1) I'm pretty sure this relates somehow to the Mummy Resurrection thing in the Quest Pack, but if not.... sorry.
It seems that whenever I fight Mummies these days, they change into Commoners as soon as I do damage to them, say a line or two of text (usually to the effect of "what am I doing here? Gotta get back to my family!"), and then disappear.
Aside from the loss of 3000 XP per mummy, I found this to be potentially more-than-irritating during Korgan's quest for the Book of Kaza. During the course of that quest, it's necessary to actually kill a mummy in order to get the journal updated or to get Korgan's hint about going to Pimlico's house in the temple district. If the mummy changes into a commoner, that never happens; I don't know if this'll foul up any of the later steps with the quest or not, since I reloaded and FlameArrowed the mummy to death before it
could change into a commoner and disappear, but it might be something to look into.
Observations: magic missile will always cause the Mummy to transform into a commoner, as will a hit from an acid arrow. They can be killed normally if you pour on enough damage fast enough, though (ie. flame arows). My Fire Elemental also killed one, once. Haven't actually tried resurrecting a mummy yet; wasn't even aware such a thing was possible
.
Updated observations: Seems like any targeted spell (offensive, at least) will cause the mummy to transform. Doom does it, as does power word: sleep, and pierce magic as well
Applies to Greater Mummies as well.
XP values are variable, in that the party might still receive the 3000 XP for mummies, or 8000 XP for greater mummies. The ones found in the crypts of the Graveyard District didn't give any XP, but the mummies found in the undead area of the Unseeing Eye's quest did yield the XP.
Makes for a kind of cheesy way of dealing with the mummies, all things considered.
2) I have no real idea where this one belongs, so I'll just stick it here and hope someone knows what I'm talking about.
I've hit upon some odd behaviour with the stronghold quests. I've got a fighter/thief (fighter assassin, technically, since I Shadowkeeped the kit in there for him before starting the game), evil by nature but good by reputation, romancing Aerie, who's already accepted the De'Arnise stronghold from Nalia. I followed up on the Five Flagon's playhouse quests to the point where I brought the portal gem to Raelis, at which point I asked for more money than what she said she'd give me originally, and then asked to be paid, up front, for fending off the creatures from the portal. Portal opens... creatures die... bounty hunters appear, all as normal. If I choose an option that says "Leave me out of this" when the bounty hunters speak up, however, the bounty hunters leave, the portal closes (no option to rescue the actors from the planar prison), Aerie questions my morals... and Samuel gives me the playhouse as a stronghold anyway. I haven't completed the Planar Prison this time through so I don't know what'll happen regarding the stronghold once I rescue Haerry and his friends, but I'll be a monkey's uncle if I recall anything like this happening in an unmodded game.
I've got Ease of Use installed, but I didn't install the Multiple Strongholds component.
Anyone out there know if this relates to a mod, or if this is a leftover bug from the original? More a curiosity than a problem, but still noteworthy, I think.
Update: Planar Prison completed, got no stronghold out of it. Shouldn't've, either, so that was good. That bit before entering the prison itself is still odd, though.