Part 12: By Other Means
Update 8: By Other MeansSince Sir Karl can go ahead and wait for a minute, we're going ahead and continuing on with the last side quest in the game before continuing onward.

The ogre base we're looking for is a bit hard to find, which leads to some wandering, which leads to one of the non-combat random encounters available in the game. Having a mobile training hall is unlikely to be useful, but it's kind of fun.

Our actual goal is due west of Gargath, which is a bit off from where the map you receive at the beginning of this quest says it should be.


















Oh, who am I kidding? These things are a joke. They can occasionally tag us for good damage, but the odds aren't in their favor and they die ridiculously easily to any kind of area of effect spell.
Following the brief struggle...





At this point, it's just a matter of going from door to door and avoiding the central building where the meeting is taking place.


























Six seems to be a magic number in here. With the Girdle of Giant Strength Boo is capable of killing these guys in a single good shot, and Sam's bonuses against giants enable a similar performance. As close as these guys are and as narrow as the area is, we've got to deal with it by physical means.




Why, it's the exact same fight, only in reverse! This one is a bit easier to clear out with a well placed fireball. With the two waves of ogres cleared out, we can continue on to the actual assassins.





And that's not even all. This has the potential to be a fairly brutal fight, but the important thing to note is the draconian directly across from Sam. That's an Aurak, and this is actually our first chance to fight one in the game. They've got a wide selection of spells and have an energy bolt attack they love to use on spell casters. They're also quite difficult to kill, springing back up to 20 HP after you kill them the first time.

The wand of fireballs proves its worth once again, helping to clear out some of the minions so we can deal with the real threat. With this fight completed, we've pretty much done all we can here. It's possible to just charge in to the ogre council meeting without dealing with these guys first, but you end up having to fight them anyway. Before we finish up, though, there's one place that needs a second look.









*At 10 coins per pound (which I believe is the official D&D weight) this is 800 pounds of coins.









This looks worse than it is. The ogres behind us are allies, while the ogres to the front are enemies. You can only really tell the difference based on the color of their name. Friendly ogres have blue names. Luckily, being ogres they aren't terribly broken up if you accidentally kill one of the friendlies. Morog isn't actually considered important enough to have his own stat block or sprite.








You might remember from a few updates back that this place was too pricey for us to do much.

I think by now we can afford a few things. We also have quite literally nothing else to spend money on.

This is also a pretty good opportunity to show off the appraisal for gems and jewelry. You can use the appraise command at any store and you'll be offered a random amount for each gem a character is carrying. Usually gems are in values of 5, 50, and 500 steel.

Jewelry tends to be worth considerably more. We use the money to buy a wand of missiles, some scrolls, enchanted darts for Ishmael, and enchanted arrows for Sam.

The scrolls are static, and offer all of these spells for scribing. It's a pretty easy way to fill out your spell book a bit more.






Other than that our characters haven't really changed much, but this is more in the way of a side mission. Next time, when we finally rescue Sir Karl, things should get shaken up a bit.