Some Mild Unrest

We got on as a group last night.

I found that Tistann had indeed been moved to Butcherblock by GM Maaku after Monday night’s dip in the Ocean of Tears.

Thrall was already waiting at the docks, as he had been for the last day.

Deneldir, by virtue of his druidness, was able to just teleport himself over via the druid ring.  I can’t wait until he can move the whole group around.

And Tarlach, once he fished himself out of Freeport harbor, was able to take the boat safely across the Ocean of Tears to Butcherblock.

And so we were all united on the continent of Faydwer for the first time.

At the Port Gates

The first order of business was to bind ourselves somewhere in the vicinity.  That meant following the dwarf paths to Kaladim.

Only a dwarf walks thus...

While these are not specifically called dwarf paths, I cannot imagine who else could have made them.  Who else walks Butcherblock, treads so hard as to wear out a path (hint: not an elf), and is constantly drunk enough to sway and stagger so as to form such a wavy path?

Gotta be dwarves.

Butcherblock - Paths Straightened

(Maps from the EQMac Wiki EQ Atlas Archive)

We made it to Kaladim and bound.  Or at least half of us ended up bound to the location.  Mistakes were made.

Then we made the run south to Dagnor’s Cauldron, the gateway to the Estate of Unrest.

Into the Cauldron

It was there that I realized that I had not managed to pick up the spell levitate for Thrall.

Running around the rim of the cauldron can be a hazard.  It is very jagged and you can fall off of things if you are not careful.  But if you have levitate you just have to launch yourself off of that first outcropping in the zone and then glide across to the Unrest zone line.

Instead, we had to do it the hard way, which wasn’t all that hard when it came down to it.  The only hitch was when I lead the group right through a goblin camp.  But we were close to unrest at that point, so we just bored on through to the zone line.

Once inside we started looking around the zone.

The Estate of Unrest

We found that a lot of the mobs in the yard and the hedge maze (not shown on the map) con’d gray or green to us.

Death Beetles on the Lawn

We knocked out a few of those, and then decided to go into the manor.

Well, I lead us into the manor with one of those, “Don’t worry, it’ll be great!” lead ins.

There were other groups in the manor.  Unrest was ever a popular spot, especially for paladins and clerics, and that certainly has not changed.  We moved around and eventually settled down in the back of the manor, in the octagonal room shown on the map right by the back door.

In the Octagon

We cleared out a ghoul and a skeleton that were in the room and set up camp.

Tarlach was sent out to round up some prey while we waited.

The group on the map

Unfortunately, he found another ghoul, an undead mob that has a habit of rooting you when you get hit.  And root in EverQuest lasts a long time.  Meanwhile, we had a couple of pops in our room, which we lit into while waiting for Tarlach to get unrooted and return.

Tarlach’s ghoul found some friends or pulled a knife or something, but Tarlach ended up dead.

It was at that point we found out he was still bound in West Freeport.  We have now all learned the lesson about reading the result message when we get bound.

Rather than take the boat back, Tarlach used the gnomish transporter, which crashed his client on the jump between Freeport and the Ocean of Tears.  That same jump (though going the other direction) crashed my client as well later in the evening.

So while Potshot was getting that settled, the rest of the group ran back to the dock since of the four clients we were running, only Tistann’s in-game maps seemed to be working in Faydwer.  I have no idea what the problem was or why Tistann seemed to be immune.

Eventually we all formed up again at the docks and Tistann lead the way back to Kaladim, where binding was confirmed, and then it was back to Unrest.  We went straight around the manor to the back door to reclaim our room.

There appeared to be a mummy and a ghoul waiting for us which con’d blue and white to us, so we got stuck into them immediately.

Making up for lost time...

The mobs were all stacked on a single spawn point, which is probably why I did not notice that there were also a skeleton in the mix, a red con dry bone skeleton.

The ghoul, of course, rooted anybody it touched, so we could not trade off tanking and Thrall ended up being the tank for a bit.  I’m not sure we were all on the same target.   And when another skeleton walked into the room and joined in the fray, I was sure that the wheels had truly come off and that we were going to wipe.

And wipe we did.

Dead in the manor

Tanking Thrall and then Tistann went down.  Tarlach and Deneldir hung on for a long stretch, but were eventually worn down and killed as well.

Then we were all back in Kaladim.

We decided that we would not go back for a third run at the zone that night.  This was more because of the hour than our defeats.  The zone is clearly a challenge and we will be back, but we will save that for when we have more time.

We wrapped up the evening doing a bit of maintenance, with Thrall running back to Freeport to try and fill in the gaps in his spell book (In addition to levitate he was also missing invisibility) while Deneldir ran off to buff celebrities.

We will be back to the Estate of Unrest soon.

5 thoughts on “Some Mild Unrest

  1. Wizardling

    Yeah I’ve had the same translocator crash between Ocean of Tears and Butcherblock – annoying, but predictable, so I’ve got used to warning my group I might be away a minute, heh.

    As for inside Unrest – I’d invite a couple people if I were you. There are often trains of mobs inside with all the camping, and you don’t want to be caught outmanned if that happens.


  2. Toldain

    The system you were running Tistann on was running Windows XP?

    The ingame map issues appear to have something to do with the permissions in the c:/program files/ folders that were instituted in Vista and continued in W7.

    I have been told that if you create a different folder, such as c:/fun and move everquest to it, the ingame maps and the augments that you can download will all work correctly.


  3. Wilhelm Arcturus Post author

    I think it was Windows 7 on all clients. Heck, one client on my machine had maps working fine, the other did not. Odd.

    Anyway, I’ll look into the directory thing. I keep all my MMOs on their own drive with short as possible paths because I am OCD like that. EverQuest is in something like e:/games/EQ/


  4. Beleg

    In-game maps were finicky for me too. I did the mapfiend thing, but I had to put them in the maps directory, patch (overwriting all my maps), and then put them in the maps directory again. Then it worked. Never had the translocator crash though. Dunno about that.

    @Syncaine harsh, harsh… :P


Comments are closed.