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When do most folks take Rasaad on his quest?

For giggles, I decided to do Rasaad's quest on this run. The party had just collected the documents needed to start chapter 6, but wanted a break. Given Aura's displeasure/trauma of being shipwrecked on werewolf island, I opted to let her rest at the Helm and Cloak.

The rest of the party then headed to Nashkel, picked up Rasaad, and then wandered around a bit until his quest started. Which was when the disappointment started too.

My two paladins wiped the floor with the cultist monks. While they did get a few things in on Sirene (due to her using a two-handed sword), she and Isra were cleaning them out two at a time while the rest of the party watched with amusement.

The only time I had to bring in another party member was to de-trap the temple and drop some fire on the snow trolls. Otherwise, yeah... Isra and Sirene were even chunking a few of them.

Now, I will admit that this is a late-game party. The paladins are both 8th level, and have completed all of the ToSC content. So I'm curious when most people do this quest and at what level. I noticed that it didn't start until we were in the dock area in BG itself, which means it can't start until at least chapter 5.


  • jmerryjmerry Member Posts: 1,006
    You need to reach BG city to start the quest, yes. It's rather hard to have a party that doesn't just breeze through it, if they're strong enough to reach it.

    I usually save the TotSC content for after chapter 6, and do Rasaad's quest some time relatively early in chapter 5 - after the time-sensitive stuff, before the main plot. It's never been anything but easy for me.

  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 20,824
    I usually do it as soon as get access to the BG city. The STR-enhancing belt is helpful for Yeslick (whom I usually have as a fresh companion just after Cloakwood).

  • ChroniclerChronicler Member Posts: 1,222
    Yeah, like the others are saying, you can't do the quest until pretty late game, and you've usually got a pretty capable and well equipped group by then. The monks don't really present any unique challenge by this point.

    I feel like usually by the time I get there I'm breezing through most things though. There's a kind of smooth spot around that point in the game where pretty much all remaining encounters are beneath you unless they're specifically some end of the game stuff, like a final boss or a bonus dungeon. I don't tend to think too much of it.

    Though now that you mention it, probably the one exception is Dorn's personal questline. I've only done it the once but when Dorn's nemesis summoned those demons I just couldn't do a thing against them. Literally I just killed everybody but the demons, looted everybody as fast as I could, and then treated that section of the zone as uninhabitable for the rest of the campaign.

  • ChroniclerChronicler Member Posts: 1,222
    I'm not 100% sure but I also get the impression this compound full of monks is just that, a compound full of monks.

    Like I didn't get the impression they'd been given a bunch of special attributes to make them more challenging than a bunch of lower mid level dark moon monks should be. Which creates a kind of weird gameplay/story segregation because Rasaad's brother is going on this speech about how he's gone like mad with the power Shar has given him or whatever, but in gameplay terms the power he'd been given wasn't really much to sneeze at yet. Monks take a while to come into their own, no matter which god's backing them.

  • MaurvirMaurvir Member Posts: 806
    For one thing, there were a lot of initiates in that area. The first encounter, for instance, had the rejects helping you in battle - which, as it happened, was welcomed but totally unnecessary.

    Oh, and Gamaz was a punk, not entirely dissimilar from Ramazith. I kept thinking - is this clown for real?

  • ThacoBellThacoBell Member Posts: 11,414
    9 times out of 10, I can't get the docks encounter to trigger. So after I get the required number of talks from Rasaad, I console teleport to the map. The earliest I've done it was after the Nashkel Mines and rescuing Dynaheir. So around level 3-4. It was still pretty easy.

  • jmerryjmerry Member Posts: 1,006
    On triggering the quest, there's a two-day timer after the exposition dialogue that has to expire first. If you triggered the talk and then rushed straight to the city - well, you might be too early.

    Also, day/night doesn't seem to be important for triggering that scene. What happens is that time advances to midnight when the scene starts. Apparently, the Dark Moon monks have cutscene-based time-warping powers.

  • ThacoBellThacoBell Member Posts: 11,414
    @jmerry "On triggering the quest, there's a two-day timer after the exposition dialogue that has to expire first. If you triggered the talk and then rushed straight to the city - well, you might be too early."

    Oh trust me, it was waaaaaaaaaaaay more than 2 days between the last talk and trying to trigger. I've spent up to an in-game month to try and get that sucker to fire.

  • AmmarAmmar Member Posts: 1,082
    Giving someone a strength enhancing belt that also makes them stupid on purpose must be one of the more evil acts in the game. With Yeslick it is not that much of a drop, but still. And consider it on someone like Khalid with a natural 15 int.

  • ChroniclerChronicler Member Posts: 1,222
    In gameplay terms, you, the player, are in complete control at all time, but I don't think we're actually supposed to believe that these characters are doing what they as anything other than an act of free will. There's nothing inherently nefarious about a character choosing to wear a cursed item of their own volition.

    Also, given the sheer volume of flatout murder that's possible in the game, I feel like it's some weird school of ethics you subscribe to if making somebody stupid for a while is even in the top ten evils.

  • MaurvirMaurvir Member Posts: 806
    While technically you are correct - all of your companion NPCs are simple AIs under your nominal control - from a role playing perspective, Ammar has a point.

    Also, even within the game, you are a party leader, not a mind flayer. Companion NPCs can (and do) leave or do other things against your wishes at certain times. Sure, in the end it's an illusion, but from a role playing perspective, it's supposed to remind you that the NPCs are still people rather than mere puppets.

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