![]() Given this complication, you may want to spellbuff with Haste to make shorter work of the melee Cyclopes, who aren’t slouches in those numbers. The one furthest to the west happens to be capable of casting divine magics, starting out with Prayer before dabbling with Hold Person and finally using its ability to channel negative energy to hurt your living party members. (right) Northern Cyclops Ruins ¶Ĭontinue northwest along the northeastern edge of the map until you reach the area’s northern corner, where you’ll find some ruins guarded by no fewer than five Dread Zombie Cyclops. (left), Then loot the nearby ruins for various treasures, including the Fallen Warriors Sheath. Spell buff and use debilitating spells to try to take down the Zombie Cyclops Priest as quickly as possible. Once the gases have dispersed - along with the limbs of both worgs and bandits alike - loot the pile of gore left in your wake. It’s a fairly economic way to win a fight, and the strategy’s pedigree goes back twenty years. If any worgs break loose, cut them down in melee. The Skeletons are immune to the poisonous effects of the Stinking Cloud and can last an awfully long time, especially if you pick off worgs with missiles while the skeletons engage in melee. Debilitation is the name of the game, and while you can use spells like Grease and Web (or similar area denial/control spells), we prefer to hit the whole mess of enemies with Stinking Cloud and summon skeletons via Animate Dead. Even if they don’t kill you, they can waste more resources than you might like. The bandits can’t escape their fate, but you shouldn’t waste time worrying about them - once the worgs are done with the bandits, they’ll be after you, and there’s too many of them to take lightly.ĭon’t charge into the fight - unless you’re a warrior-heavy party, the number of worgs ahead may prove too dangerous. A handful Worgs (seven Ferocious Worgs and one Greater Worg) have surrounded some bandits a predicament you can certainly sympathize with. Now make your way northwest along the northeastern end of the area until you find an ambush in progress. Subscribe to Premium to Remove Ads Bandits Ambushed by Worgs ¶ While your goal lies beyond the river northwest of the barbarian camp, there’s plenty of things to kill and loot elsewhere. Most wear hide armor and bear masterwork weapons - worth some gold, if you can carry them. Leave the barbarian camp behind and loot the corpses of the zombie cyclopes you helped send back to the grave. The perfect bow for the part-time archer who doesn’t want to invest feats into the vocation! Or a well-meaning amateur who wants the affectation of a professional, as the case may be. For good reason, too, as the chest contains Nobleman’s Amusement, a Longbow +1 that gives its wielder the “Elite Expertise” property - effectively allowing them to act as if they had the Point-Blank Shot and Precise Shot feats. Find and loot the aforementioned crate to score 456 GP, two masterwork melee weapons, two potions and some food.įinally search in front of a tent to the southeast of the cooking deer to find a chest, which is trapped. You can find more treasure north of the tent this crate is near, although you’ll need to pass a check to locate the crate it’s in. East of this meal you’ll find a crate containing some masterwork bows, 112 GP and the Kameberry Pie recipe. In a wagon near a tent northwest of the spit roast you’ll find a Scroll of Raise Dead. ![]() She’ll tell you what happened - ruins best left untouched, followed by zombies attacking, the usual - then agree to help.īefore you run off in search of some grave-disturbing barbarian witches, loot the barbarian camp. ![]() ![]() Be sure to say “What are you doing here?”, then respond however you wish, as she’ll enlist your aid no matter who you say sent you, if you even say that much. Insist the undead return to an inanimate state, then return back to the bandit camp and talk to Hilla. Plus, the barbarians fighting them should provide a useful distraction. That said, their Attack Bonus isn’t high enough to be worrisome, and they’re not terribly well-armored nor do they have the Hit Points to have significant staying power. Unlike the one you may have fought near Lake Silverstep Village, these ones have no spells to thwart your battle line with, but there are a number of them. Before you can make contact with the barbarians, they’ll be attacked by several Dread Zombie Cyclops. When you arrive, make your way northwest to find a barbarian camp - more humble than the one where Dugath resides, but still occupied. ![]() (1 of 4) Help the barbarians defend their camp, Helping Hilla ¶ ![]()
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