After the kobold caves we worked our way west, and came across a large nomad camp.

We’d been told someone was stirring up trouble with the nomads, trying to entice them to cause trouble for the New Phlan settlement. We found them to be friendly and sociable.

We fought off a horde of kobolds with them, and they pledged their friendship to us. They will pose no further problems for New Phlan.

From here we set off to the west again. We had been told a mage was poluting the Stojanow River up by its source. This river flows down to the Moonsea and Phlan is right at it’s delta. If the river remains poluted it will limit much expansion of the city. Our plan was to intercept the river near its source and head downstream to see what we could find.

Psyche and Moya agreed this looked like the source of trouble!

Gee thanks ladies, never would have figured that one out…

Inside the pyramid was a maze of sorts. With several teleport traps. Gradually we figured out the rhythm to the madness.

We fought several packs of lizardmen, they seemed larger and fiercer than others of the sort we’ve met. Especially their savage ferocity. Don’t get me wrong, lizardmen are often not friendly. But I’ve seen them visit human towns for trade, they’re not always ferocious. These seemed out of their minds.

As we figured out the maze and teleporters, we got to a more inhabited part of the pyramid.

There were several injured and starving lizard-men locked in a cell. They reported their once larger group was being changed, mutated into something else. Like savage, monsterous versions of themselves. We provided some healing and food, and directed them on getting out. They were very appreciative.

Then we found a lab of some sort. It had a few vats of bubbling goo, and pipes moving the stuff all about. Something was being brewed here and sent out to the river. Psyche immediately set to figuring out what was being done.

Moya thought the solution was obvious whatever Psyche learned.

Psyche laughed and suggested Moya was right. We should all “have at it!”

Well that was fun.

And we managed to disturb Yarash, the evil mastermind behind all this, mess? We fixed him and his contraptions.

From here we followed the river back to town. After a little rest and restock we set out again. This time to the west of town. We were to deliver a diplomatic message to a Zhentil outpost. I’m not sure of the diplomacy? In my experience Zhents are nothing but trouble. But I suppose its not our call, we’ll deliver a message and be on our way.

We were treated as honored guests at the fortress outpost. The Zhents were gracious, if not quite friendly.
The fort commandant delivered a toast about heroes and daring deeds? And just a lot of blather and nonsense. We had no idea what the recent dealings had been between New Phlan and the Zhents. So we smiled politely and enjoyed a fine meal.

Then we were escorted (is that political speak for moved under guard?) to a comfortable guest quarters. Where were attacked a few hours later. Fortunately we had posted our own guard and were ready for trouble. After the attack we left our quarters.

Apparently the party wasn’t over!

Well, the Zhent fortress is now available for other uses… We did learn we were set-up from the start. Councilman Cadorna in New Phlan was literally selling out the city, and suggested the Zhents should dispose of us.

On the way back to Phlan we saw a semi-permanent bandit camp. We had heard of a Phlan noble child being kidnapped, and determined to investigate.

Plan A was to enter the camp casually and see what we could learn. Psyche reacted strongly to seeing the missing child held in a cage in the middle of camp. This forced a change in plans.

The child was rescued and the camp was burned.

We returned to Phlan for a well diserved rest. Next on our agenda was undead hunting at the old Valhingen Graveyard. Naturally, we ran afoul of several groups of undead. Mostly zombies and skeletons.

Shuri has really become a force. She used that Two-handed Sword with a special blessing against undead, and was a wrecking machine.
There were four different specters using their evil magics to make the zombies and skeletons. Even ghouls and wights. There was a lot of fighting involved!
The main villain here was a vampire.

We put the cemetary back to rest as it should be.

*****

It makes me laugh how the vampire graphic is such a traditional Dracula or Strahd sort of character. So that’s how I rendered him!

Last time I’d commented how Shuri had not been hugely effective. Well now she has Gauntlets of Ogre Power. She is clearly a hard hitter now! And that sword is +3 against undead, so she really rocked the graveyard.

I had forgotten how devestating level drain is in this iteration of D&D, much more like it works in PnP (than it does in the IE games). Sure we have some Restoration Scrolls. But it only restores you *to the bottom* of your previous level. Diomedes and Harg were never hit, so they are 7th level and might hit 8th by the end of the game. But Garaint, Shuri and Moya were all drained at different times. Now they’re all Restored back to 6th level (where Moya is capped in this game, so she’s fine). But Garaint and Shuri may not hit 7th level by the end of the game! Ouch.
I’m thinking when I hit Curse of the Azure Bonds I’ll simply recreate the whole party.

2 responses to “Diomedes: Update 3”

  1. Zeno Avatar

    That was fun! I *love* that video of Moya smashing the machinery. And yeah, Bela Lugosi making a personal appearance is something else. The spirit looks great. As does the fort commander. And I’ll really have to try my hand at a full party movie like you did. It never even occurred to me that that was now a possibility….

    Yeah. Level drain *sucked* in old D&D. You feared things like wights and spectres more than anything else you might face. Because even if you vastly out-levelled them just one hit and failed save could really set you back. Made them much scarier than their nominal challenge level.

    Liked by 1 person

    1. atcDave Avatar
      atcDave

      The video with Moya and Psyche is an absolute favorite! I was tickled! Both Moya smashing away and and Psyche just laughing are perfect. My only complaint being, I tried to get the goo bubbling and looking more fluid, but the renderer did really odd things with it. It took on a life of its own and ruined the sublime moment.

      The full group video was interesting. It made all their movements too in synch. I was hoping for a more organic, natural look. I started with “friends laughing together, turn to look towards the viewer.” The first few tries were all robotically in unison. I added some words like “organic” and “random” and it got *a little* better. It might work better with something simpler like just walking together? Or of course, just one or two characters doing something pointedly different.

      The level drain sure got me! I had forgotten how much rougher it was. Or how, when I first played BG, I was determined to just hit reload when we were drained. I think that was my habit from PoR, even though “reload” is a bit more awkward here.

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