Edit: Answered my own question, but wanted to confirm that female prisoners would not offer to take my party to verb until whole party lvl 6, at lvl 5 did not get the option.
OOPS!! Newb to the post, not to the forum. realized my original post kinda spoiled things even in my attempt to not do so. Thanks Allyx and ALL the other modders that have contributed to make this game great! Without you all, we would be using the install disks for coasters while we played other things. There are other ways to get to the "Verb" than the prisoners. You just have to have a certain alignment to begin with. Spoiler below...... Lawful evil starting alignment + completion of quest + join your contact on a journey = the "Verb"
I had a group of 7 at 7th level my first trip. Went the broken tower, level 3, level 2 route. Drow and spiders were pretty easy. Surprisingly the baby dragons were a harder fight than the adult. Mainly because it was hard to get spread out enough to avoid multiple characters getting hit by their breath weapon. Dragon loot seemed excessive I scored 21 Jacinth and several other gems. IIRC the total sale was around 70-80,000. They can be easily dealt with at 2nd level, I suspect 1st even, if you have a Druid. Use Entangle and then barrage them with missile weapons and Ray of Enfeeblement. Take out the bear first as the giant seems to be getting shafted by having his own head in his inventory. Maybe the head should be made weightless? Yup got him first try at 1st level with 7 characters.
I'm not sure what you mean here. The weight of the giant's head should be negligable, considering the giant's strength. In addition, I'm pretty sure the head doesn't spawn in the giant's inventory until after he is killed.
Verbobonc is a great addition, but I was just wondering if leaving dungeon level one for a side quest where my party of five PCs has gained two levels each (so far, I haven't yet defeated the big white, so it might be three levels) might not unbalance the game when we return. On my previous run through of this mod I went into the temple at level five, and retired to rest and regain spells at sixth level, triggering the Target of Revenge. This time I'll be at least eighth, maybe ninth level when I return to the temple dungeon, and after continuing through the dungeon for awhile definitely ninth when I go back to Nulb. I think it's possible that dungeon level one won't be challenging at eigth level, and at ninth level the target of revenge might just be too easy as well. I'm not complaining mind you, just pointing out that Verbobonc is a lot of experience for a side trip. How I would have handled this in PnP is that one or two PCs could have split from the party to escort the prisoners out, and both the original party and the new branch-off would have recruited one or two NPCs each to achieve sufficient strength for their respective missions. So while two PCs (The orc-hating elven ranger and the rogue) escort the prisoners back to Nulb, where they pick up a couple of NPCs (another fighter, and probably a low level mage) for the trip to Verbobonc, the other 3 PCs would recruit the orcs and a couple of the humans, for example the sailor, he was a good man-at-arms in the PnP module (and Wonilon to replace the rogue), and then continue through dungeon level one. You'd reunite the party when they returned to drop off treasure (encumberance) and rest/regain spells after the party branch had time to complete the side quest, and get rid of some excess NPCs because they had their own agendas and things to do, if casualties hadn't done that allready. So the Verbobonc crew would return with experience, and rejoin the party after they had cleared the first level, maybe even a good part of the second. That may be impossible to do in TOEE, where a single PC can't even enter someone's house without all of his comrads, NPCs, charmed monstors, and animal companions all coming along (even if they were left unconscious halfway across town) but then PnP has advantages on the role-playing side.
No clue. I don't know how to script. I just know Liv set it up so the first Hill Giant you killed, regardless of location, gave up the head. While she certainly could have added the head to the inventory on of all Hill Giants and then scripted it to disappear if the PCs had already completed the quest, I'm assuming she scripted it to spawn on the death of the first giant slain instead.
the hill giant cant break free if he fails his save vs the entangle. thats how i usally beat him. he will just stand there and try to hit it every turn. he fails his save on average id say about 8 in 10 so he usally gets stuck. if he makes his save though you are in trouble lol.
Yeah, that's why I'm asking which is his py script and whether it calls in the break free script to be used. It doesn't look like it but the whole breakfree scripting is well beyond me to fathom out atm.
Here is what I found. The break-free attempt is a livonya special. Her script from py00310 and py00311 is included in py00002 of which is black jays script and, basically, everything calls it in their san_start_combat. From san_start_combat, it does a query for Q_Is_BreakFree_Possible and, if true, gives a break-free potion and uses the potion to attempt to break free.
Another way to get to Verbobonc (SPOILER BELOW): I haven't seen this mentioned, but while adventuring with Rufus (in the depths of the temple), after he has gained a few (two?) levels, he leaves and will take you with him if you follow the correct dialogue. I also had Thrommel with me at the time, and he accompied us to Verbobonc, but did not leave the party until our return to Hommlett. This seems to be a minor bug.
@Mesepp; Yep, that's the other way to get there, well done dude (I was wondering how long it'd be 'till someone found that out). About the minor bug... I suppose I could fix it, but it would be complicated, because technically Verbobonc has the game.area number 0 which is also the same number for all random encounter maps, and Vignette maps as well. Which means I'd have to script it for that specific map number, but that too would cause problems as the only way to get there is via dialogue, and the NPC's who can take you there have to dismiss themselves by dialogue upon arival. The only way to make it work as it should would be to have all the NPC's who can take you there check to see if Thrommel is in the group as they dismiss themselves and switch to his dialogue as they disapear. This could also cause problems in the case of Thrommel though as he probably needs to be on a map that has a game.area number greater than 0 to trigger his dialogue... Please forgive me if I want to save myself about a weeks worth of script induced headaches.
I'd seen it, but still decided that I wanted to ease my concience by doing a little house cleaning....