My party was clearing the illithid lair in the sewers, having killed most of the creatures in there (the improved adventurers were tough) and just having the alhoon's room left. As is my standard mind-flayer tactic, I was drawing them out one by one down the corridor into a room ringed by characters with ranged weapons. Got down to just one ullitharid and the alhoon himself... couldn't draw out the ullitharid without the alhoon Anyhow, after quite a few attempts, thought I'd try something cheeky. I moved my entire party to the entrance of the illithid lair, then had my PC wearing boots of speed and under the influence of a haste spell before running him all the way to the alhoon's room, grabbing all of the loot from the well and then running all the way back to the entrance, where the entire party then left carrying all the loot.
Can it be fixed so either:
a. the party can't leave the area until the alhoon's dead
b. the loot isn't spawned until the alhoon's dead
I went back to an earlier save game, in the Planar Prison, to try a similar thing. Got the warden to chase my PC along the top and down the right hand side of the area while the rest of the party hid in the bottom left corner. As the warden got further and further behind (boots of speed + haste spell again) he stopped chasing. My PC then completed the circuit and ran across the two traps to speak to Raelis. Before the traps took effect, the cut-scene started, the entire party left the area. Of course, didn't get the warden's loot by doing that (or the lovely surprise). Is is possible to code the area so that the cut-scene won't start until the party has the prison key from the warden?