Down the well the party runs into a dead end by way of locked doors and without a thief or knock spell, they have no choice but to leave Durlag's tower for now. Instead they head North across the previously closed bridge at meet Flaming Fist captain Scar who asks them to investigate the Merchant's League at Baldur's Gate.
The smarty pants gnome cleric Quayle joins them for this task, but Catharina decides to detour to the unexplored Northern lands first - helping a farmer against a zombie horde and discovering the small settlement of Ulgoth's Beard. This quaint village is curious due to its fascination with Durlag and his tower. They even have regular tours to the place!
An arch-mage runs the town and he asks for aid in recovering his cloak. A simple task on the surface, but when Catharina accepts she her team are teleported to a wizard island prison where most of the inmates equal parts powerful and crazy. Shar-Teel is immolated by a flame strike early on, but the team manages to clear all the scum and recover the cloak, which earns them a return trip to the village.
Flaaaaamestriiiike!
Insight: Damage over time attacks such as Melf's acid arrow or poison works well against spell casters as it increases the odds of having their spells interrupted - basically wasting their move.
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