It looks like they’ve added the kits and such from Baldur’s Gate II. Pretty Cool.
So, Pshaw & Co. head into “The Vale of Shadows” on the recommendation of Arundel. Their first task was to retrieve the amulet/locket from King Yeti, so of course they go tomb raiding, instead.
Balan develops a tactical plan for exploring the valley: send the thief in first. Imoen scouts ahead, and then reports back to the rest of the team. Branwen calls up some skeletons, and they take out that enemy. Rest and repeat, as necessary.
They do eventually catch up to King Yeti, who says he doesn’t want to negotiate. Well, what he actually says is something more along the lines of “YEEAAAARRRRGHHCH!!!!”, but it means the same thing. He is despatched, and the team returns to Mr. Frightened Villager, who gives them a magic sling in exchange for the priceless family heirloom. Then Pshaw & Co. continue their tomb raiding effort
So, Pshaw & Co. cleaned up the town of Easthaven, discovered the missing caravan, and took out the orcs and ogres that had attacked the caravan. Balan got a couple of more spells to add to his book: Cause Fear and Protection against Petrification. The game would be quite a bit easier if the wizard could get more spells starting out. Fireball is a spell that would be quite useful in the upcoming encounters, but a copy of that spell won’t be available for some time. Now, Sleep is an excellent spell to begin with under normal circumstances, but this is “Heart of Fury” mode, and the monsters have too many Hit Dice to be affected by Sleep.
So, anyway, Hrothgar, satisfied that everything is in order in town, leads the expedition to Kuldahar. An interesting note about Kuldahar: it’s not actually one of the Ten Towns of Icewind Dale. The adventurers spend most of their time outside the Dale proper, in fact. But I digress. The expedition is attacked on the road by giants, who cause an avalanche. As it turns out, Pshaw & Co. are the only ones who had sense enough to run forward, and so they are the only ones who can help going forward (see what I did there?).
If I may be allowed another digression, an interesting twist on this sort of thing in RPGs would be to have more adventuring companies in the story, competing with the PCs for quests and such. For example, suppose that while Pshaw & Co. are checking out the Vale of Shadows, Hrothgar and his team are working on some other project that might give them an advantage if the PCs take too long on their own project. Or, supposing that the PCs finish before Hrothgar, they accrue more prestige or have access to better weapons or information. Just a thought.
Back to the game: Pshaw and Co. find that a whole mess o’ goblins stand between them and the big honkin’ tree around which the town of Kuldahar is built.
This is an extremely tough fight, with lots of TPKs and reloading. Resting is a chancy proposition, because there’s no real safe place to rest (the goblins will appear and wake everybody up to have a beat down) That Branwen has less than an 18 Wisdom score adds to the strain, because she can only call up skeletons twice. With careful allocation and positioning of skeletal minions, and with prudent application of Hold Spells and Chromatic Orb, the company is able to race through, and reach Kuldahar. I will now take this opportunity to post the Kuldahar Theme.
They meet up with Arundel, the Archdruid, who tells them that strange things are afoot at the local Circle K. He tells them to search out the Vale of Shadows, which is sort of the town cemetary and yeti preserve. I will now take the opportunity to post the Arundel Theme:
Leaving Arundel’s home, they run into Frightened Villager, who gives the hue’n’cry that yetis have invaded the village! Pshaw and Co. easily take these monsters on, over several days, by wearing them down a bit, rushing to the inn to rest up and returning to fight the yetis. They win, eventually, because the yetis make the fatal decision to NOT rest at the inn between fights.
Speaking of the inn, Imoen discovered a secret ring in the locked nightstand upstairs in the room she wasn’t supposed to be in. Funny coincidence, you know. Anyway, the ring proved that the halfling “owner” of the inn was really an interloper who took advantage of the previous owner’s condition (he had an acute case of death) and claimed the inn for himself. Pshaw set him straight on the value of honesty and such, and so Aldwin the halfling innkeep dropped his room prices. What a relief!
Mr. Frightened Townperson says that a yeti killed his brother, and got away with the family heirloom, a locket of some sort. Balan promises to track down that yeti and negotiate for the locket’s return.