callien arching, the wizard was unable to get off further spells, and Jaylen ruthlessly bashed him into oblivion.
With the remaining elementals providing cover, we slowly went through Malavon’s belongings, with Jaylen scribing about 12 spells into his book. He drank a Potion of Genius to assist. We also got seeds (for the Arboretum) and an oil of null effect for Ginefae. Once Jaylen was done collecting, we visited Ginafae and cured her. Then, we went to Nym to purchase the animals – birds and squirrels – and then set off for the Severed Hand.
Delivering the water, seeds, squirrels and birds restored the arboretum and satisfied the spirit. It also freed up more backpack space, allowing us to continue on our quest.
We returned to Lower Dorn’s Deep, and immediately sought out Dirty Lew, collecting the Rhino Beetle shield and equipping it on Kaylen. It’s meager +1 AC bonus is disappointing, but perhaps I can have it enchanted when I have more time. For now, rested and ready, we move on to the Palace to take on Perdiem. The walkthrough said this was relatively simple – rush in and take on the idol, avoiding all other creatures. In practice, it turned into one of the toughest battles of the game, requiring skill, planning, and precision.
First, we came in from the courtyard, so the spiked skeletons attack, about 5 of them. We summon monsters and elementals to assist – the elementals are torn apart quickly, but distract the skeletons long enough for us to break through. From there we summon more creatures – undead, mainly – and gently push forward, to where Zombie Lords and Greater Mummies await. Their spells are incredible – hopelessness, wracking pains, and then orbs, making the party useless – so we have to keep our distance. We use area of effect spells to cause damage, and snipe while our summoned creatures go toe to toe and use all the mummies spells. We take out the batch of lords and mummies undamaged (!!).
Now, the great rush. With more summoned creatures to take the brunt, we bless and haste ourselves and make a rush on the idol. The idol is tremendously powerful – Finger of Death and other hugely damaging spells are cast several times. Meanwhile mummies and zombie lords tear into our summoned creatures. Just as our creatures fall, and the mummies begin to tear into us, the idol finally falls, adn order is restored. The undead all fall, and Perdiem and his remaining followers return to their senses.
With Perdiem’s key, I now have 5 – only Ilmadia remains. I return to the gnome village before heading to the mines, to free Beorn and take down the Salamander king. After that, I just have a decision to make – take down Poquelin, or head to the expansion first. Logic would dictate the expansion would wait, but Poquelin’s destruction might end the game…so I am unsure.