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Old 02-09-2004, 07:34 AM   #81
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Jack Burton
 

Join Date: May 15, 2001
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Keep up the good work Rataxes [img]smile.gif[/img] [img]graemlins/thumbsup.gif[/img]
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Old 02-09-2004, 11:04 AM   #82
Rataxes
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Quote:
Originally posted by shamrock_uk:
I've got some space and bandwidth if you're looking to put more pics up Rataxes. Am really enjoying reading this, so would be happy to help. Just PM if you're interested.
Good to know. I managed to find another host and registered an account (just 1mb here too ), so I can host 6-7 more pics on my own, but after that, you're welcome to help.
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Old 02-09-2004, 11:15 AM   #83
Pirengle
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Rataxes, I have an account with Ranchoweb. PM me if you're looking to post any more screenshots. I'd be happy to help. Very nifty adventure.

Also, you could turn this adventure into a Geocities site eventually.
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Old 02-09-2004, 11:17 AM   #84
Rataxes
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Quote:
Originally posted by Pirengle:

Also, you could turn this adventure into a Geocities site eventually.
Now there's an idea. Maybe I will, when I'm actually through with it all. [img]smile.gif[/img]
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Old 02-09-2004, 04:13 PM   #85
Rataxes
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Part... eleven, isn't it?

The previous post ended with Firkraag's demise to the Holy Discus of Helm. This part begins after I had returned to Garrens cabin and been told that my name had been cleared after being tricked into killing a group of Paladins. All's fine and dandy then! So I returned to Athkatla, and tried to stuff Carsomyr down that barrel by the Bridge District entrance. When the thing didn't fit I decided to just give Bernard another trinket to add to his ever-growing collection of pricy junk. Thinking it was time to finally devote some time and effort to the church I belong to, I went to speak with High Watcher Osig. He had a quest for me, I was to crash the Cult of the Unseeing Eye into the ground. "Anything for Helm", and so I was off down into the Sewers again. This time it was pretty much empty though, so it was an uneventful little journey to the meeting with Keldorn. Told him I work alone, and crawled through that icky little grating. Cast some Energy Blades to get some quick feet down to Gaal. That Ettercap trap got me though, I failed my save twice in a row and was very near death when the thing finally released me. Cast Heal to rid myself of the blindness and then turned all the shades into bits, after which a few blades dealt swift justice to the Ettercaps. The two ghosts were nothing to speak of, turned as well. Spoke with Gaal, he should've known there'd be something not right when one who wanted to join refused to remove his eyes. But then again, since he did remove his eyes and thought a Beholder could rule the world, how smart can one expect him to be? I got the key anyhow, and backtracked to the secret door, where I met some followers who had realized too late that their cult didn't have necessary prerequisites for a bright future.

Their plans fortunately coincided with my own, and so I set out to fetch some kind of powerful rod. The tomb of a lich was near, so I took the time neccessary to summon him, turn him, and then look through his resting place, before I moved on down to the cavern below. Met two packs of Yuan-Ti's down there and showered both of them in fire before I went on to find a broken bridge. A few simple riddles later it was fixed. Activated Sanctuary and had a peek beyond the bridge. Ouch, Beholderkin! Five of them! Well, by now I knew what I had begun to suspect while doing the Underdark Beholder Lair: Beholders do not ever use their Anti-Magic Rays against summons. So I summoned a Deva and buffer her up with Chaotic Commands, Free Action and Prot from Electricity (no, didn't forget Globes of Blade this time Dundee ), and sent her away. I'm pretty sure she could've handled the entire pack by herself if I had let her, but I summoned a Storm of Vengeance and cast a Holy Smite anyway just to be sure. Half a dozen shadows, who were promptly turned, awaited me half a screen later. Next stop was a strange temple. It's followers were quite pessimistic and gloomy for some reason. Went inside and cast Cure Light Wounds on the demon, convinced the God, or whoever he was, to give me the rod, and then I was on my way again. Cast some Energy Blades to make the travel a bit quicker, (these things last 4 turns you know) and met with those cult deserters again. Apparently they had an insider who would give me access to the Beholder lair. A city of undead stood between me and the lair though. Would the now 37th level Cleric be able to pass this tough obstacle?

I activated a Sanctuary to avoid the nuisance of ghouls and mummies constantly trying (and succeeding) to blind me. They couldn't see me, but it didn't stop them from being turned, pack after pack just went splat. Went inside the hut and repeated the process. The NW part of the house contained a slightly bigger pack of Undead, some Greater Mummies and a Lich. They just made bigger explosions, and I was raking in the XP. With that place clean, the Beholder Lair was coming up. No great eyeballs to welcome me in the entrance this time, thankfully. Summoned a Deva and had her walk in front of me. All we met for a good while was a single Gauth, not a threat. A group of priests were in the middle, evil-looking types. I cast a Holy Smite and it knocked half of them out cold. Another one downed the rest, except one. He was still at uninjured for some reason, he joined his friends via an Implosion though.

Another 5-pack of Beholderkin was located to the south, so I did as before. Summoned a Deva, buffed him up, sent him in, and provided support fire from behind with Holy Smites and a Storm of Vengeance. The fight drew two more Beholders from their hiding holes in the southern corner, so when the whole thing was over, there was a hell of a lot of dead Beholderkin on the ground. The Deva was still alive (though near dead) so I patched him up and sent him up to the northern eye to take out the Beholder there, after which I went to the SE eye to pick up the other half of the rod. I used Aerial Servants to kill the Gauth here, he froze the first one, but didn't seem to notice the other one when he appeared.

The complete rod was in my hand, and as if called upon, the Sightless Eye appeared in the corridor. I blasted him with the rod and then slung a bullet that zapped whatever shred of life was left in him. With the cult destroyed, I returned the remains of the rod to the ancient temple and freed the followers of the forgotten god. But oh, it was not ever yet! Gaal and a few of his mad faithful ones were still holed up in the upper reaches. I cast Energy Blades and rushed to finish him off. With a Deva for support, things went smoothly. I let the rest of the followers flee, mislead as they had been. Returned to the Temple of Helm to report, and as reward, I was given my own room in the temple! I also got to give out counsel to a man whose wife had been cheating on her. Told him to leave her, and that was the end of that. Is there nothing more to the Cleric Stronghold?

After searching the lich tomb in the cult, I had now acquired both the Torso and the limbs of Kangaxx. So I went down to his little hiding place in the Docks district. Ok, so it seems someone else got there before me, though what they could possibly want without possession of the bones is beyond me. I summoned a Deva and 2 Skeleton Warriors outside the house and buffed up as much as I could, including Aura of Flaming Death, Oil of Speed, and putting the DoE in the off-hand to get 5 ApR. Then I returned inside to draw one of them out to fight. I was out as quickly as I got in, and yet still managed to draw the Fighter and 2 Minotaurs with me. That Fighter was one tough and hard-hitting bastard. With -16 AC, he hit me practically every other strike, and did so for about 50-60 dmg. With a loaded Resurrection Rod that wasn't particularly troublesome, but it also took us - 2 skeletons, a Deva, and a Priest of Helm at his most fierce, all focusing their firepower - quite some time to wittle down his 170 HP. The Minotaurs weren't quite as tough, not very tough at all in fact, and it was soon time to lure another one out. This time the Dwarf responded, and he was just about twice as tough as the Fighter. My AoFD was gone by now, and so the Dwarf hit pretty much every time, for sometimes up to 80 dmg. I could tell I needed to get out. So I ran around my Deva in circles and only stopped briefly to use the Resurrection Rod and then throw a couple of strikes before it was time to flee again. Meanwhile, my minions got the odd pot shot at him, since he only had eyes for me. Took six rounds before he went down, and I went back inside again. Two Liches remained still. To my surprise, they could not be turned (till I saw in IE that they were both a good five levels above Kangaxx himself). That wasn't really a problem though, since these two Liches didn't bother with anti-combat protection spells, at all. with HRDS and the oil still active, I took them down rather quickly, shrugging off an ADHW and turning a Skeleton Warrior in the process.

The road to Kangaxx was clear. I still had a Deva, several Energy Blades, a full set of prebuffs, and 3 Dispel Magics memorized, so didn't bother to rest before the big fight. I summoned this last Deva, activated all the buffs, including a True Sight, cast some Energy Blades, and then approached Kangaxx tomb. I returned his bones to him and he was soon standing there in front of me. As soon as the fight began, I noted that neither SI: Divination nor SI: Abjuration had been included in his Chain Contingency, that was the first time I had the fortune to have that happen on the very first try. I ran away to the corner, and that was just about all I had time with before he cast his Timestop. Fortunately, he spent these three rounds spellstriking me and summoning a Mordie. I immediately cast a Dispel Magic, success! Right about the same time, Kangaxx imprisoned my Deva. Ops, I had forgotten he could even do that. No matter, Kangaxx was stripped of his protections and I wasted no time in pumping him full of Energy Blades. He took full damage from them and was soon at Near Death. That's when he started to talk again. I would have to face his demi-lich form soon, and I didn't have the slightest clue how to deal with his Trap the Soul if this fight went on for longer than 2 seconds. I had heard from several sources that demi-liches simply could not be turned, that they were far beyond such methods of destruction. I'd surely never see that lovely ring if this turned out to be true. But I'll let the following picture speak for itself about how things after Kangaxx initiated dialog once again.


Yes, indeed. Quite some power, Kangaxx

The Ring of Gaxx had now found a permanent spot on my finger. And with that I'll end part eleven.

[ 04-13-2005, 09:49 AM: Message edited by: Rataxes ]
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Old 02-09-2004, 04:32 PM   #86
Assassin
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Erm... Rataxe, I'm not sure if it's fixed in any patch, but if a summon is Imprisoned in my game, it counts towards your limit, and you can't summon any more.

Which means that you might not be able to cast Deva anymore.
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Old 02-09-2004, 04:40 PM   #87
Rataxes
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Join Date: November 17, 2002
Location: Sweden
Age: 39
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Quote:
Originally posted by Assassin:
Erm... Rataxe, I'm not sure if it's fixed in any patch, but if a summon is Imprisoned in my game, it counts towards your limit, and you can't summon any more.

Which means that you might not be able to cast Deva anymore.
Well, even if that was the case, wouldn't an imprisoned Deva still disappear once it's duration runs out? I was able to summon a new Deva after this fight anyhow, so no problems.

[ 02-09-2004, 04:43 PM: Message edited by: Rataxes ]
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Old 02-09-2004, 04:48 PM   #88
Xen
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Join Date: June 5, 2002
Location: Slovenia,Ljubljana
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Posts: 8,554
Actually they can be turned. But you must be level 34. [img]smile.gif[/img]


Originally posted by Vedran:
Quote:

First number = fear
Second number = death

Skeleton -7 -8
Skeleton Warrior -<13 -16

Ghast -9 -12
Greater Ghast -9 -13
Fell Ghast -9 -13

Ghoul -7 -9
Greater Ghoul -9 -13
Ghoul Lord -12 -13

Zombie -7 -9
Zombie Lord -7 -12
Sea Zombie -7 -9
Sea Zombie Lord -15 -19
Revenant - -

Shadow -7 -10
Shadow Patrick -8 -12
Shadow Fiend -8 -12
Devil Shade -11 -18
Shade Wolf -7 -11
Greater Shade Wolf -8 -12
Shade Lord -20 -27

Mummy -10 -14
Greater Mummy -17 -21

Bone Golem -xx -xx

Lich -11 -18
Elemental Lich -20 -27
Shade Lich -20 -27
Fire Lich -20 -27
Demi-Lich
Kangaxx Lich
Kangaxx Demi Lich -27 -34
[/QB]
[ 02-09-2004, 04:49 PM: Message edited by: Xen ]
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Old 02-10-2004, 04:00 AM   #89
Odruith
The Magister
 

Join Date: December 27, 2003
Location: Mithril Hall
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Just a quick question,

Will you be/have you already acquired *spoiler*
*
*
*
the Crom Faeyr hammer from Cromwell?
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Old 02-10-2004, 08:18 AM   #90
Raistlin Majere
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Join Date: March 26, 2002
Location: Finland
Age: 37
Posts: 2,323
Quote:
Originally posted by Xen:
Actually they can be turned. But you must be level 34. [img]smile.gif[/img]


Originally posted by Vedran:
quote:

First number = fear
Second number = death

Skeleton -7 -8
Skeleton Warrior -<13 -16

Ghast -9 -12
Greater Ghast -9 -13
Fell Ghast -9 -13

Ghoul -7 -9
Greater Ghoul -9 -13
Ghoul Lord -12 -13

Zombie -7 -9
Zombie Lord -7 -12
Sea Zombie -7 -9
Sea Zombie Lord -15 -19
Revenant - -

Shadow -7 -10
Shadow Patrick -8 -12
Shadow Fiend -8 -12
Devil Shade -11 -18
Shade Wolf -7 -11
Greater Shade Wolf -8 -12
Shade Lord -20 -27

Mummy -10 -14
Greater Mummy -17 -21

Bone Golem -xx -xx

Lich -11 -18
Elemental Lich -20 -27
Shade Lich -20 -27
Fire Lich -20 -27
Demi-Lich
Kangaxx Lich
Kangaxx Demi Lich -27 -34
[/QB][/QUOTE]its kinda weird how a Demi-Lich cant be turned, but Kangaxx the Demi-Lich can be...
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