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Let's play ToEE!

Think fast

  • Earthshaker

    Votes: 1 33.3%
  • Firestarter

    Votes: 2 66.7%

  • Total voters
    3

Pussycat669

Liturgist
Joined
Jun 13, 2006
Messages
667
Location
In a fine suit
Sitra Achara said:
Doesn't work.

Too bad.

Sitra Achara said:
The blue text bits are actually hyperlinks to the precise roll breakdowns.

Cool, thanks!


Sitra Achara said:

Yep, it was because of the mace. Very unpleasant. Now I've got to decide for either crafting weapons & armor or crafting wondrous items for Punkaid's very last perk (he does get a new perk with level 10, right? Ninja edit: Of course he doesn't. Damn you!). Taking an evil priest in ToEE really doesn't seem to be the most sensible course of action. I let him keep the mace for now, I think.

Small side update: I just made a test run through one or two of the nodes and encountered some sever technical issues while visiting the air node. The game tends to completely freeze for a couple of minutes while I'm scrolling the map. Does this also happen in other nodes? And more importantly is there some kind of workaround? (like save/reload and such)
 

Sitra Achara

Arcane
Joined
Sep 1, 2003
Messages
1,859
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
The node slowdowns are a known issue. They happen in all the nodes, except for the water node (which isn't structed with too many narrow passages, and is relatively open spaced, so the pathfinding algorithm doesn't go crazy). The Earth node is the worst offender in my experience. They can hang for anywhere between 1 second and over 5 minutes, usually whenever you're navigating through narrow passages. Very annoying. I can give you some teleportation console codes for the node bosses and NPCs in the other nodes if you'd like.
 

Pussycat669

Liturgist
Joined
Jun 13, 2006
Messages
667
Location
In a fine suit
No need for that, I hope. The nodes are pretty small so they should be beatable without me losing my mind. I might come back to the offer if it becomes unbearable though.
 

Pussycat669

Liturgist
Joined
Jun 13, 2006
Messages
667
Location
In a fine suit
Sorry for pumping out all those long winded entries on such a short notice but I've got a deadline here and I would like to get this LP done before it expires. There will be another, much shorter update either tomorrow or the day thereafter. I originally planned to stick them together but the second one features two very exclusive characters from the Greyhawk universe so I wanted to honor them (and a PC's death) with a separated entry.


The inner sanctum: Meeting the boss

'The greatest threat always waits where it can do the least harm. Right at the bottom.' Lord Grey, A Man and his Dungeon

On last weeks's episode, we've left Screamer, still the leader of the yet to be named band, with a crucial decision. Either turn the golden skull in to the chief cleric of the fire temple or keep it for herself. Since the skull is both featured in the intro and on the box cover art it is easy to guess what she will say to Alrrem during their next appointment. Considering the circumstances, the outcome of the discussion about ownership rights ends to our complete satisfaction without any lawyers involved.

y1_TempleMassacre.jpg



Now Screamer can hold onto the skull and we've solved two quests on the fly as well! The earth temple wants the water temple dead now while the water temple just asks for some prison guards getting killed and the earth temple framed for the murder. After we've killed those, we check out what poor tortured souls they were guarding. There are elves that are still alive for once.

y2_ElfPrisoner.jpg



The prisoner keeps on babbling about that she's a princess of sorts. It’s clearly another deception that should trick us into freeing her. Screamer takes offense in that and gives those cheating elves some misdirection that will lead to their doom.

Disclaimer: Rescuing the woman you see above is actually the main reason for chaotic good parties to enter the campaign.

Another prisoner catches the eye.

y3_Wicked.jpg



You can release this low level rogue and ask him to join if you want. I don't know anything about him except that the name Wicked doesn't really speak for competence. Our reputation has suffered enough as it is.

y4_Liberator.jpg



Finally, it's time for everyone to remove those musty old robes and return to his or her comfortable self. Punkaid's new pal doesn't approve this sudden wave of individualism and attacks. That wouldn't be too bad if it wasn't for the otherworldly being that suddenly appears out of nowhere. Frost Brand would be nice against these foes but Johnny left it behind during one of our visits in Nulb. He will have to deal with them the conventional way.

y5_PunkFight1.jpg



Where are all those other guys on the initiative bar? Shall a prayer from Punkaid reveal them.

y6_PunkFight2.jpg



Seems like there are quiet a lot.

y7_PunkFight3.jpg



Yup, our heroes are completely surrounded. It also comes to Johnny's attention that he suffers fire damage when he hits those creatures. We need to clear a path for our weaker characters to retreat. Magedude has just the thing in stock for us. Another ice storm.

y8_PunkFight4.jpg



It only kills one of them but that's good enough for now. Before she makes her retreat, Tumblefingers uses a scroll of protection from energy (fire) on Johnny but ignores Punkaid although she possesses a second scroll. She doesn't have enough good in her neutral to act otherwise. Punkaid gets quiet upset about that and cast one of his best super duper divine spells at his disposal. RIGHTEOUS MIGHT!

y9_PunkFight5.jpg



This spell turns even a lackluster fighter like Punkaid into a true killing machine. One of the smaller elementals we've overlooked attacks Magedude and deals a devastating critical.

y10_PunkFight6.jpg



Luckily, they are not as resistant towards missile weapons like their greater brothers. A combined effort from Screamer and Tumblefingers brings them down.

y11_PunkFight7.jpg



Punkaid got beaten up rather bad. We need more charming!

y12_PunkFight8.jpg


y13_PunkFight9.jpg



Problem solved. (Until we ambush our new found allies that is)

y14_PunkFight10.jpg



Since we've already looted the chest, our only reward from this encounter is XP and the flaming longsword that the fancy priest was wielding. What's curious about his weapon is that it deals fire damage yet it is not listed as such when Magedude takes a closer look at it as a crafter. This means that we could technically give it a double fire enchantment when the time comes.

Only the water temple and that snake Belsornig stands in our way to evil stardom. We throw a fireball at him that kills one of his disciples right away. Magedude is quiet surprised to see that the fireball also brought the statue behind Belsornig to life. It's Juggernaut!

y15_WaterFight1.jpg



It should be well established by now that Johnny isn't one of those people that are intimidated by the size of his opponent. He storms in and almost disappears behind the beast.

y16_WaterFight2.jpg



'Needs more faster killing' he yells. Magedude is always eager to please.

y17_WaterFight3.jpg



A wounded bugbear tries to engage our casters in melee. He doesn't survive long.

y18_WaterFight4.jpg



Gargoyles from the north, more bugbears from the south. The bugbear looks useful enough for Magedude’s purpose.

y19_WaterFight5.jpg



Belsornig bites the dust during the next turn. Screamer casts a slow spell on the Juggernaut and is even able to penetrate its spell resistance. This will decrease its attacking rate to a significant degree. Easy picking for Johnny.

y20_WaterFight6.jpg



Level complete. We can now go back to Kelno in the air temple (who reacts quiet agitated by the demise of his two hateful rivals) and ask him to meet the authorities of this place. After the usual blindfold routine, we finally meet Hedrack. He is the great man behind it all.

y21_Hedrack.jpg



Screamer is completely taken in by this demonstration of pure masculine prowess and is easily persuaded to investigate a disturbance on the above level. He also provides the party with more robes (this time in stylish black) that will prove to be the most useless disguise yet. Starting with Major_Blackhart who attacks us on sight. What he was doing with all these trolls is anyone’s guess.

y22_TrollCommander.jpg



He carries some very handy boots of speed that go to Johnny. Behind a pair of secret doors we find an important looking troop commander. He's a very jolly man but doesn't have too much to say at all.

y23_OtherCommander.jpg



There are more secret doors that lead to the laboratory of Hedracks own personal Magedude. He apparently doesn't like his privacy being disturbed and sets his elementals on us.

y24_Senshock1.jpg



He even summons more of those darn fire elementals. A little AI bug makes the other elementals attack the new ones, eventually killing them. That's some true jealousy between summons for you.

y24_Senshock2.jpg



This seems to be an earnest fellow.

y25_Senshock3.jpg



Screamer must have it!

y26_Senshock4.jpg



Death of a mage, the final act.

y27_Senshock5.jpg



The elementals are easily dealt with after that. Our reward: nifty bracers of +5 armor and a fancy looking robe for Magedude. There are some ogres nearby who react strangely apathetic to our uniforms as well. They gladly try to stomp our dwarf into the ground though.

y28_OgreCommander1.jpg



I have to repeat the encounter several times since I keep on underestimating the commander in their midst (who has the highest challenge rating until this point). Screamer will have to exploit her charming nature again for us to succeed.

y30_OgreCommander3.jpg



RIGHTEOUS MIGHT!

y31_OgreCommander4.jpg



What ogre could withstand a kick-ass cleric who is about 9 feet tall? No one.

y32_OgreCommander5.jpg



An ogre shaman comes to investigate the noises we produced during the struggle. He falls for Screamer's 'just passing through' attitude and ignores us.

y33_OgreShaman.jpg



Wish the same could be said about these guys.

y34_PillowFight1.jpg



Magedude tries a new toy of his called the ‘mind fog’. It will greatly decrease the saving throws of any creature contained in the targeted area, making them easy picking for Screamer's charm spell. Anyways, MORE RIGHTEOUS MIGHT! (Sorry, sorry I'll quit it now. Promised)

y35_PillowFight2.jpg



An ice storm hits our enemies really hard, killing some of the ogres and all archers in reach.

y36_PillowFight3.jpg



Tumblefingers is about to deal with the last bugbear archer as she makes an unnerving discovery. There are more ogres in the sleeping bunkers although they don't seem to be interested in a fight.

y37_PillowFight4.jpg



Of course, this changes immediately after we're done with the bugbears.

y38_PillowFight5.jpg



Once the fight is over, the ogre shaman makes his return and is baffled by the sight of such bloodshed. At least he isn't suspicious of the party who still standing right next to the mess.

y39_PillowFight6.jpg



We find a potion by that chance that surely going to make Punkaid a heartthrob.

y40_SuperHeroism.jpg



Sounds reassuring. Only the west wing is now left to explore containing a shoddy hill giant,

y41_EmoGiant.jpg



three ettins that guard three trapped chests,

y42_EttinsConfrontation.jpg



and a room full of trolls. This would normally not be worth mentioning but it is then when 85 percent of the group hits the level cap. Disappointingly anticlimactic.

y43_FinalLevel.jpg



We search Hedrack's private chambers for more loot but only find a scroll of dispel magic and two obviously unimportant concubines.

y44_ConcubineOne.jpg


y45_ConcubineTwo.jpg



Disclaimer: As you can probably guess, there is something wrong with concubine number two. If you use the scroll on her she will turn out to be the missing wife of Valden back in Homlett. You can then guide her outside for some XP if you got the urge of doing something lawful stupid.

We're done with this level and there is no excuse anymore why our heroes shouldn't take care of the little task Hedrack gave to us. It turns out that the disturbance is actually a rogue hill giant called Scorpp and his warg, who reside in their 'Pleasure Dome'. He is one of the few NPCs who actually react to our new dress for once.

y46_Scorpp.jpg



Thanks to Screamer's high rank in diplomacy, he tells about his life in service of the greater temple until he decided to quit and tricked everyone with a doppelganger. We will still have to fight him though. This is easier than it looks like since he will only use a rather harmless crossbow +1 which does close to none damage in comparison to the club he’s carrying around. Once you get his HP down enough, he will surrender and offer his servitude to you. If you want the rest of the game turn into a cakewalk, take him. That guy will destroy *everything* in his path. He has about 200 HP, can wield two-handed swords with one hand thereby letting him use a shield, gets three attacks per round and his strength stat is way off the charts. His two major downsides are that he takes tons of loot for himself and that there are close to none NPCs willing to talk to you after you recruit him. If you should try to disband him, he'll attack you by default. It's still really sad watching him bleed to death. A wasted opportunity. We find the missing crossbow and a scroll on him that the gnome (back from the first level) wanted so we return the items. He says thank you for being good kids and let us keep the scroll as a sign of his appreciation. It’s during this moment that Screamer realizes that the gnome is now the only person in all of Greyhawk (the reachable in-game parts that is) with a magical crossbow. She orders Tumblefingers to place an arrow in his back and takes his weapon again for herself. While on their journey back to Nulb for further enchantment work they encounter a beautiful blonde in distress.

y47_Zaxis.jpg



He's a bard with a tragic past (and present) who is looking for a group. He's a fairly good asset and if it wouldn't be for Screamer forcefully pressing on we might have replaced her by now.

Once we've returned to Hedrack, there is one last task that needs to get done which, although simple, appears to be rather dramatic, judging by his dissipation of prose.

y48_TheDeal.jpg



Who is Screamer, an unworthy woman, to argue? She bows down and gently sucks it up while the screen fades out and the credits start to roll.

y49_Creadits1.jpg



Aha, so it is goddess and not mistress as Lareth kept on calling her. Thanks for the heads-up.

y50_Creadits2.jpg



Prince who?

y51_Creadits3.jpg



This is not the actual ending since it took me too long to get to this point. I would normally get the 'happily ever after' thing but I think this one is more fitting considering the following events.

y52_Creadits4.jpg



The satisfying results of our honest work.

y53_Creadits5.jpg



Burn Baby Burn!

y54_Creadits6.jpg



Nulb deserves at least that for sure.

y55_Creadits7.jpg



Uh, I like that. But who is bowing to whom?

y55_Creadits8.jpg



The End (?)
 

Pussycat669

Liturgist
Joined
Jun 13, 2006
Messages
667
Location
In a fine suit
Of course it is naught. It is boss battle time, again!

Dungeons & Kindergartens: When the big kids collide

Screamer is taken aback for a second as she sees the consequence of her possible actions flashing before her eyes. Realizing that she almost fell victim to sexist propaganda, she commands her troops to fall in line. They shall learn that Screamer ain't no ones bitch, y'all dig? Hedrack's personal little army of elite bugbears, hill giants and ettins won't stand in our way. With all the necessary buffs in place, our heroes commence the attack in full anticipation (their rolls for initiative are still lousy though). But what a dull fight it would be without gargoyles coming down from the ceiling to tease our weaker characters.

z1_TheNextLastBattle1.jpg



Forget all about those giants, ettins and wizards that you'll see in this encounter. The bugbears are the real threat here. They are fast, got a good HP/AC combo and they focus almost solely on your casters (or the PC with the lowest AC) which can quickly prove lethal for the character in question. Their tumble attacks make it especially annoying. Punkaid is just releasing a terrifying prayer to his god (he has a horrible singing voice) when he must watch how Hedrack activates his Righteous Might. That comes close to shameless plagiarism! Luckily enough, Hedrack doesn't really attack but spends most of the time running around aimlessly or into Johnny's attack of opportunity.

z2_TheNextLastBattle2.jpg



To keep the bugbears at bay, Magedude entraps them in a web. Although he hasn't used the spell since quiet some time, it works rather well.

z3_TheNextLastBattle3.jpg



An ettin stomps into the picture and from there right into the web. Screamer casts her charming spell on the hill giant who stands next to Hedrack. He should serve as a good damage output.

z4_TheNextLastBattle4.jpg



Another ettin falls for our trap (really not the brightest folks). Since Punkaid is now in his attacking range, Screamer takes care of him as well for the time being.

z5_TheNextLastBattle5.jpg



Magedude persuades the last of Hedrack's big players to join our side. The tide has significantly turned in our favor even though the bugbear in our midst is still a pest by all means. If Johnny and Punkaid wouldn't be stuck in their rivalry about who is going to get Hedrack's armor, this might be not such a big deal.

z6_TheNextLastBattle6.jpg



The bugbear takes a salve of magic missiles to the face and dies. Johnny is about to deal a fatal blow to Hedrack and therefore winning the little competition between him and Punkaid when something very unpleasant happens.

z7_TheNextLastBattle7.jpg



...Oh crap. The web is gone! Well and there is this gigantic black robed figure that suddenly appeared.Meh, he in't look that tough. Or is he? The question is answered shortly thereafter when he moves in to attack Screamer, almost killing her with one simple touch. Punkaid’s holy mace is the only thing that could hurt this incarnation of evil but he finds himself already occupied by the ettin close by who escaped our spell. Things are starting to get complicated again. At least our other two still loyal giants keep on beating that blasted bugbear.

z8_TheNextLastBattle8.jpg



Hedrack may not escape! Magedude's one and only fireball takes care of him.

z9_TheNextLastBattle9.jpg



Alas, even the help of our ettin comes way too late to save Screamer from the chilling touch of a cruel paranormal entity. She dies miserably in a cloud of guts and blood (insert obligatory Star Wars rip off here). The hill giant has now also turned against us and is busily attacking Punkaid, forcing him into the defense. How long will Johnny be able to withstand a murdering god all by himself? Even worse, the accursed bugbear comes dangerously close to Magedude. Should this be finally the end of our fair heroes?

z10_TheNextLastBattle10.jpg



Maybe, but I'll be damned if that bugbear doesn't die first. Magnificent double shot Magedude!

z11_TheNextLastBattle11.jpg



Still, the situation seems grim. There is a rampaging god of mischief and destruction on our heels and it doesn't seem like he’s going to stop by himself. Our heroes are about to make a run for it as all of a sudden another godly figure appears. Since the following conversation is between two all powerful beings (and due to the lack of any other good screenshots), I will get out of my way and let you watch the complete conversation uncensored and in full length.

z12_TheNextLastBattle12.jpg


z13_TheNextLastBattle13.jpg


(this isn't going to be another cheesy romance scene is it?)

z14_TheNextLastBattle14.jpg


(no, apparently not)

z15_TheNextLastBattle15.jpg


z16_TheNextLastBattle16.jpg


z17_TheNextLastBattle17.jpg


(hey, that isn't fair! He simply revived Hedrack! Stupid gods and their ignorance for scientific laws)

z18_TheNextLastBattle18.jpg



Well, well, that's another thing of course. Old Cuthbie brought Screamer back to life and that even without any XP penalties! She's certainly going to make a donation to your church pal, in case we survive (that is until the point that Screamer realizes that she can't use her music anymore for the rest of the battle which shifts the 'certainly' to a vague 'maybe'). Punkaid wonders why St. Cuthbert power worked on her of fall people but who are we to argue here? The battle goes on!

Fun Facts: There are rumors that you can actually destroy Iuz's avatar if you're either extremely lucky (the dismissal spell could, at least technically, work on him meaning instant kill) or a talented munchkin. This will be rewarded by a special ending that tells about Izu and his fear of your party. Never was able to beat him though.

The zombies are going on a rampage and attack everything in their reach (including Hedrack). One of them has a special interest in Screamer reborn but she hasn't died an almost heroic death just to be slain by some wannabe undead.

z19_TheNextLastBattle19.jpg



Magedude and Punkaid are running out of spells which forces us to demonstrate a yet unseen special effect: the flaming strike. Hedrack takes cover behind the walking icon that hideous swine.

z20_TheNextLastBattle20.jpg



It won't save him from Johnny's enraged blade, making the lucky dwarf the new owner of some very nice magical equipment (namely Hedrack’s gloves of +6 strength. The other pieces increase saving throws).

z21_TheNextLastBattle21.jpg



There is only the matter with the archers and wizards in the background now who have grown silent after Iuz appearance. We sent our remaining ettin at them who easily stomps over them.

z22_TheNextLastBattle22.jpg


z23_TheNextLastBattle23.jpg



And there you have it. That was the not-so-epic battle about temple supremacy. Despite some minor setbacks (Yeah, easy for you to say. -S) this was a rather brief and easy confrontation (as the short amount of screenshots shows). Neither did I need to start over at any point nor was I specifically prepared (not even healing potions were really required). What undeniably helped was the craptacular AI of Hedrack and more so the charm spells for the giants which made this fight quiet a breeze.

This ends our exploration tour through the upper parts of the temple. Screamer and her band have now swung themselves up to the new high lords of the Temple of Elemental Evil. Curiously examining their new home, they stumble over strange magical portals that, as Magedude explains, will lead them to other elemental planes. Surely filled with a new load of dangerous monsters and more precious loot. But where to start? Magedude leaves for his new laboratory to do the required math, Johnny & Punkaid return to Hedrack's bedroom to check out if the concubines are still there, Tumblefingers loots the corpses that they've overlooked after their last encounter while Screamer remains in the main hall, breathing fresh air of victory through her reanimated lungs. Wherever they'll start their journey tomorrow, she is confident that it can only end in their triumph.


Ok, it's voting time again people! I've seriously got no idea where to start. So what should it be?


Earth

z24_TheNextLastBattle24.jpg



Air

z25_TheNextLastBattle25.jpg



Fire

z26_TheNextLastBattle26.jpg



or Water

z27_TheNextLastBattle27.jpg



I'll let you figure it out while I take Screamer and her companions with me for a little grind run.
 

Sitra Achara

Arcane
Joined
Sep 1, 2003
Messages
1,859
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
Fire is toughest, Air is easiest (especially in vanilla ToEE). Water's boss is 2nd toughest. Earth is generally 'slowest' (again, in my experience, it has the most frequent and most lengthy slowdowns/lockups, and there's one particular type of monster there that has very high damage reduction and very slow animation speed, but is otherwise not very challenging, making for a boring fight - and there's over 10 of it there).

I'd say try going for Air first. If there aren't too many slowdowns, finish it, picking up Ashrem along the way (he's an evil priest), and kill the good-aligned fighter NPC. Next, go to the Fire node, pick up Darley, and then switch to the Water node, clear it (shouldn't cause any slowdowns, and it's pretty too), then go back to the Fire node and head straight to the Balor.
 

Black

Arcane
Joined
May 8, 2007
Messages
1,872,665
HEART!
Oh shi-!
Not this show :(
The battle with Hedrack is one of the most epic and most fun battles in crpgs for me.
 

Sodomy

Scholar
Joined
Jun 25, 2007
Messages
365
Water is harder than Fire, IMO. The boss is (slightly) easier, but those fucking Eyes of the Deep screw everything up.
 

Pussycat669

Liturgist
Joined
Jun 13, 2006
Messages
667
Location
In a fine suit
Black said:
The battle with Hedrack is one of the most epic and most fun battles in crpgs for me.

Definitely. Watching half of your party being systematically slaughtered by a god of malice is a nice shock moment on your first playthrough.

Anyways, Screamer 'n friends are back and ready for their greatest challenge in their adventuring career.

The nodes: Going elemental (Air)

'I've yet to hear of a man who has been killed by a breeze' Lord Grey, The Nature of Things

It has been a week since we last saw our heroes and many things have happened during our absence. Hedrack's head is now decorating a pike just in front of the temple doors, the population of concubines has been increased by five and Magedude finished the next milestone to his lifework: finding a way how to burn things with ice. But besides all this out of boredom larping, they also got some more sincere role-playing things done. Fighting back a hill giant infestation in the lower levels, for starters (there must be a nest around somewhere).

x0_GrindWork.jpg



The important life lesson our heroes learn by that chance (albeit a little too late) is that monsters in random encounters will always spawn around the team leader. So we put Johnny back in charge and let him stay in a far away distance from the rest of the group. We earn a lot of gold and experience that way while Magedude finally hits level 10 like the rest. As you can see above, we also use that chance to earn more XP for magical items (especially cloaks since our heroes are all supermen/women by now). Armed with the finest equipment in all of Greyhawk and their packs filled with all kinds of potions and gimmicks, they enter their first elemental plane.

All those planes are very similar in structure. Your party starts somewhere in the middle of the pocket universe with no apparent way to escape (except you got a spellcaster who knows how to teleport. Just like Magedude). There are three platforms located somewhere to the east, west or south which lead to the other elemental hellholes. Sometimes you'll meet NPCs on your way but there are always more or less dangerous critters that will block your path. If you get finally sick of the consistent themes of the planes or you just run out of potions, you can try to escape through a portal to the north which is guarded by a very mean boss demon. Besting all four of these abominations is the key to ultimate power in the game, if you can count the orb of death to your possessions.

Screamer and the rest of the group start off with the air node which is by all means the easiest and most dull node of them all. The first negative thing that springs to mind though is more of a technical nature. In case that you haven't followed the discussion beforehand: the nodes lag and they do so often. Be prepared that your screen suddenly freezes for up to five minutes. What seems to help, at least for me, is to avoid scrolling too far away from your party and to keep a good comic or book around (it can really be this bad at times).

So here they are, ready to face unspeakable terror and the raw, corrupted powers of nature itself. But all what they encounter at the beginning are, while admittedly being the backbone of every good RPG, some giant rats who snuffle in the dirt peacefully.

x1_Rats.jpg



No reason to be alarmed, in contrast to this well mannered gentleman.

x2_Taki.jpg



He was the member of one of those 'better than lawful good' expeditions, with the goal to destroy the inner sanctum of the temple. Something has gone awkward on the way and now he is the only one left, trapped in this place. Screamer, in a rare event of generosity, offers him to join but he declines, sensing her evil nature (dunno how he figured that out. He’s not even a Paladin). The last though that crosses his mind, before said mind is squeezed out by Johnny, must be about the realization, that using a bow in close combat isn't a very imposing way to die.

Magedude is fascinated by the many different species that live on this floating rock. Going from angry air,

x3_AirElementals.jpg



to passive-aggressive air,

x4_MoreAir.jpg



until some small, spinning kind of air.

x6_SmallAir.jpg



They also find another survivor who is mindlessly drifting through the void.

x5_Ashrem.jpg



It's the man who has been sacrificed by his own brother, chief cleric Alrrem. Since we already killed him and therefore took this poor soul his only chance for revenge, we probably should be tempted to lead him out of here but Screamer strictly refuses. Not because she tries convulsively to stay true to her alignment (she has done so plenty of times already) or because this cleric is exceptionally strong and not even because he hasn't got anything valuable on him but because he talks about himself in third person. Who in his right mind would recruit such a bad joke of a NPC? Do I hear silence? Thought so.

That's almost everything you can find on the plane of air. Except for the overgrown parrot that Johnny can spot in a distance. He desperately wants to give him a cracker and since Screamer would never want his childish spirit crushed (together with some of her rips), she leaves him be. He's quiet excited to learn that the bird can talk, just like the ones from the stories he has heard in Nulb.

x7_Vrock1.jpg



He reaches out his hand as slowly and gently as he can to offer the cracker. The monster takes the candy and almost half of Johnny's arm in the process. Refreshed and ready for action, the thing casts a mirror images spell. This must be a powerful magical parrot, Johnny believes and a powerful parrot must mean a powerful master. 'Giant pirate treasure!' is his battle cry as he charges forward. Two large air elementals enter the stage (it won’t be the last time that a gatekeeper is guarded by two minor sidekicks). The first elemental doesn't stand a chance against two critical hits from Johnny. Only Punkaid is struggling a bit with his one, not surprisingly.

x8_Vrock2.jpg



The adventurers soon have to realize that their feathered opponent has one fatal flaw: he never attacks. He repeats his mirror spell two or three more times but otherwise remains static. There is but one exception when he releases a terrifying chirp that summons imps to his aid (the other guardians know how to do this as well so we are going to meet more of those flying little annoyances)

x9_Vrock3.jpg



Good thing they are flat footed which makes them easy targets for Tumblefingers sneak attacks.

x10_Vrock4.jpg



The 'Ability Loss' message that pops up over the poor imp’s head is an indicator for Tumblefingers final perk called crippling strike. Each of her successful sneak attacks will decrease the targets strength by two points (it is thereby unimportant if the attack deals any damage at all). Combined with the right tools and with three attacks (taking 10 strength points on a lucky run) per round when she is hastened, this perk is one of the most dangerous weapons at our disposal.

Continue on with the battle. Punkaid takes out the second imp while Screamer uses her songs to lull the last remaining pest to sleep. Johnny keeps on destroying phantoms.

x11_Vrock5.jpg



More sneak attack action from Tumblefingers. The parrot has entered a stasis again.

x12_Vrock6.jpg



Johnny leaps forward and serves a clout to that fat useless bird. The creature looses its balance and collides with the gate which triggers a chain reaction that teleports its entrails to another dimension while its hollow husk lands with a loud smack on the floor. (Hey, at least I though this is an entertaining ending for an otherwise completely unspectacular fight)

x13_Vrock7.jpg



A flawless victory. Screamer searches the remains and finds a small gem that fits perfectly into one of the sockets on the orb of death.

x14_FirstGem.jpg



Let's check out what it does.

x15_NewHorizon.jpg



Screamer can now trigger chain lightning at whim or summon either a weak air elemental or a Vrock like the one we just fried. Not that anyone in the group would want it after this poor performance. Still, as the gatekeepers become stronger, perhaps this option will be more tempting later on. In retrospect, this has to be the most terrible (meaning bad as boring) high level challenge our pupils have yet faced.
 

Pussycat669

Liturgist
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...So, let's continue on to the water node without a hassle.

The nodes: Going elemental (Water)

'The source of life. Always eager to drown you.' Lord Grey, The Nature of Things

A lot more and tougher challenges awaits us here like these reskinned (means more dangerous) Umber Hulks.

x16_Vodyanoi1.jpg



Tougher not only because they got a weapon upgrade but also because they attempts to confuse are now area based and not aimed at individuals. Not a very important difference though since Johnny is the only one who could possibly fell for those old mind tricks. Two times in a row, to be honest.


x17_Vodyanoi2.jpg



He is now immobilized and helpless. Magedude casts suggestion; his victim makes a successful saving throw. Damn! It's up to Punkaid to slay the wicked.

x18_Vodyanoi3.jpg



The remaining hulk gladly returns the favor and cuts Punkaid's health bar in half.

x19_Vodyanoi4.jpg



Screamer slows it down with magic since two attacks per round are a bit too much for Punkaid's fragile physique.

x20_Vodyanoi5.jpg



It all goes well and the hulks swim belly up in their pond. Johnny recovers quickly and they continue the journey. They stumble upon a large band of lizardmen. Magedude is quiet baffled to find a reptilian species that can survive in such a cold environment. Tumblefingers applies a more common biological law to the situation and fires an arrow. She hits one of them between the eyes and he falls back in slow motion.

x21_Lizardmen1.jpg



Ever wondered how the dinosaur died out? Magedude likes to teach through visualizations.

x22_Lizardmen2.jpg



More lizards, only that those got wings and lethal breath. They die way too quickly.

x23_FlyingLizard.jpg



Then our heroes catch a curious sight, some tents and shelter out of wood are standing on an isolated island. We are apparently not welcomed here.

x24_GrankBandits1.jpg



No matter, send our men forth. They'll teach them.

x25_GrankBandits2.jpg



Those are a few more bandits than initially expected. Leaving the girls and Magedude unprotected also wasn't the best idea as it shows.

x26_GrankBandits3.jpg



Always a relief to have those mind-altering spells handy. The bandit is dazed by Magedude superior intellect.

x27_GrankBandits4.jpg



Two more bandits run past our absent-minded fighters. There is a bit of a brawl backstage that leaves Magedude with a few bruises and the confidence that really no one should try to mess with a good Mage, even in melee. The other brigands probably got bored watching the show and returned to their homes. An ice storm shall be a clear message to them not to sleep during working hours.

x28_GrankBandits5.jpg



We go for a second (hopefully more organized) advance.

x29_GrankBandits6.jpg



Having a wall of good melee fighters (well, at least one awesome melee fighter so it evens out) in front and our archers in a good defensive position, the bandits are quickly defeated.

x30_GrankBandits7.jpg



Screamer faces the leader of the now-no-more gang of robbers.

x31_Grank.jpg



He came with yet another failed expedition to destroy the temple and so on and so on. Screamer wants him to rot at this forsaken place for all eternity but he is not too fond of this possibility and attacks. The old cleric finds his freedom in death. (Edit: Totally forgot to mention that his band has been ambushed by gargoyles as well as they were about to enter the inner sanctum. Makes you look at him from a more sympathetic angle now doesn't it?)

Carrying on, we meet some enemies that finally put the water into the whole experience. They are rather weak as all the other elementals but they surely look nice.

x32_WaterElementals1.jpg



And the water shall be red with blood (literally in this case).

x33_WaterElementals2.jpg



More reskinned/harder clones (guess the developers started to run out of air at this point). These nasty fellows called Kapoacinths get 4 attacks per round that can deal up to 15 shock/ice damage (don't know which) and take close to none damage from ordinary weapons (which is bad since I still didn't find the time to enchant weapons). Let them taste some arrows.

x34_Kapoacinth1.jpg



Thank god for the improved critical strike perk that I gave Johnny. Screamer's slow spell helps too.

x35_Kapoacinth3.jpg



Since her arrows are rather inefficient against skin out of stone, Tumblefingers uses something she would have liked to save up for the boss of this level. Magedude has prepared a bag full with dust of disappearance that will make her completely invisible for the next 2d6 turns.

x36_Kapoacinth4.jpg



It’s the best way to start a sneak attack killing spree.

x37_Kapoacinth5.jpg



A very long killing spree.

x38_Kapoacinth6.jpg



Until there is no one left. (There is one that we've overlooked a bit further south but I hope that no one will take offense if I skip that)

x39_Kapoacinth7.jpg



New undeadies coming our way! Punkaid takes a run-up

x40_Lacedon1.jpg



and scores.

x41_Lacedon2.jpg



Did I hear someone yelling lightning bolt? Magedude surely did.

x42_Lacedon3.jpg



The survivors join our numbers.

x43_Lacedon4.jpg



We will need the decoy as there are some eyes of the deep just a few steps away. They are like nerfed beholders but although they can’t cast any spells (at least from my knowledge) they deal quiet a lot of damage with their natural weapons.

x44_EyeOfTheDeep1.jpg



Here it comes.

x45_EyeOfTheDeep2.jpg



Punkaid gets hurt bad and is forced to fall back for some healing. We have to sacrifice one of his new minions to secure his retreat. It's not looking any better on Johnny's end for once. Go for the eyes, man!

x46_EyeOfTheDeep3.jpg



That's better. Now rewind and repeat.

x47_EyeOfTheDeep4.jpg



Another stupid thing I do here is not to rest but press on right into the claws of two other eyes of the deep (in case you, as a veteran player, are wondering that the haste spell lasts so long, it's just because this is actually an extended spell. Always useful and a true life saver in this particular scene). Johnny is already as good as dead as Magedude tries his cloud of sickness spell (all the other spells are either used up from the last battle or blocked). That's one of them out of the way (he is still able to hit Johnny once again during an attack of opportunity, curiously)

x48_EyeOfTheDeep5.jpg



If those buggers wouldn’t have such a thick skin.

x49_EyeOfTheDeep6.jpg



Even more sneak attacks (thanks to Tumblefingers's ring of invisibility) do no good.

x50_EyeOfTheDeep7.jpg



We get rid of the eye after some back & forth and his sickened brother doesn't pose much of a threat anymore. Punkaid desperately needs a nap for all his healing services but our heroes get ambushed after a while from more Kapoacinths. Magedude puts one of them under suggestion. We will make good use of him in a moment.

x51_TheBait.jpg



There is the portal to the air node nearby; guarded by two seahags, just like the one we faced in the swamps. Not risking any more ability draining poisoning, we sent in the gargoyle thing as our new meatbag (like in those old action movies where the hero grabs a random passer-by and uses him as cover from incoming bullets).

x52_SeaHags1.jpg



The plan works well. Both hags go for our new friend who takes almost no damage from their attacks whatsoever.

x53_SeaHags2.jpg



Our path back to the air node is clear. Punkaid is grateful enough to give our monstrous companion a potion that cures him from poison. Such a waste.

Next in line are ogres. Lots and lots of ogres. Their blue skin reminds me of a horrible song that haunted me during my teens. They need to go. But first we got to find out how many of them are really there.

x55_IceOgres1.jpg



It's always nice to watch others take the beating instead of ourselves.

x56_IceOgres2.jpg



So there are quiet a lot of them as it seems. We need something for crowd control, Magedude.

x57_IceOgres3.jpg



Another ogre takes the fall for us.

x58_IceOgres4.jpg



A lightning bolt cuts through our enemies like a hot ion cannon.

x59_IceOgres5.jpg



Another case of overpopulation solved the traditional way.

x60_IceOgres6.jpg



We are now ready to face the boss of this level. It's a smelly Hezrou demon that reassures Screamer that talking her way out really isn't a viable option in ToEE.

x61_Hezrou1.jpg



Just to get it out of the way: I'm forced to repeat this battle (both because my casters have run out of spells and because put Screamer in a bad starting position that almost gets her killed right from the start) so don't be surprised about the disappeared corpses or the ones newly added. We also had to put down our winged friend for good albeit with a broken heart.

x62_Hezrou2.jpg



It's the standard opening again. Two elementals for Punkaid (who is quickly to kill one during the first turn. I told you they aren't a challenge), Johnny takes on the demon while Tumblefingers, after drinking an invisibility potion, repositions herself for a better aim. To make sure that the other elemental won't bother us, Punkaid uses his dismissal spell that sends it back to its original dimension (or at least should so according to D&D rules. The game doesn't appear to recognize this fine difference).

x63_Hezrou3.jpg



The stage is clear for a couple of seconds filled with mindless bashing. The fiend does some fire magic mumbo jumbo that burns but not exactly hurts. Then comes the unavoidable imp invasion.

x64_Hezrou4.jpg



We take Screamer a little aback, Punkaid uses Righteous Might and Tumblefingers swallows her second (and last) invisibility potion.

x65_Hezrou5.jpg



We cast some charm spells on the imps which triggers a mass brawl between collaborators and loyalists. The boss demon doesn't make any difference and wastes one or two spells on his former allies.

x66_Hezrou6.jpg



Although we've done well so far, the high amount of HP our opponent possesses starts to become troublesome.

x67_Hezrou7.jpg



Let's put this off our minds by causing a little bit more confusion within the enemy lines.

x68_Hezrou8.jpg



There follow two realizations during the next turn. One that this boss actually fights back and two that he is really good at it (just look at Johnny's healthbar). Screamer stuns it for a second with her music while Magedude uses the opportunity to run over to the combatants and casts stone skin on Johnny. It will, hopefully, absorb most of the damage that is ought to follow.

x69_Hezrou9.jpg



Ok, now you're just pulling my leg.

x70_Hezrou10.jpg



I throw anything I got at him at this point but neither will any spells nor arrows do any damage to that thing. He attacks Johnny, ready to crush the pitiful dwarf but through some kind of divine intervention all his three attacks misses! Now it is Punkaid's turn but his three attacks also all fail (I get the nagging felling that I'm the victim to some kind of terrible joke when this happens). It is again up to Johnny to get the honorable last strike.

x71_Hezrou11.jpg



Your soul is mine, sucker.

x72_SecondGem.jpg



We're done here for today so we let Magedude teleport us back to Nulb. After collecting so many XP and treasures it surely would be a waste to let them just sit there and go to seed. So we finally get around to some weapon enchantments. As you'll see below those upgrades don't come cheap but are worth every penny in the long run.

x73_UpgradeWork.jpg



Now all we need will be dismissal scrolls. Tons of dismissal scrolls as our heroes are about to enter the earth node. Containing what I believe to be one of the most irritating enemies of the whole game. Be ready.
 

Sodomy

Scholar
Joined
Jun 25, 2007
Messages
365
Interesting that the Eyes of the Deep only meleed with you- the one time I did that encounter (I've always avoided the water node on repeat playthroughs thanks to them), they blasted my party with repeated Cone of Colds.

This may, though, just be another area where Co8 fucks things up; I don't recall if I was using Co8 on that playthrough or not.
 

peak

Scholar
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Apr 29, 2006
Messages
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Location
Meshuggah City
My good aligned party never met an EVIL GOD in the Hedrack battle. Would have made for a nice surprise in later playthroughs if I wasn't warned by this thread :p

To answer this latest question, I'm playing with Co8 right now and those Eyes sure did use cone of colds against me, providing decent resistance (difficulty-wise). On a related note, in the battle against Fire Temples leader there were Noble Salamanders raping the shit out of my party with one fireball per round each for three rounds - are there only regular salamanders in vanilla?

They proved a bother in the Fire Node when six of them gangs up. Though they only targeted my rogue, ripe for abusing.

Oh, also: http://www.youtube.com/watch?v=H25lz7gchaw.
 

Sodomy

Scholar
Joined
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Messages
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Pussycat669 said:
Could be. I'll check it out when I make a Co8 rerun. Is cone of cold really that deadly or do they just spawn so many of them?
It's about like Fireball. The bigger problem is that in Co8, all four of them attack in one encounter, instead of two at a time, so you basically get hit with four fireballs that nail the entire party right at the start of the fight. If you're not prepared, that usually means you're fucked.

I could have probably survived the fight had I had a few fire shield spells cast on the party in advance (the noble salamanders were no problem to me using this tactic), but I wasn't expecting... that.
 

Sitra Achara

Arcane
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Messages
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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
Unsurprisingly, the new powers include summoning a Hezrou and a Water Elemental. There's probably another ordinary spell enabled too, Ice Storm or something like that.

At any rate, the Hezrou should prove invaluable in defeating tougher opponents, like the Balor or Zuggtmoy.
 

Pussycat669

Liturgist
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Jun 13, 2006
Messages
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Location
In a fine suit
I was thinking about using the Hezrou as a meat shield in the battle against the Balor but then I found another, equally bland (yet again a 'I can't believe that this worked' kinda) way to beat him. What I think is surprising is that you can actually summon several Hezrous, Vrocks and the likes if you wait for the orb to recharge although this may be a bug.

Crispy said:
Remember, we're going for ultimate evil here!

Sure we are but this is no reason to kill off the suspense and I know just the right place for a field test.

peak said:
My good aligned party never met an EVIL GOD in the Hedrack battle.

In case that memory serves right, there was a slight chance in the P&P campaign that the summoning would fail and Iuz wouldn't appear. Either it was because of that or you simply killed Hedrack way too fast.

Considering the salamander, there are only normal salamanders as far as I can recall. Just like the ones you see above. So there were no fireballs whatsoever (the guys from Troika maybe thought that it would make things too hard so they were never included). There also were no salamanders involved in the fight against the fire clerics.


I officially hate you now. :P
 
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Fun fun fun, brings back memories, although I never tried an evil party and I never had Iuz appear either, btw reach weapons are overpowered in that game in rules they should not be able to hit enemies ajacent to you only those 5 feet away, so if you want a kickass figher go for two handed weapon other than a sword, which doesn't have reach.

You really shouldn't use quicksave, it's bugged and you're pretty lucky that your save hasn't been corrupted yet.

And archery in that game is funny, I had most cosecutive misses on my ranger with a bow- over 30 and most consecutive hits on that same ranger from later levels.

Also dualing your fighter to barbarian after he gets lvl4 is good for extra hp and +10 speed.

Always try to flank your opponents, giving attackers on both sides +2 to hit, charging is also a good idea if you can't reach an opponent with enough time to attack otherwise- also gives +2 to hit but with -2 AC

Also I found out that rogue with high tumble AC and dual wielding daggers is a great asset, that can move around in fights and get you those flanks, plus being behind an enemy gets nice amount of sneak attacks, iirc ToEE had improved two weapon fighting as well which gave second hand weapon second attack, which at 10th lvl made like 5 sneak attacks for full attack action.

One of the most convinient items to make would be wand of identify, 50 charges per wand iirc, rly saves you all the trouble of sleeping and memorizing identify, especially in dungeons :P

5 foot step is rly great for archers and casters as well for getting out of threatened zone so they can cast-shoot in peace.

Cleave is also a good feat to invest in but not greater cleave unless you plan aoe spells to take all the opponents 1 hit away from death
 

Sitra Achara

Arcane
Joined
Sep 1, 2003
Messages
1,859
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
Ah, the Galeb Duhrs. Their speed was upped significantly in Co8, fortunately. (the resulting walk cycle is somewhat comical, I admit)
Also, they apparently have the same walking speed of Earth Elementals in vanilla ToEE - it's just that you never encounter earth elementals at any great distance or numbers. The larger ones have greater reach too, which shortens the delay.

(note to others: please post something just so the next update appears in a new page. But do try to keep the spam quotient down as much as feasible)
 

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