BelgarathMTH wrote...
I had to reload repeatedly until I finally beat it.
This is typical for an initial venture into foreign environments, so join the crowd. You are not alone.
But to be honest, I enjoy all the challenges devised for the relatively over-powered NWN magic users, especially the "wild" magic areas. There is never a dull moment!
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** The following commentary contains MANY SEVERE SPOILERS so read further specifically with that disclaimer in mind. PLEASE! **
I have several complaints/criticisms about the design of this module.
1) Petrify is a mind-affecting spell so any property granting immunity to that genre neutralizes its affect, good rolls or not. Petrify has a Fort save DC of 13 which is rather low, so boost your Fort and chance the 1 rolls. Many of the other spells effects like fear (for example) use will saves. Prot Against Alignment works wonders for that one.
I've yet to meet a "petrifier" with True Seeing. Use Invis or Sanctuary, and force them into melee. To limit the cross-coning of multiple attacks, use summons. Elementals are immune to petrify so cast one, go invis and resume your knitting.
2) Once again, the tyrant is not a true seer. Make yourself invis, stack 3 or 4 kegs in front of it, light it and retreat. And again, any caster with a few scrolls/spells of elemental summon can view the destruction from a position of complete security. All the obelisk orb does is make it a cakewalk.
3) It has a HUGE AoE affect so 1 or 2 uses is all that is needed to neutralize all the beholder abilities (BTW, the effect lasts at least 1 turn). If you need to rinse and repeat, that Magical Electrifier gizmo available from the djinni (or SoU if you used that PC) will charge the orb up to full potential... for a price).
4) A bard is the only class that retains its prime ability... song. So you chose the best one for the underground tunnel. Regardless, all one needs to do is put up with the few spider attacks on the way to the shortcut door and then it is status quo once again. (BTW, those same kegs that damage beholders will work on that door.)
5) To be honest, I only ever died once in all my trips through this area with any class. I rushed into that nest of drow in the upper rhand corner and got imploded or hit by some some death spell (fading memory
'> ). None of the beholders were ever a problem because I ALWAYS did recon either invis or with stealth pixie and then sent a sacrificial summon to see what kind of attack is in store.
Defiance is not necessary. Just experiment experiment experiment. In HotU all you need to deal with the challenge is available with some ferreting.
All these Bio campaigns become predictable once you've replayed a few times. I use HotU as a mid-build testing ground to get an idea of combat effectiveness. There are a few challenging scenarios, but all-in-all, compared to many PW environments and limited-rest community content, it's still a walk in the park for a caster, relatively speaking.
(And just for the record, if it affects your ability to draw comparison, the only time I ever played on any setting other than hardcore was the first 2 chapters of the OC right after I installed the game.)
I really think your issue with these innovative scenarios is tactics. Do more recon. If necessary, explore an entire level while invisible just to see how the enemies and terrain is laid out (True seers are few and far between in HotU). The campaigns have very few trigger-spawned encounters so recon is generally an effective tactic. Don't be afraid to send summons into scout and test attack capabilities. Place them on follow and keep invis until you really need their help. A bard with high UMD has just about all it will need to cope with just about any situation.
That's about all I can muster. I hope some of it helps you enjoy the creativity left to experience in the remaining chapters. You are only a virgin once!
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Good luck, amigo!