Baldur's Gate 3 ep 116 - Mind Flayer Colony and Meeting Myrkul

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Baldur's Gate III
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Duration: 50:40
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(Tactician.) I was led to believe that I had to follow Ketheric Thorm down the hole immediately for a followup battle. Even though the party was fairly depleted, I didn't want to take a long rest, because I figured he'd heal all the way back to full. So the party jumps down the hole without taking a long rest, but there's no followup battle. Ketheric is nowhere to be found. Instead, it's a big new area to explore; the Mindflayer Colony, adjacent to the Oubliette that we saw previously escaping the Prison. The party finds Mizola, Wyll's patron devil, in a Mindflayer Pod, and accidentally kills her and Wyll by pressing an unlabeled button. Oops. Karlach is way more upset about it than anyone would have expected. The party goes down an elevator and finds the 3 Main Villians; General Ketheric Thorm, Lord Gortash (Karlach seems to know him), Orin the Slayer. They're implanting a mindflayer tadpole into Wyll's dad, the Duke, before leaving. The General stays behind, the party confronts him, one thing leads to another, and the Apostle of Myrkul appears. It's a very cool story beat, but, not surprisingly, since the party is surrounded by constantly-spawning Necromites, Intellect Devourers, and a Mindflayer who does 109 hit points of damage in a single attack, the party is mostly dead within 2 rounds and it's a TPK. And also Myrkul is invulnerable until you free the Nightsong again. Once again I question the sanity of playing on Tactician difficulty, and wonder how and why the game lets me stumble into these encounters when I'm so obviously not ready for them. A good DM would warn the players if they're about to die! _Scorecard: Level=8, Camps=40, Trysts=3, Bites=8, Gale=3, Murders=1; Tactician Revivifies=17, Resurrections=8, **Reloads+1=45** (for Bug=1, Redo=6, **TPK+1=24**, Scum=13)._







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