The team follows Mazzy's suggestion to visit the Watcher's Keep next as she heard the Knights of the Vigil were asking for aid. Upon reaching it, they learn that the massive fortress is to keep something in, not out, and the wards are failing... much like with the shade lord.
The knights stress that the imprisoned one must not be killed though, which is very strange. Provided with a holy symbol to grant access and a scroll to repair the seals, the party enters from the roof to work their way down.
Halls of statues always activate paranoia!
Shadows and spirits on the first floor are easily dealt with, but the old statues that come to life trick poses some really tough enemies who can take numerous mord-sword blows. Neera accidentally solves this by summoning a demon, which destroys all the statues before turning on the party.
Fortunately it's very weak by then and is easily slain!
Insight: It's official, combat in this game is much less fun than BG1. So many enemies have resistances and immunities, you'll be micro managing the swapping of weapons and using spell slots to breach or pierce magic shields instead of doing fun explody stuff. Such is high level D&D I suppose... bad high level D&D.
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