NobleNick it's been a while since I've last played through the xpansions and since I've last posted here, but some things - such as the battle - you just don't forget *lol*
This is a difficult fight and one that is notorious for really slowing down a player's machine. One of the things that made a big difference for me in the battle was to move my group very quickly to a more defensible location rather than fighting the harpies at the entrance. There is a smaller chamber in the cave which is ideal for a couple fighters to hold off the harpies while the spellcasters deal their damage. As I'm not a big fan of using summoned monsters - a matter of playing style - this simple move made a tremendous difference for me.
You'll want to hook your characters up with some charm resistance in addition to any fear resistance. Fire resistance is also helpful against the infernal harpies. I also found that multiple cloud kills and acid fogs worked well here as the harpies have high hit point totals that need to be chopped down.
In case you'd like to see what you're up against here - these are the stats I culled from the game using the Near Infinity Editor. (I posted this on the forums here a long while back but it seems worth digging up and reposting here)
~ SPOILERS ~
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Infernal Harpy
HP: 113
Effective AC: -8
# Attacks: 3
Resist Fire: 100
Resist Magic Fire: 100
Saving Throws:
- Death: 3
- Wands: 5
- Poly: 4
- Breath: 4
- Spell: 6
Innate Spells:
Magic Missile - 1X
Aganazzar's Scorcher - 1X
Flame Arrow - 1X
Dire Charm - 1X
The Fiendish Harpies have similar stats [120hp; AC -4] and identical saving throws. They do not, however, have any special resistances or the innate spells of the infernal harpies.
Those high hit point totals explain why it took forever to drop these things when I ran through this part of TOL!
[ 12-02-2004, 05:52 PM: Message edited by: Cyril Darkcloud ]
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One does not control the Wind.
One enters it, feels its freedom. And moves.
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