If you've played Forgotten Realms, you may well have encountered Undermountain. A dungeon which created some of the most powerful and infamous wizards in the Realms (such as Halaster, the Mad Mage, who, by the way, founded Waterdeep.) Undermountain. The short answer is "Because Waterdeep is built on a dungeon."īut that doesn't do the poor decision making of keeping Waterdeep where it is justice. Why are the sewers such a threat? Why are kobolds in a populated city?Īhahaha. But doing the clockwork shuffle is pretty easy as a result, because enemies have to turn to face you, and the slow speed of the leeches makes that pretty easy. Meanwhile, the leeches are slow, but more damaging. The kobolds are relatively quick, but they don't do a whole lot of damage. I forget which one, but I do remember it was no joke, and I raged when it happened. To be fair, the manual's actually pretty good, with a little bit extra to that commission, iirc.Īlso, iirc, although the proc rate is hilariously low, the leeches can inflict a status effect. That's the only real effect alignment has. Paladins must be lawful good, and are mutually exclusive with evil characters. Different characters cannot use the same portrait.Īs with all of SSI's AD&D games, there is nothing preventing you from doing this with every character: Those last 3 faces are usable by both genders. Gender affects portrait selection and nothing else. Limited to fighter 9 and cleric 8, which is the lowest racial level limit. Notes: Have a hit bonus with slings, if the manual is accurate (it may well not be). Notes: Unlike full elves, I'm fairly sure they can't read Drow writing. They also get a bonus to hit kobolds and can read kobold runes, both of which only appear in the first level. They can also read Drow writing found in the third quarter of the game, at exactly one spot. Notes: Supposedly have a hit bonus with bows and one-handed swords. Notes: Can read dwarven writing, though you can recruit a dwarf the very instant you enter the part where that's relevant. You can get an early peek at them here.īefore that, we'll need to create an initial party to get through the first quarter of the game before anybody else can be recruited. In this case the ones who can be revived from their bones found throughout the game. I intend to have the final party be made of recruitable NPCs. Any outside Forgotten Realms lore is fine with me.ĮOTB 6: Putting All Our Eggs in One BasketĮOTB 9: Moss, Mantis Men, Meetings, Mind FlayersĮye of the Beholder II: The Legend of DarkmoonĮye of the Beholder III: Assault on Myth DrannorĪOMD 4: Pages by the Mages from Those Ages My only request will be to not discuss enemies that aren't listed in the manuals. There's not really a whole lot to spoil in these games. This won't result in the most powerful parties, but they'll be adequate to finish the games. No particular rules about what happens before/between then. Finish each game with a certain NPC party. As soon as I can get four new recruits in a game, drop any remaining members of the previous party.Ģ. You can even have those NPCs replace your own characters, which is what I plan to do in this LP. Each game also has recruitable NPCs and a maximum party size of 6. The sequels also allow importing from the previous game and come with quick start save files. The first task of each game is to make a party of four characters. After this LP got to the third game, they also became available on Steam. I will be playing the DOS versions that are buyable from GOG. That latter version adds more cutscenes to the game, complete with voice acting. The first two have Amiga versions, and the original has console versions by Capcom for SNES and Sega CD. All three were released for DOS and PC-98. The first two games were first released in 1991, with the third coming in 1993. They're officially liscenced AD&D games published by Strategic Simulations, Inc (SSI) using 2nd edition rules. The Eye of the Beholder series is a trilogy of first-person dungeon crawler RPGs, in the vein of 1987's Dungeon Master.
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