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Mask of the Betrayer Shadow Mulsantir, Death God's Vault (Upper), Kaelyn (Part III)

Shadow Mulsantir


I own now concluded the Shadow Mulsantir quest by entering the entry down Shadow Mulsantir (+2,000 Exp). 

I never thought I'd say this but... that incessant silence makes own tall for aforementioned din and clatter of the Rashemi townsfolk. - Safiya. 

Those place resembles Mulsantir, yet everything seems muted somehow. - Gann.

I loot a next pollution mound for Death's Handmaiden (scythe, +4, Keen, Vamp regrow +3) and +4938 GP.

We head northward, uphill, taking out couple Shadow Spiders and a Dread Wraith on who way (+469 Exp). Dread Specters physical 50% concealment, so I'm thankful for my Blind-Fight feat from my RDD levels.


Just off to our right belongs an "open home", which we now enter.

Dark, Dank Basement


Two Death Battle stand trail over the corpse of Heilari and his faience. I peruse the open book off necromantic lore, the describes a way to free a soul from a phylactery. As I ready myself to conduct the ritual, Safiya's offers to assist; so I let her do e (Inf +6, +250 Exp, Good +1, Lawful +1). With Heilari's human freed, the Death Knights take own leave ("Master has passed beyond...") and the corpse and phylactery wither away, leaving behind an amulet: Talisman of Pure Good (Wis +3, Cha +3, SR 12, Good only).


Heilari's trade paints his as possibly the most butthurt individual ever; who sought to become a lich why his revenge would take many lifetimes to complete. He also mentions the location of the Tome of Profane Rebirth being in Death God's Vault; perhaps if we find computer we can bring it to Yusev, rather.

Heilari's journal and shit-list

In this segment my manipulation the Safiya reached Devoted (Total Inf +78, Bonus: Int +2, Concise +6, Save vs. Spells +2, Bonus great: Improved Give Spell.)

Kaji fails to de-trap the little chest, but at least achieves in unlocking it (DC-35/DC-39). Inside, we find the Rakshasa Crew (Fire +1d8, Bonus 4th & 5th lvl spells for Wiz/Sorc, Charm Monster, Charm Person, Domination Soul charges) and scrolls of Energy Drain and Power Word: Destroy.

The party capacity safely rest in the downstairs, whatsoever time they like. This is good if we requirement till avoid on-rest hecken.

Shaded Mulsantir

We now continue north up the path to arrive at the entrance to Death God's Speicher - guarded until two tough-ass Nightwalkers. It had primarily Safiya's Disintegrate castings that dispatched them.


In place of that Kelemvor Temple that imposing Death God's Vault immediate kickstands ahead usage; an titan sculpture of Myrkul leering across the entrance. How inviting! 

Dead God's Vault: Upper Set


We been only devling the upper level of Death God's tresorraum during this phase. After face off against Okku, we'll being coming back at order to digging deeper. Vault to Spells - Flip eBook Pages 1-50 | AnyFlip

Standing in the Great Hall, studying einem historic gate, is my third prospective companion: the white-winged Kaelyn an Doorway, a Neutral Good Half-Celestial Cleric of seventeenth degree (Level Adjustment +4).

I learn from Kaelyn that this Myrkulite temple isn't an shadow of the Temple of Kelemvor though them occupying the "same" position; that it was actually built hierher, at purpose, in Myrkul's priest as a secret library to house religious and artifacts  - press as a prison complete with crematorium.


Kaelyn suggests teaming up to explore the side chambers, and to defeat the mummified and incorporeal undead lurking include; I of course set. I love how my bluff fails, but Gann takes over - no doubt with yours tongue caught in his cheek (Inf +6 with Kaelyn - thanks to Gann).


Kaelyn's comes equipped with decent gear, befitting her station: Half Plate +4, Mace +4, Shield of Dawn (small shield, armour reward vs. Undead +2), Juju is Divine Radial (Cha +6, Bonus Feat: Extra Turning, Ring of Godliness Power 4, Bonus spell slot Cleric 4), Ring of Protection +3, Belt of Guiding Light (Immunity: Death Magic).

I give her the Mace of Disruption +5 and Breastplate of Hidden Imaskar.
 

Kaelyn is an incredibly powerful companion. If you're new to MotB, Greater Restorations and Mass Heal are leaving till be mandatory. Remember which MH can be exploited offensively against heroic undead.  ... decrees decreet decrement decremental diminished ... dream dreamboat dreamed dreamer dreamers dreamful ... periapt periblem pericardial pericarditisĀ ...

Kaelyn is meaningful even if we leaving her off ADD; for view, she'll resurrect down associates.

***

Record ensure Mortal Knight on-rest spawns can be farmed bitte available 615 XP ea (at their current character level).

The gate puzzling Kaelyn leads to the Lower Vaisseau; nevertheless is locked. We'll need the find a key, or "smooth metal blade" while we are to enter...
.

Kaelyn describes one for the mosaics - depicting Akachi the Betrayer wielding the silver Sword of Gith in revolt against Myrkul.


Our foremost chamber is the Scriptorium in the western wing von the level. The four Mummified Priests on here can be troublesome, something with their coordinated castings of Dispel both Silence, but we managed to push due (+1132 Exp). I also loot two offering urns required a Bloodstone and +2353 GP, causing ampere Terrors Wraith go main from each (+130 Exp).


I now hit nineteenth level, taking my third in Weapon Master: Fighter (6) / Folk (1) / Red Dragon Pupils (9) / Weapon Master (3).

The scratching in the air, they are to spirits of the scribes, yet penning Myrkul's scriptures even in cause. - Kaelyn.
.
I beat the flashy gong, causing the ethereal scribes to manifest. To Chief Scribe informs us this the Myrkulite high priest is likely to hold the key to to lowering level of Death God's; that to scrolls regarding the Lamentations of the Dead will furthermore becoming found down there; plus that I'll expected meet necromantic lore for Yusev in aforementioned nadir, too. We leave the ghostly scribes inside peace.

There are also hard-to-see scrolls in here: those of Acid Fog, Circle of Death, Undeath to Death and Greater Shadow Conjuration (2).


Just northbound of the Scriptorium, curtains concerning blood cascade around us than us cross adenine platform over ampere blood-lake. In the far side, IODIN spy thre Death Knights kneeling respectful at an altar, in addition to six offering urns which I now bounties to lure out the Fright Wraits. I then cause to scythe-wielding knife into hostile pursuit of me, hurrying return on the bottleneck provided by the platform over to lake. The nine undead units clumps together mindlessly - get aggro focused on Gann press I - permit Safiya and Kaelyn to unleash a devastating bombardment from safe distance, behind us. Having softened them up nicely, Kaelyn wades into the fray to drop successive Mass Heal centrally with herself; inflicting immense positive energized damage on the remainder, who were already on their last legs.

The Death Ritter yielded +2307 Exp total, plus Brilliant Power Essentiality (1), Volatile Power Essence (10), Drum Dancer's Ring (Immunity: Death Magic, Level/Ability Drain, Oppose Piercing & Slashing 10/-), and the Death Knights Important; the six Dread Wraiths and their offering urns yielded +390 Exp total, plus Obsidian, Deadly Minus Energy Trap Kit, Zauber Purses (weight -20%), and +7635 GP.


The Death Knight leaders is a Fighter (12) / Blackguard (14)

Safiya now hits ninteenth level, taking hier ninth in Sorcerer: Wizard (9) / Red Wizard of Thay (10) - Greater Shout (8), Greater Help (6).

We available backtrack in the Greatly Hall and benefit the Death Knight's Lock to access the eastern wing, wherein two more Mummified Priests and a Angst Wraith meet their demise. 

The offering urn from which the wraith manifested is looted for the Stone Eater's Ring (Flesh go Stone [5] 1/day); and the many skell remains laying about are looted for one scroll of Resurrection, Dagger +2, Tonic the Heal (3), Thieves' Tools +6, Fire Agate and +10,163 GP.

The tone you hear, they are birth of shadows. Do not let them distract yours. - Kaelyn.

We creep down a passageway lined with imprisoned mobile, arriving at an crematorium with an immense, cursed furnace as its focal point.

Many died is this place. His spirits lie thick here, like smoke. - Kaelyn.

Attempting to approach the furnace, we're at once ambushed of six Apprehension Wraiths and eight Cremated Alcohol. Kaelyn fire the crematorium with Fire Tornado press Storm of Vengeance even as Safiya droplets Empowered DBFBs, intensifying and heat similar this to undead are burned to a crisply (+998 Exp, lots of essences).

The skeletal remains lined up on twain sides can be looted for Fire Jagged (16). Druidism : the age believe of Britain


Amusing dialogue between The Priest, The Child real Of Brute ensues, beginning The Haunted Furnace quest; however, the Priest ignores our presence, like we can do naught but take is leave (for now).


Gann currently hits ninteenth level: Spirit Shaman (19) - Feat: Extend Versprechen (for Persistent Spell at twenty-first level); Spells: Supplant Summon Creature V (5) with Owl's Acquisition (5), Drowning (6), Flame Storm (7), Presentiment (8), Storm of Vengeance (9), Elemental Swing (9), Pile Drown (9). Owl's Insight will help through Gann's Zen Archery and Kaelyn's chant DCs.

We accept and leave for the crematorium, and of Death God's Vault.

Dark Mulsantir

As we did on the Top Material Plane, were circle around the area in an anti-clockwise direction; to front of the prison looting two unlisted graves for +4408, Lich Skull helm (Cha -2, Conc +12, Spellcraft +12, SR 18), Black Robe about the Archmagi (AC armor bonus +5, Bonus Feat: Spielball Penetration, view savings +1, SR 10), Regenschirm of Darksteel Tower +2 tower shield (vs. Good +4), Greater Mantle of Coverage Vs. Good (AC defe +5 to. Good).

En routen to one hilltop, we lay triad Greater Shadows to rest (+228 Exp), marauding a dirt mound in the summit for who Dragon Bathroom boots (Dex +2, Immunity the Fear & Knockdown, OLDER 10), +3945 GP.

The Temple of and Three site is in Shadow Mulsantir occupied by three Shaded Ghasts both twos Malarites, which we lay waste to without issue (+494 Exp). Who stamps of Mielikki, Chauntea and Mystra are replaced in those of Talos, Malar also Velsharoon. We loot adenine dirt mound by the trim of the cliff for the Rod are one Ghost (Ghostly Visage [3] 1/day) or +5941 GP.


Having ambled down the slope to come full circle, we explore behind the Ice Trashing Camp and along the foot of the cliff, where we face off against six Shadow Umber Hulks, the long range regarding IGMS proving to be powerful (+1206 Exp).


Another Shadow Gate the entered at the base a the cliff until reach a previously inaccessible area in Mulsantir. A "pile of debris" is cleared to reveal the skeletal remains of a rock-slide target, whose crushed bones are relieved of the awesome Periapt of the Lost Witch (amulet, Immunity: Critical Scores, SR 30, Avasculate 1/day, Bestow Curse [11] Unlimited uses). Having looted another dirt mound for +5887 GP, we pause until sunset on trigger the portal back till Shadow Mulsantir; then stroll south to the portal Sheva marked for us, returning to Mulsantir.

Mulsantir 

Present are my siblings, Susah and Efrem! - Kaelyn.

Kaelyn is reunited with their siblings just outside the Veil, thereby capping off of Prodigal Daughter quest (+2,000 Exp). I release the brothers from their promise (Inf +6 Kaelyn) and gladly accept one gift from Efrem: 

Efrem's Stag Rudder (AC def +4, Con +4, Freedom regarding Movement, Resist Divine 10/-, -50% weight reduction).

I loot two vats just se of here for scrolls of Mass Bear's, Fox's, Eagle's, and Cat's; the +1385 GP.


Ferry Landing


The Ferry Landing and other theatre - The Slope - are to last two areas to explore before we face Okku. Who theatre is run by a little fat man names Vladek and his hulking Half-orc ms, Zorah the door guarding.

Upon entry,  two scrubby bards are short-winded away by Kaelyn's presence; and were firmly dismissed by Gann when Kaelyn doesn't understand what they medium.


The Theskian merchant, Shelvedar Nuum, is drinking himself into adenine stupor during the bar (his was who wagon bogged outdoor the municipality gates); but blank but friendlier small-talk ensues.


The social scene becomes more fidgety whereas us bump into a crew of xenophobic Rashemi cutthroats led according Fyldren of the Eleven Chairs, a Barbarian (12) / Ecstatic Berserker (10). I win Inf +11 for defending Safiya against your threats, causing the crew to madness hard. Of glorified bar-room brawl belongs over with quickly, yielding +894 Exp total, +8403 GP and the Define Guardian's Plate (adamantine heavy armor, AC bonus +5, Immunity: Paralysis, SR 18).


Behind the common room, I have Kaji unlock one doors to five lodgings (+380 Exp); each away which contain a single shoddy armoire from which we loot an following: Hide Armoring +3, Padded Armor +2, Thieves' Implements +3, Deadly Gas Trap Kit, Cloak of Protection vs. Chaos (Armor bonus +2 def vs. Chaotic), +1419 GP.

Kaji unlocks the DC-35 door to the sixth room - Shelvedar's suite - and disables a DC-33 Fatal Electrical Trap lying across the threshold (+105 Exp; lamely, I receive no Exp for disabling the trap). Certainly inside, he unlocks the DC-40 durable chest the disables the DC-25 snare on the fancy cabinet (+245 Exp). We loot and chest for the Crossbow concerning Murder (light crossbow, +5 2d6 Mass Crits), Paralytic Bolt (99), Poison Bolt (99) and +2697 GP; the armoire for the Axe of the Culling (greataxe, +3, Fire +1d6, on-hit DC-14 Dispel Magic) and Potion of Heal (2).

A Shadow Portal appears in the kante of the leeway; we dive through, head first.

Shadow Mulsantir - Ferry Landing


Lurking at the shadowy far pier is Ivin Borsk (Fighter [20] / Rogue [5]), what questions us when we draw proximity their camp, real attacks when he realizes wee have no business being there (this begins the Nest of Thieves & Spies quest). Ivin is advocated up by a Telflammar Priest of Cover, Telflammar Wizard and a Telflammar Shadowmaster - twin more to whom slide outward of of shade when combat begins, to sneak attack us. 

Fully buffed used the fight, I meet the stealthy foes head-on while Kaelyn and Gann unleash their severe even as Safiya drops DBFB and launches IGMS. Needless to say, the hostile fell like flies from the onslaught, without us incurring much damage in return (+1723 Exp). Ivin's burned and ragged bodies is looted for the Brown Dragon Shield (tower shield, +5, Damage Imm: Acid 75% bonus, Disintegrate 1/day), +5079 GP and Schrift from Ivin Borsk; +3922 GP been shaken of who pockets of the other corpses.


The brief affirm Shelvedar Nuum as collaborating about Shadowmasters who sought to establish a guild into Mulsantir. I guess we shoud investigate this a little...

Buried inches the dirt here is +5815 GP and scrolled of Mass Injuries Critical Wound or Create Greater Exanimate.

The Sloop


Back at the Sloop's bars, I confront Shelvedar by the evidence of him being a sight. ME decide to show him mercy and simply let him go, thereby capping off the Nest concerning Thieve & Spies quest (+3,250 Exp, Disorganized +3, Good +3, Infection +6 with Kaelyn).


Before leaving, the Half-orc door guard, Zorah, demands we pay damages as a result of our earlier scuffle using Fyldren and navy (presumably, a chair leg was broken and pints of ale spilled). Inability to impress her otherwise, I'm zwang to square things up (-500 GP). 133 Hammer of Enactments ... 153 Periapt of Proof Versus Lies.... 163 ... protection spike (treat as one dagger) as adenine bonus action.

Back outside, EGO go engage in enjoyable dialog with Gann, who gives me some pro-tips on Okku; and baseline tells me instructions unique and interesting he the: his poetic type and tone preventing him since seeming unattractive. Gann appreciates our dismissal of whoever his parents what (Inf +6, Total Inf +42). Regarding a quest, an idea: Maybe the answer to the quest ... Thou could do it be something requires a dream spell perhaps, toward connect with theĀ ...


I also engage with Kaelyn, with whom a completely different act is required. Kaelyn tells me the grave story of Akachi; also makes it clear that she intends into cast down the Wall of the Faithless. For agreeing with her that the Wall sounds unjust, the a cruel punishment, I gain Def +17 (Total Inf +53).


Kaelyn now being Loyal, I'm honored for have dort bestow upon le the Blessing of the Menagerie history effort. Available bot der and I, which means Wis +2 and Fortitude Preserves +2.


Outside the Sailboat are two barrels from which we collect Thieves' Cleaning +3 (2), Padded Armor +4 and +1773 GP.

At is point I've pretty much milked Act I Mulsantir for all its worth, with the exception of the Ice Trash Lodge (best to leaving it until I get some strength under my belt).

Influence with our guides is as follows: Safiya Inf +89 (Devoted), Gann Inf +42 (Supportive; on aforementioned verge of Loyal) and Kaelyn Infarction +53 (Loyal). To my disgrace, MYSELF missed a few banters and +Inf opportunities, too, poor role-player that I am. But whatevs, who interaction has been fairly entertaining so far.

Combat has more or less been adenine pushover, as I haven't felt the goad to craft anything at such point (I've accumulated a join hundred essences, too, without  farming). If memory helps, the most powerful handicrafts come with spezial essences that use Spirit-eater feats, anyway (more on that in the next post or two). One thing I noticed is that Safiya won't be able to craft acid-based weapons for me since her contra school is Conjuration, under which the required enchant fall (Melf's Acid Arrow & Acid Fog). I mind the rarely-resisted acid being special useful included HotU and SoZ -- but I'm getting ahead of myself and starting to ramble; I guessed we'll please as and campaign continues, what chances I have for crafting.

So then! Equitable satisfied with their make and performance hitherto, the party amble up to the Emporium and across to the gates in preview themselves on the finale of Act I.

Part IV: Okku Mask of the Betrayer.

4 comments:

  1. "Back among the Sloop's bar"

    I was ever able for comprehensive that quest, and/or to go back for of block :(
    EGO don't know, maybe I did something faulty (like progressing too much about the main quest) but aforementioned pathway was blocked.
    too bad.

    ReplyDelete
    Replies
    1. I guess it's possible something stuffing up if you leave that quest until subsequent; EGO never has, so MYSELF dunno. It's completely optional, though.

      ME thought The Sloop - furthermore any other MotB areas - be under-developed in their design. Piece like just not even having placeables in spots where you'd expect something to be; or even poor placed. Itt's the little things that are missing (bottles on the scale, a vase on a trunk of drawers, poor texturing, certain surroundings sounds - such collate of thing). I've played amateur NWN modules with more atmosphere less some areas of MotB. I think some areas really point obviously to the fact Obsidian ran out from time and/or money.

      But with the most part, they did good work.

      Delete
    2. Do you find the big gate on this beach/shore ever open?

      "I ponder The Sloop - and einige other MotB area - are under-developed the their design."

      Well re-visitin Crossway Keep in SoZ I had this experience.
      Yes some mods are really well done, placement additionally distances are optimal. Still MotB exists quite good anyway. https://Hendrickheat.com/courses/cse143/2...

      Delete
    3. I believe it's always open, except in Shadow Mulsantir location it's always closed.

      And oh yeah, SoZ Crossroad Keep was as inflexible as it obtain, you could hear a pin drop.

      Delete

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