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The exploits of Teyl, the Evil Strifeleader/Thief (no-reload, initially solo) Spoiler alert!

BlackravenBlackraven Member Posts: 3,486
Hello everyone, after my halfling bounty huntress's abrupt death in Gullykin at the hands of Jenkal, it is time for Teyl Shimmerdusk to enter the stage. Teyl is another halfing but one much darker of heart than the late Nelsy: a NE (shadowkeepered) Strifeleader of Cyric/Thief.


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Teyl, unlike his megalomanic and reckless gnomish counterpart Tiax, is a cunning, conniving and calculating figure. He isn't overtly evil or violent nor does he enjoy cruelty or the suffering of others just for the sake of it. He takes good care of his appearance and image, is generally polite to strangers and even willing to do "good" if he sees personal benefits that make his benevolence worthwhile. He has no reservations about making promises or accepting commitments he won't be likely to live up to, if such behavior serves his interests. In such situations Teyl tends to avoid outright lies though, preferring to rely on ambiguity or omission of information in order to manipulate reality in his favor, without having to fear that any blame is going to be pinned on him. His subtlety and seemingly mild manners may not make him a prototypical Cyricist, but his ways might well be the more effective, or so at least he believes.
The presence of such guiding figures of unquestionable moral calibre as Tethoril, Imoen, the priests of Oghma and above all Gorion have given Teyl a sense of morality he might otherwise not have had, but unlike the people that surround him Teyl believes that everyone ought to look after their own interests. Teyl appreciates nature, female beauty, and art.

Teyl isn't a physically imposing figure, even for a halfling. He makes up for this however with his wit, his knowledge of poisons, an affinity with trap setting, and the powers bestowed upon him by Cyric.

His stats are the result of a legit 93 roll (in a best of 100). After starting the game I reluctantly changed the distribution of his stats in shadowkeeper to fit his character better, i.e. lower STR (the original roll was actually 17), higher INT and CHA. The high CON (also original roll) can be justified in part by his exposure to the poisons he experiments with, which has fortified his health. On the other hand I favored Teyl by maxing out his DEX.

Like Nelsy, Teyl will be partly relying on traps to survive, since I'm (again) playing/experimenting with a mod called 'trap revisions'. This mod, as its name implies, changes the trap setting system. A trap's damage output and other effects depend on the level of the trap (not the player). The level is decided by the number of skill points invested in set traps (so one could go way over 100 skill points, to get stronger traps). Traps are categorized in different tiers: basic, advanced, expert, master, with master being the HLA traps. Setting a single trap costs between 50 and 2500 gold depending on its tier. The mod introduces a number of new traps, some of them class-specific, such as the cleric/thief-only 'divine trap'. The trap revisions mod is the main reason I'm playing BGT (rather than EE, for which the mod isn't available as of yet). The readme can be found here: http://www.shsforums.net/topic/45268-trap-revisions/.

I awarded Teyl with a second set trap skill at level 1, one more than a normal thief and one less than a bounty hunter (who gets other benefits besides 3 traps at level1) in the aforementioned mod. I did this so that it actually makes some sense investing skillpoints in trap setting from the outset. (Being able to set only one trap until I get to level 6 as a thief, is little incentive to develop one's trap-setting skills early on.)
I also gave him a set of Shadow thief apprentice armor, which at AC6 gives a +1 AC advantage over normal studded leather as well as a 5% bonus to HiS. I did this mainly for esthetic reasons, as normal studded leather looked awfully light brown on Teyl, who prefers black, and anthracite.
Both adaptations of the original character are slight cheats I'm aware, but by no means game-breaking.

I'll be playing core rules, with maximum hitpoints for all characters in the game.

Post edited by Blackraven on
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Comments

  • DungeonnoobDungeonnoob Member Posts: 315
    Really cool char dude,think il need to start playing again.
  • BlackravenBlackraven Member Posts: 3,486
    Thanks mate! Sure, play! And tell people of your exploits.. Good fun :)
  • BlackravenBlackraven Member Posts: 3,486
    edited March 2014
    Today is going to be a special day. I'm to leave Candlekeep with Gorion. I dont' know why. I don't know where. Well, to wherever fate takes us, it appears, as even Gorion had no idea yet where we'd go. I just bought some gear from Puffguts. A club, plenty of darts, a very nice piece of black armor and a helmet. Am not comfortable at all with the horned helmet though. Makes me look like some aspiring mini-barbarian, pretty damn preposterous if you ask me, but I guess it'll have to do for now.
    ...
    The day's getting ever more special. Phlydia asked me to find a lost book for her, supposedly near the stables. So I went looking in the adjoining priests' quarters, only to be greeted by a stranger who asked me who I was, said something about a price on my head, and then attacked me. I darted and hid behind the hearth, approached the fool from behind and smacked him with my club. He fell at once. [Note: this is the nicest way I've ever taken on Shank.] I don't know what to think of this or who could want me dead. I've been pretty compliant all my life.
    When I stepped outside Dreppin suggested I pick up Phlydia's book from the hay behind him so I could return it to her. I wonder how he knows, or rather what he and Phlydia have been up to in the hay last night. Can't blame him, Phlydia's a pretty good-looking woman I must say. I returned to Phlydia with her book, not in the least to see how she responded to my being alive. It was she who had sent me to fetch her book after all. She didn't show any emotion or nerves upon seeing me. So I just returned the book to her and left her to go to the infirmary and see if I could fetch some healing potions for my imminent journey. On my way there, Hull asked me to pick up his longsword from the barracks and an antidote that Dreppin supposedly needs for Nessie the cow. I wouldn't have bothered going there, but I won't say no to a free antidote. I decided to check out the bunkhouse as well for any useful potions or even weaponry, but guess what... Another bloody assassin! This time hiding was no option so I just ran and launched darts at him while I could. Five darts did the job.
    I fetched the antidote in the barracks, fruitlessly tried to pickpocket Fuller for a dagger I'd seen him polishing, and ran off to Gorion. And off we go...

    Post edited by Blackraven on
  • BlackravenBlackraven Member Posts: 3,486
    edited March 2014
    So far my journey hasn't turned out to go as expected. Yesternight, we'd barely left Candlekeep when we were ambushed by an enormous armored figure and his lackeys. Gorion told me to run, so that's what I did. Battle ensued and in what seemed to be seconds, Gorion fell. Though to his defense I must say he managed to take down two ogres. It's very strange. Gorion has taken care of me for all my life, and now he's gone. I am without emotions really. I mean did I want this to happen to him? No. But if you ask me whether I'm devastated or vengeful, the answer is the same: no. Not necessarily.
    Anyway this morning Imoen bumped into me, apparently she'd followd Gorion and me. We talked, arranged for Gorion's burial, and I convinced her to remain at Candlekeep and give me her wand of magic missiles and potions for my trip.
    On the Lion's Way I ran into a necromancer and a halfling assassin. They were quite forthcoming, even gave me a potion of healing. They proposed that we travel together to Nashkel, but at this moment I cant be bothered. I'm in no mood for company. Besides why would I want to go to Nashkel. In Candlekeep I heard mention once or twice of a mage that's supposed to reside south from here and sell all kinds of goods. Thalantyr I think his name is. I'm going to take a look. Maybe he'd be willing to barter Imoen's wand for a bag of holding, since my inventory is already completely full.
    Post edited by Blackraven on
  • BlackravenBlackraven Member Posts: 3,486
    I was fortunate to approach Thalantyr's residence under the cover of night because the area is infested with gnolls, skeletons, wild dogs, spiders and Cyric knows what other vermin. The good thing is that Thalantyr was willing to sell me a bag of holding that I was able to pay for by selling Imoen's wand.
    I left Thalantyrs establishment, the High Hedge, and decided to leave the area southward, in order to steer clear of more monsters, undead and wild beasts.
    About a days's travel down south I encountered Melicamp a mageling-turned-chicken who asked me to take him to his master Thalantyr. My first thought was that I really can't be arsed to travel all the way back, running and hiding from gnolls, and spiders and the such, but I nevertheless promised to escort him. Perhaps the chicken is of some worth to the mage. Who knows? He seems like a wealthy guy, he'll probably reward me for my efforts. Meanwhile I proceeded to explore the area, until I met a fellow believer. So I decided to approach and have a word with him. But that wasn't the best idea. This fellow was building a family of undead and didn't approve of my presence when I saluted him, rather he set his undead army upon me. So much for confraternality. I fled the scene, hiding in shadows at the earliest opportunity, and headed back to Thalantyr. Maybe Melicamp's proposal wasn't so bad.
    Back at the High Hedge things turned out well for Melicamp, but less so for me. Thalantyr managed to retransform Melicamp, but neither of the two had the courtsey of rewarding me in any way. Well this Thalantyr must be a powerful transmuter and besides he's capable of enchanting items*, so I'll keep in with him, for now... [note: *I'm playing with the Thalantyr item upgrade mod; the experience gained helped Teyl gain level 2 both as a priest and as a thief.]
  • jackjackjackjack Member Posts: 3,251
    Your (writer's) voice is ambrosia.
  • BlackravenBlackraven Member Posts: 3,486
    "Xzar is that you? I'm so sorry I took your other healing potions as well... You're not mad are you?"
  • BlackravenBlackraven Member Posts: 3,486
    edited March 2014
    The assassins that seem to turn up everywhere I go had me travel north, to the Friendly Arm Inn, a safe place if Gorion was to be believed the last time we spoke. But either Gorion had been mistaken or things have changed in the week that has passed since his decease. Yet another assassin, a wizard this time, awaited me at the entrance to the inn. What surprised me most was that the girdle of gender I'd found earlier and donned after I got it identified by gnomish priestess Gellana Mirrorshade, did not deceive the wizard. My denying that I was the one he was looking for - after all, what halfling lass would be called Teyl? - simply didn't pacify him. A command spell followed by three poisoned darts did though:


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    "Teyla" selfie - pretty credible I would say, maybe it was my voice that gave me away:


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    After my confrontation with the wizard I returned to Gellana Mirrorshade, a kindly lady to relieve me of my cursed girdle and thus undo my gender change, although she charged me 500 bloody gold for it. I also sold her some loot I'd acquired during my travels. Various pieces of armour, a shiny magical ring I had found in the bushes near the Inn that cashed in at 9000 gold(!), and a flamedance ring a woman named Joia had asked me to retieve for her (I don't see why I should, considering her statement that she wasn't going to pay me anything and besides, as a holy man I take it upon me to show people that it's the spirit that matters, attachment to physical objects only distracts from the sacred spirit; in a way I did Joia a favour).
    On the inside the Friendly Arm Inn had a relaxed atmosphere, although I did eye two elves in a corner conspicuously observing my every movement. As they refused to come up and talk to me, I decided to do the same. Upstairs I spoke with Unshey, a goldenhaired dwarven scholar whose day I made handing her a belt that she had lost and I had found. And I met Landrin, an older gnomish lady, who gave me 6 antidotes to help me kill the spiders that had taken up residence in her home. When I told her I had already killed the spiders she didn't believe me. Little did she know that I'd be carrying the biggest of them in my pack (this for the purpose of toxin extraction for my poisons). So she was pleasantly surprised. I also gave her a bottle of wine I'd taken from her home for the road. She expressed her gratefulness in gold and she let me keep the antidotes.
    [Note: all this conversation resulted in Teyl reaching level 4 as a thief; level 3 for both classes had been attained before in Beregost, thanks in particular to Marl and to the huge spiders.]
    I'm not sure yet what to do or where to go. On the one hand I'm still eager to find a place where I'll be left alone; on the other hand it might be better to confront the problem rather than run away from it. The thing is I've no clue why there is a price on my head, nor where to look for answers...
    Post edited by Blackraven on
  • BlackravenBlackraven Member Posts: 3,486
    edited March 2014
    I'm travelling west, to the Cloakwoods, where Gurke had lost his cloak of non-detection to a bunch of tasloi. If tasloi are the main threat down there in the forest, I may find peace there. Plus to be honest, for someone like me who wants to keep a low profile, this cloak of non-detection sounds like a fantastic item, better than that blasted girdle of gender change.
    ...
    Well the good news is that I did find the cloak on the second tasloi I slew. The bad news is that the Cloakwood isn't as peaceful as I'd hoped. Embarrasingly, I got hit twice in melee by more tasloi, making me quaff two healing potions and flee the scene. I travelled to the north, to Baldur's Gate, but was denied entrance to the city because of supposed bandit activity in the region. I may have encountered a bandit or two, but nothing that justifies locking an entire city... So further north I travelled until I reached a small fishing village called Ulgoth's Beard, where no one seemed to know me, and where I wasn't greeted by an assassin upon entering the local inn for a change.
    Ulgoth's Beard is a friendly, quiet little place. I would have stayed longer if I hadn't laid eyes on a returning frost dart behind a display window in the inn.


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    I was immediately sold. The innkeep must have noticed a twinkle in my eyes, or maybe he's just a ruthless trader, but either way he charged the wicked amount of nearly 15000 gold for it. In order to pay him I even had to sell a couple of items I would have rather kept, such as my ring of protection +1. The transaction has left me dead broke, so I'll be leaving Ulgoth's Beard in search of work. I remember word down south in Nashkell of a bounty on an emerald thief named Prism. I think I will seek that one out. Let's hope that I'm better prepared now with my new dart for the dangers in the south...
    Post edited by Blackraven on
  • JLeeJLee Member Posts: 650
    The first time I ever entered the basilisk area provided a pretty good RP reason to be there. While visiting the Temple, I was forced to run for my life by the vampiric wolves right into Mutamin's Garden.

    Nice tale!
  • BlackravenBlackraven Member Posts: 3,486
    Hey @JLee: I was thinking doing the same.... great minds think alike ;)
    And thanks!
  • BlackravenBlackraven Member Posts: 3,486
    edited March 2014
    I sold the emeralds at the Carnival but got no bounty from the bounty handler in Nashkel. Nevertheless I got some spare gold now. I returned to Beregost to check prices of some interesting weaponry I recalled having seen for sale at Feldepost's and at the Thunderhammer Smithy. I still need to make a lot more money before I can afford the dagger of venom (30k gold) or even the weary cudgel club +1 that gives a 25% chance of causing fatigue upon hit (10k). After that I went to have a look at the temple of Lathander, but Keldath doesn't have anything particularly interesting for sale. I would have liked to have a better melee weapon by now but for now I'll have to make do with my club.
    ...
    East of the Temple I encountered a cave with various monsters: a sword spider, two vampiric wolves, a very nasty astral phase spider, a mountain bear and four zombies. I took them on one by one, luring them outside. I was aided by the dusk that had set in as it allowed me too backstab my way to victory. The last one to fall was the great bear, who only required two succesful backstabs with my spiritual weapon Razor's Edge.


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    [Killing these monsters made Teyl gain a level first as a thief and later one as a cleric. He's now 5/5 Cleric/Thief, which means Animate Dead...]

    In the back of the cave I ran into three spirits, so-called Torquions, who asked me to grant them release, be it through death or by bringing them a vampiric sword (which I don't own). I decided to leave the spirits be for now, but not before taking some treasure from a pit behind them. Most prominntly a wand of chain lightning I can't use, a tome of leadership and influence, and a suit of ankheg armor.

    I left the cave and travelled further east where I reached an area of barren wasteland inhabited by [improved] basilisks. An excellent opportunity to find out what the Animate Dead spell, granted to me by Cyric almighty, is capable of. I summoned three skeletons, quaffed a potion of invisibility and followed my skeletal friends as they marched into battle. I was pleasantly surprised.


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    Three skeletons took on all basilisks in the area (i.e. 10) and survived. When the last of the beasts had fallen, I poisoned my dart and the skeletons and I attacked an aggressive gnomish mage who had apparently managed to control or befriend the basilisks. Two hits by my minions (one of which critical) meant the end of Mutamin the gnome. On his body I found two mage robes (Adventurer's robe + Robe of the archmagi), a pair of cursed gauntlets, bracers of AC8, and some scrolls and healings potions. Not bad!

    [Teyl has now reached a very respectable level 6 in both his classes, so I feel more or less ready to confront Silke, improved Bassilus, and Davaeorn. Killing the basilisks has never been so easy for me, because I usually take them on early on, with a scroll of protection form petrification, which I think is only slightly harder.]
    Post edited by Blackraven on
  • MacHurtoMacHurto Member Posts: 731
    A charm going solo means game over? Always learn something new :-)
  • BlackravenBlackraven Member Posts: 3,486
    edited March 2014
    @MacHurto, yep charm is "fatal", so if you'r going to abide by the rules, be doubly careful (as Yosihimo would say), with your fighter/mage, and not only because of charm (also because of other mind or movement affecting spells).
    Relying on saving throws is not the way to go. Still it's the reason why I like shorties. I'm not a perfect player by any means, so 1% luck could make the difference between survival and a restart.

    @bengoshi, yes I've been follwing your totemic druids exploits with interest and even admiration. You've doing great! @lunar has shown me his understanding of the game before, and your quote is another very pertinent example. In my game set-up, Thalantyr sells a ring of free action, and my cleric/thief has already seen the greenstone necklace in Ulgoth's Beard. After what happened, I'm sure he's realized that he'll have to prioritize those items. Difficult though with high shop prices, playing evil :( Anyway, thanks for your comment and apreciation.
    Post edited by Blackraven on
  • jackjackjackjack Member Posts: 3,251
    Hahaha, so many greedy vendors!
  • BlackravenBlackraven Member Posts: 3,486
    edited March 2014
    In Nashkell I received a slightly disappointing 250 gold bounty for bringing Brage's body to the bounty handler Oublek. As I had not much else to do in Nashkell I decided to rest and travel once again to the coast to see if there was more treasure hunting to be done down there.
    North of the area I'd visited before, the land was replete with hobgoblins, tasloi, and worgs. Making it difficult to stealth. The most interesting creatures I encountered were the enticing sirines. For some reson they were downright hostile toward me, and displayed a wide arsenal of tricks in their attempt to best me: they had their characteristic dire charm, poisonous arrows, a greenish gas that irritates the eyes and blinds anyone entering, and the ability to shapshift in a slime that emits toxic vapors.


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    I had three summoned skeletons at my disposal plus a potion of clarity I had acquiered in Candlekeep before I set out with Gorion. The sirines moved a lot, which was both a curse and a blessing. My soldiers had difficulty hitting their moving targets, but with the sirines separated I could take one on myself. She was already badly wounded and three darts of wounding finished her off (the poison worked on the slime form as well). My skeletons took one of the others down, and I bested the third with my poisoned frost dart. I found a pearl on each of them.
    Farther down the coastline I spotted three more sirines, but unsure as to how long the potion of clarity would last, I sneaked past them into a cave. The cave was guarded by three flesh golems, whose resilience against my posion I would have gladly tested were it nor fot the fact that I didn't have any poison left after the fight with the sirines. Hidden in the shadows I carefully explored the cave. In a pool I found some treasure: a magical tome, two magical cloaks, and various potions among other things. My snatching the loot betrayed my presence to one of the golems, but I sped past him and hid myself again in order to safely leave the cave, and the area, northward until I reached an area inhabited by ogres and half-ogres. As I don't stand a chance in melee against such creatures (in spite of my Stalwart Defender buckler giving me a +2 AC bonus against giant humanoids), I outran them. I stumbled upon a shipwreck with more loot, amongst which a ring that I returned to its rightful gnomish owner.
    At one point I saw a nereid, but I was afraid to approach her, fearful of falling for her charm. I'm heading back to Beregost to see if I can trade some of that loot I've gathered...

    Upon identification the magical tome I found in the cave on the coast turned out to be a manual of bodily health. I read it with interest [maximizing Teyl's saving shorty throw bonuses at 18 CON]. Other treasure 2included an insanely powerful longsword (the bards-only Deceiver's blade that grants 1 extra apr, +5 thac0, +1 DEX and +3 AC bonus), a cloak of the wolf and a cloak of protection usable, again, only by bards. I sold all three items plus some minor loot, and am now again in the position to invest in some useful weaponry/equipment, in this case the weary cudgel club +1 (with a 25% chance to fatigue sentient craetures). I've a few thousand left for future purchases such as the greenstone amulet.

    My plan is now to go and investigate the Nashkell mines, though I'm pondering over the question whether or not to recruit an extra pair of hands, and eyes. I'll see if any competent can be found.


    Post edited by Blackraven on
  • ElrandirElrandir Member Posts: 1,664

    NOTE:
    I'm a bit unsure with regard to some of the gear I came across. To be more specific: gauntlets of the faithful warrior (which grant priests a +3 to thac0 and damage) and armor of deep night +4 (which is +1 AC better than shadow armor). Do you guys think this is OP gear for mid-BG1? The gauntlets seem quite powerful...

    That does seem quite powerful, but a cleric's THAC0 is not the best as it is, so I'm not sure it'd be game breaking. As for the armor, it's an incredible piece of kit, but it's still not what I would necessarily call game breaking. Mainly due to the fact that it's only studded leather, no matter how enchanted it may be. From a role-play standpoint I honestly think it's almost nice for there to be masterfully enchanted pieces of gear (better than +3) in BG1. Makes sense that Amn isn't the only place with such high level gear.
  • BlackravenBlackraven Member Posts: 3,486
    Yes, you have a point. Cleric thac0 starts off kind of slow.
    And I always found it ridiculous how in TOB all merchants sell "mundane" +3 weapons and armor, completely dwarfing the great Taerom...
    Thanks for your input!
  • ElrandirElrandir Member Posts: 1,664
    No prob! I'm happy to help out something I enjoy. Thanks to you for the entertaining thread! Keep up the good work!
  • BlackravenBlackraven Member Posts: 3,486
    edited March 2014
    comment deleted
  • BlackravenBlackraven Member Posts: 3,486
    edited March 2014
    Having some difficulty orienting myself in the mine exit area I approached a mage to ask him the way to Nashkel. Instead of simply answering my question he started bragging about a spell he wrote that allows the caster to control jellies and slimes. Interested I asked him if he could write that spell down for me as it might come in handy some time. He seemed to consider the spell his intellectual property and was gravely offended by my request, so much as to conjure two green jellies out of nowhere and attack me. When the unbuffed wizard started casting I quickly poisoned my dart and with it I sucessfully interrupted his spellcasting. It took only one or two more hits to finish him off. The green jellies took a bit longer. At ranged distance, their spit hurt a bit, but in melee range they didn't manage to do anymore damge. It seems they only used a ranged (spit) attack against me [at a significant panalty in melee].
    The area also contained three burial mounds, guarded by relatively harmless undead I easily dispatched. One exception was a revenant with either supernatural resilience or fast regeneration or both. It took multiple backstabs, three of which even critical and hugely damaging, to lay that one down permanently.


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    When I finally figured out where I was, I travelled back to Nashkell to bring the news of what had transpired in the Nashkell mines. The mayor was thankful and rewarded me with 900 gold. Just in front of the inn (where else?), another assassin made an attempt on my life. This was a very versatile and respectable opponent, talented both in the arcane arts and in the art of assassination, with his backstab ability. He came well equipped with various potions of invisibility. When he started casting, I ran around the corner, hid myself and summoned a skeleton to my cause. I had barely erected my skeletal minion, when the rogue mage came charging in. So again I retreated, leaving him with my skeleton. One of the Amnish soldiers saw my predicament and started shooting arrows at the assassin, who had however protected himself with a mirror image and stoneskin. The soldier then engaged in melee combat with the assassin, without much success.


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    Since my opponnt was so difficult to hit, I decided to summon another skeleton. When I sent it in, my first skeleton just got annihilated by the assassin. The latter showed some cunning when he took a potion of invisibility, which made the Amnish soldier lose interest and leave. To be sure I summoned a third skeleton and send that one in as well. When the mage's stoneskin was consumed by my skeletons' hits, I hid, positioned myself behind my target, poisoned my cudgel and... missed.


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    A second attempt failed as well, but as my nemesis had apparently run out of spells, and was surrounded by Amnish soldiers and by my skeletons who unlike me were hitting him, I decided to stay and attack as well. In the end, it was one of my skeletons who finished him off. Embarassingly I didn't even hit him once, neither in melee nor ranged. My ranged problems were explained by a pair of Boots of Avoidance I found on his body.


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    Post edited by Blackraven on
  • BlackravenBlackraven Member Posts: 3,486
    edited March 2014
    At the Temple of Helm I spent 800 gold raising Shar-Teel, for nothing. She was just standing there in a vegetative state, unable to move, speak or even blink her eyes when I asked her to. Boy was I stung. I spent a lot of money on her, and besides to be honest, in thos few days we spent together I had really grown to appreciate her.


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    NOTE: very annoying. If she was perma-dead, why was her portrait still there? Is this a bug that I should be allowed to repair in Shadowkeeper? I'll have to ponder on this.
    Post edited by Blackraven on
  • MacHurtoMacHurto Member Posts: 731
    Probably a bug. It still makes a nice story. i would shadow keep my 800 gold. The priest hasnt done its job. Also if you have finished the quests there, kill him and use 800 gold raising your reputation back :-D
  • BlackravenBlackraven Member Posts: 3,486
    @MacHurto, interesting. Thanks for your suggestion. I already raised her, I want to have her around a bit more, not in the least to see if a romance is going to happen. Adds to the immersion. However if the same happens to her again, I might just follow your advice. :)
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