The team returns to the Windspear Dungeon and enters the maze section filled with traps and false doors. While Yoshimo easily clears those, less easy are the wandering beholder and djinn.
A competing adventuring group also gets cloud-mord-sworded before the team runs into a wolfwere pack. Unlike on that island, these ones are much easier to put down.
Beyond them are golems, including a large golem which is only defeated by tanking mord-swords and Lu Linqi's +4 magic halberd. Another is defeated through door way cheese (too big to pass). At the end of that marathon they find the kidnapped boy and release him from bondage.
Good thing those doorways are sturdy!
All that's left is to go downstairs and to face Firkraag himself... in his lair. Turns out Firkraag is a red dragon!
Insight: I think there's a time limit to rescue the kid. If there isn't, Anomen certainly whines enough to hurry you along.

Great write-up! I always enjoy reading playthrough summaries like this, especially when they capture those chaotic dungeon moments with wandering beholders and unexpected encounters. The detail about using the doorway trick on the golem gave me a good laugh—classic RPG problem solving. Windspear can really feel like a marathon of fights, so it’s satisfying to see the team finally rescue the kid and move on to the big reveal with Firkraag. Looking forward to seeing how the showdown with the red dragon goes!
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