The good news for everyone following the ninja team is that they have survived much farther than I thought possible. The bad news is this is going to be a doozy of an update in addition to the fact that I've been playing much longer than I've expected to. I kind of wanted to start up a few Baldur's Gate ironman playthrough, as that game with the huge combat variance is made for ironman. But this is an ironman challenge so I should stop whining and get on with the update.
I'm thinking of using a little less wit and explaining my tactics a bit more in-depth as well, so it could get kind of wordy. Bear with me. Or get that scroll wheel smokin'.
Here the ninjas stand outside of Presio's stronghold on the third floor of Dragon's Eye. Presio is a pretty powerful mage and she can cast fifth level spells, making her the prime target of an attack. However, she has some nasty Imbued Wights with her too that can cast a big magic missile spell in addition to Poison Zombies. The wights are immune to normal weapons and the zombies are pretty tough, making a hasted missile rush rather pointless. Instead, luring them out one by one works much better.
The luring continues.
Presio is blitzed, quickly killed, and her heavily trapped stronghold raided.
Here the ninja team shows upon the 4th floor of Dragon's Eye, probably one of the toughest battles in the game because of the sheer number of enemies, their strength, and the fact they all rush. In addition, an entrenched summoner will keep summoning trolls and lizardmen if you don't quickly eliminate him. Proper preparation and strategy is key here.
The ninjas open up the fight by enlisting another party of mercenaries to their aid, by letting them loose. It helps divert the chameleon powered monks with poison fists from them and let's the concentrate on the Yuan-Ti Elites, lizardmen, and trollls that rush.
For some reason the screenshot during the fight with the High Ritualist didn't appear, so it falls on the power of description to go it ahead from here. After killing the rush as seen in this shot above, the ninjas get hasty, cast protective spells, and send a magic enabled ninja to cast a Slow spell on the pack of Yuan-Ti, making the battle even more in their favor, giving them, in essence a four times speed advantage allowing them to cut down the lines, smash through the defenses, and kill the summoner in the back, and then mop up the fourth floor.
The ninja wait outside the archer death trap and prepare for a well planned alpha strike of two mirror imaged F/M/Ts to cast both a slow spell and a fireball spell into the room, close the door, haste everyone, and mow down the room. This alpha strike is crucial to success as the archers would destroy the crew otherwise.
The alpha strike goes well, and the crew is rewarded with one of the most broken weapons in the game, The Messenger of Sseth, an extremely fast firing +1 longbow. It gives an extra attack on top of the base 3 attacks per round of the bow inclined fight/thief, making 4 attacks per round. When hasted, this becomes 8 attacks. That's more than a shot a second. Absolutely ridiculous. Not to mention the ninjas get a bunch of +2 arrows and a ton of +1 arrows as well.
The ninjas wade in confidently to fight more Yuan-Ti.
Maybe a little too confidently as Sum Other Gai is cut down with being stuck in the 12 seconds of Agannazar's Scorcher.
Vengeance time.
Histachii have nothing on the ninjas.
Outside of Yxunomei's chambers lies a large force of Yuan-Ti who are fighting for making things warmer. The ninjas are only too happy to comply with a three-tiered alpha strike of oils of fiery burning and fireball scrolls.
Yxunomei is kept busy by summons while the Messenger of Sseth pours 8 +2 arrows into her a round in addition to 5 +1 arrows being driven into her by a slower +2 bow. Anybody else think the way Icewind Dale handles magical weapon levels with ranged weapons is a little strange?
Yxunomei falls and the ninja team goes into loot mode.
The ninjas leave after looting the place. Also notice how all the screenshots with Yxunomei never show her from the front? I don't feel like chancing it with photobucket. Also, Icewind Dale was/is a Teen rated game in America. Now we know the ESRB doesn't actually play the games.
The orogs attacking Kuldhar are disposed of and the ninjas resupply and raise their comrade and head off to the Severed Hand, where I had though their quest would be cut short.
The ninjas however make me start to doubt that, cutting down the shaded hordes like a scythe through grain.
Oh look...an ambush.
And another ambush is cut down with ease.
Lots o' worgs....
...and now they're dead.
They run out of haste and are forced into melee....
And can still easily pull it off.
Once again the ninjas find themselves knee deep in the dead.
And the undead are shot down by the ninja and their medieval stick shooters.
The enemies don't even get a chance to attack....even on a set of rather crappy damage rolls and with the ninja unhasted.
They kill the Shadowed Soul down here and get the crappiest of the items it randomly carries a cloak that increases hide in shadows by 15%. Then again, the Shadowed Robe on one of the ninja would be kind of ridiculous, and they have been incredibly lucky with the randomized items so far.
Screw fighting more undead. The ninjas blow this joint.
A quick resupply in Kuldahar, mostly for ammo, followed by a rest outside and the ninjas are ready to go.
The ninjas don't care if they aren't supposed to fight in the War Room.
The ninjas demolish possibly the hardest challenge in the Hand. It's all downhill from here.
As if they needed any more speed, Kaylessa drops the boots of speed in addition to a bow with a good speed factor, though nowhere near as broken as the Messenger of Sseth.
The cleric tower is cleared out as well, leaving only the mage tower left.
And it's defenses fall quickly to the hasted ninja missile swarm.
Time to kill the rather underpowered inhabitants of Lower Dorn's Deep, as the game takes a huge dip in the difficulty level for quite a while.
The ninjas run into a double doubleheader, but persevere easily.
The ninjas meet up with Bandoth the mage in this here dwelling and receive even more power that they probably don't need. See, he's the sole purveyor of a few certain spells, namely the three Elemental Summoning spells, all of which are fifth level mage spells. Basically, this means that between the four mages in my command I can give the spell to three of them and be able to quickly muster up three big, beefy blockers for my missile based team, making them harder to get at and allowing them to pump more flying death into their enemies. Not to mention Domination and Feeblemind can also be picked up here as well. The ninjas also pick up a quest to get some razorvine extract too. Sound familiar?
Ettins think they can actually win.
Silly Ettins.
The Drow and Neo Orogs don't do much at all to resist the ninjas, requiring only one casting of haste to pierce most of their defenses. Although I did make the mistake of resting before blitzing the forge room, meaning I lost out on some nice loot, including the best plate armor in the game, the Mithril Field Plate, that is basically Full Plate +1, that isn't counted as being magical, at least in my version of the game. That means fun exploits with +2 rings of protection and the like.
First badge of six obtained, easy as pie.
Yay, more undead. Strangely enough, all of these undead are pitifully weak, save the lich. I guess the designers either couldn't come up with a good idea for a challenging and fun encounter or just wanted to give the player a nice long break before the last chapters, and more specifically Lower Dorn's Deep.
Icelance is really good. Nice that I have a wand that shoots it out along with Snilloc's Snowball Swarm and Ice Storm.
And the lich dies for good, as the ninjas go into hyper loot mode on the tombs.
These sentries are actually pretty tough and pretty nasty enemies. Good thing the ninjas have elementals.
More easy enemies to be cut down by the ninjas. Trolls and Yetis were sort of tough in Chapter Two, but now are easy as can be.
The ninjas meet up with Kerish and agree to do a little bit of slave control for him.
The leader is found and executed. Yay easy experience.
And now the ninjas beat down some hippies for even more easy and free experience. More than they would get for wasting time fighting the entire Aquarium full of ice themed enemies, even though they are rather easy. Plus, this is ironman, so less chances taken are always a good thing.
The ninjas enter the frost giant cave and lay a beatdown upon the White Wyrms within the entranceway.
Oh look....mithril field plate....how incredibly convenient.
The ninjas take advantage of a charismatic leader to grab Joril's badge through dialogue. Then they grab all the loot from the frost giant bags without anybody bothering them. Nice.
Time to wax some monsters for some experience, some nice loot, and a huge experience bonus from some slaves.
Suck on a fiery slowing alpha strike you religious leader! Rawr! Atheist rage ahoy!
And the alpha strike works great when combined with luring the enemies into a wall of elementals with archers and crossbowmen behind them.
And the ninjas decide against pissing off the frost giant cave for a small XP bonus from the slaves. The XP for clearing out the other part of the cave is far more than enough.
The ninjas resupply, hit the Severed Hand to hand over the pure water and the diary to Larrel, and then buy some of the enchanted ammo from the merchant on the fourth floor of the Severed Hand.
A warm welcome is given to the ninjas upon entering Lower Dorns.
They capture the watchtower with a gross overuse of spell protections and the like to overpower the archers withing beyond belief. Not only have the ninjas now captured a safe place to rest, but they pick up a ton of arrows of piercing, which will no doubt come in very handy in the battles to come.
The Shrieker room fight goes surprisingly well. The haste spell allows them to quickly run around and eliminate the Shriekers, stopping the flow of monsters very quickly, and making the clean up job all the easier.
Marketh's palace is absolutely no challenge to the ninja squad as they quickly get to Marketh and force him to surrender his badge and items through dialogue.
The ninjas fight their way through to the Sverfniblen outpost in the slave pits and resupply in addition to picking up a few quests, one of which being the rescue of some deep gnome slaves in the salamander infested mines.
The ninjas absolutely dominate the salamaders, not even suffering a point of damage from the ones located in the mines.
Now is where I'm at as far as the playthrough goes. I never expected them to make it this far, but here they stand. Although now on the horizon are the three most difficult battles in the game. First off is the battle with Maiden Ilmadia and her score or so of fire giants. This is actually the easiest battle of the three surprisingly, especially considering the ninja team's emphasis on speed and range. The next battle in terms of difficulty is the one with the Idol at the corrupted temple, as it is surrounded by powerful undead, including Greater Mummies, Zombie Lords, and Greater Boneguards. The hardest battle however, lies in fighting Malavon. He's a powerful mage with loads of killer spells, a group of allied umber hulks, iron golems, and traps up wazoo in a small battlefield. Not only that, but after you "kill him", it turns out it was only his simulacrum. Then the real Malavon shows up with close to the magical firepower of a lich in Baldur's Gate 2 and a killer spell of his own called Malavon's Rage that works so well to his advantage in the battle. If the ninjas can get past that fight, they will have no trouble defeating Belhifet.