Part 18: Deja Flew
Update 13: Deja Flew
We begin today in the courtyard of one of the flying citadels, essentially directly in front of the central tower. It's a pretty lucky coincidence, all things considered.




There's a trick door directly in front of you if you're not listening to the bit about there being a stairway to the right. Attempting to go through this door will result in endless waves of draconians until you decide to leave it be. I've pretty much skipped that for the sake of brevity. Also, since actual combat experience pales compared to treasure and quest experience, grinding isn't really valid here.

Going up the tower we're going to be seeing a lot of rooms kind of like this. It's realistic for a tower setup, but just a bit boring.

There's a couple of small (3-4 creature) encounters along the way to liven things up. At the top...




Really, these kinds of battles are pretty much just for storytelling. The mages are starting to get a fairly high level and have a number of unpleasant abilities, but we've also got a lot of ways to keep them from using them as well.





Some time later...




These little guys are barely worth using the dragonlance on, but they're still dangerous enough. With a bunch of high strength fighters and our mages, however, 33 HP is not very much at all.





















There's a couple of small fixed encounters around here like this one, although it's a bit special...

Since these guys are standing right in front of a treasure room. The treasure here includes gems, jewelry, and a couple of random magical items. Nothing we get is outstanding or even that interesting.

There are random encounters in here, however, so you don't want to stick around for long.


A few seconds later








And so for the second time in a very short span, we're deposited in a courtyard. You can't avoid the encounter with the guards arguing about who goes first, but if you choose not to fight or choose not to disguise yourself the alternative option is to take somebody hostage. If you go with that choice you have to fight the dragons here once you land. Kernen is pretty much a locked in area, and at this point you're not allowed to go anywhere else until you finish the main storyline. There's a few things to do, but the first priority is rest which brings up a certain difficulty...


A few minutes later



Tas will wake you up at irregular intervals reminding you that you really should be assaulting the base. This will interrupt your spell recovery, and force you to re-select all your spells for memorization. By the time you're ready to assault the base you'll be quite willing to use him as a shock trooper.














Just outside

























This segment is actually kind of neat because you can either encourage the plot as it stands, report the plot to the gate guards and have them be distracted dealing with the plot, or do what we did and reveal ourselves and make a speech. The speech is left vague, but having a knight with high charisma make the speech will drastically increase the chance of success. Succeeding at any of these tasks will result in an easier time getting into the stronghold, but failing might mean a fight.








It all comes to a head wight he battle at the stronghold gates, which is modified based on your actions in Kernen. Setting fires in the barracks, letting the old dragon loose, meeting with the ogres, and intervening in the plot to rebel against Myrtani all reduce the number of troops you have to deal with. I should perhaps have taken an image of the default fight, but...

This is what you end up dealing with if you've done all the steps. Easily manageable, and you generally get some fairly substantial party experience bonuses for each step you complete. In addition, if you have the uniforms you can also bluff your way past any random encounters for some additional experience.

It's a good thing, too, as the next few encounters are going to be fairly rough. Luckily we have a break here where we can train, rest, and prepare before entering the base.






Boo has reached maximum level as a Knight of the Crown right now, meaning that Elon is the only person we have who isn't at max level. No much overall improvement at the moment, but for any group of 7-9th level D&D characters we're actually very well equipped at this point. With the next update we'll be finishing this off.