I like the sound of those potions! That may help out more then we think.
If we do engage Nockmort I generally like that plan. From what I've observed Luvaine primarily throws his weapons so i'm not sure how effective the potion would be for him. For Gelvin that would significantly increase his damage but with his HP being so low it may not be useful for very long. Tough call.
I'm also not entirely sure how hard it will be to remove the stone from Nockmort and/or destroy his weapon. Keep in mind if Gelvin can actually destroy one of them he can use his Psionic weapon ability to increase the damage against an object as well.
Now I do have another idea and this one is definately an unknown for me. Doesn't Ceru have some dream potions left? What effect or use could/would these have in a situation like this?
I think our primary goal is to figure out what is going on w/ the town and correct the problem. But it seems that Nockmort stands in our way of doing so. If we are unable to fell Nockmort then we are obviously going to need to escape and try to return at another time. If we can make Nockmort 'sane' again we accomplish most of this. If we kill him, we're one step closer to our goal. If we run we will not have accomplished anything but buying ourselves time and energy. Or, we can run from Nockmort but not the complex and try to find the antidote and leave. Or, perhaps we can get the antidote and seal the cave some how?
Just ideas.
Anyway... Can we get a full inventory of things/abilities that may be overtly useful from everyone? I'll start here and edit it as people post.
So far...
Potions of Tholos (Tormaling weapon 5 rds) x2
Deigh's Spring Attack
Deigh's Dagger (+2 to INI)
Torches (At least 4 on Gelvin)
Sunder (Nockmort's amulet and/or weapon)
Masterwork Cold Iron Mace (If somone needs a weapon)
Immovable Rod
Spider Climb
If we do engage Nockmort I generally like that plan. From what I've observed Luvaine primarily throws his weapons so i'm not sure how effective the potion would be for him. For Gelvin that would significantly increase his damage but with his HP being so low it may not be useful for very long. Tough call.
I'm also not entirely sure how hard it will be to remove the stone from Nockmort and/or destroy his weapon. Keep in mind if Gelvin can actually destroy one of them he can use his Psionic weapon ability to increase the damage against an object as well.
Now I do have another idea and this one is definately an unknown for me. Doesn't Ceru have some dream potions left? What effect or use could/would these have in a situation like this?
I think our primary goal is to figure out what is going on w/ the town and correct the problem. But it seems that Nockmort stands in our way of doing so. If we are unable to fell Nockmort then we are obviously going to need to escape and try to return at another time. If we can make Nockmort 'sane' again we accomplish most of this. If we kill him, we're one step closer to our goal. If we run we will not have accomplished anything but buying ourselves time and energy. Or, we can run from Nockmort but not the complex and try to find the antidote and leave. Or, perhaps we can get the antidote and seal the cave some how?
Just ideas.
Anyway... Can we get a full inventory of things/abilities that may be overtly useful from everyone? I'll start here and edit it as people post.
So far...
Potions of Tholos (Tormaling weapon 5 rds) x2
Deigh's Spring Attack
Deigh's Dagger (+2 to INI)
Torches (At least 4 on Gelvin)
Sunder (Nockmort's amulet and/or weapon)
Masterwork Cold Iron Mace (If somone needs a weapon)
Immovable Rod
Spider Climb
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