Astarta & party, new entry:
The party mages hit lvl 14, and the rest of the party levels are as follows: Grunt Barbarian lvl 13, Saros Riskbreaker lvl 14, Torham Ranger lvl 13, Temp Ranger (7)->Cleric (14).
Sorcerer spell picks:
Lvl 1: MM, Chromatic Orb, LMD, Shield, Armor*
*IA 6.0's Shield and Armor spells are tweaked. They have casting time 1, duration 3 turns, and set AC to 6, plus they provide additional AC modifier bonuses - Shield adds 3 bonus AC modifier to Missile and Crushing weapons, and Armor grants 3 bonus AC modifier vs Slashing and Piercing weapons. Shield no longer protects from Magic Missile. Also, multiple castings of those spells aren't cumulative.
Lvl 2: Mirror Image, Resist Fear, M's Acid Arrow, Invisibility, Vocalize*
*Invisibility is extremely essential in bypassing meaningless bandit wilderness encounters. Vocalize isn't very useful, but it may actually help once or twice.
Lvl 3: Remove Magic, Haste, Vampiric Touch, Protection from Fire*
*If any combat spell has to be picked from lvl 3 spells, I'd vouch for Lightning Bolt. Still, I'd rather pick Protection from Cold instead.
Lvl 4: Stoneskin, Ice Storm, Emotion, Ray of Fragmentation*
*Improved Invisibility is slow, too inappropriate as party buff, and way less useful at higher experience levels compared to Mass Invisibility
Lvl 5: Sunfire, Spell Immunity, Breach*
* Do NOT pick Spell Shield in IA 6.0. Never. The spell has been further nerfed (cannot be used together with SI:A), and beholders upgraded (any beholder or gauth's ray bypass the Spell Shield), so it's totally useless.
Lvl 6: *Giant Strength, Improved Haste
* Giant Strength spell: Undispellable, alteration spell, duration 2 turns, sets target's strength to: 20 at lvl 12, 21 at lvl 14, 22 at lvl 16, 23 at lvl 18, and to 24 at mage level 20.
Lvl 7: Mass Invisibility*
If one plays without exploits, there are better first picks - like RRR.
Proficiencies:
Riskbreaker - ****Flails **Long Sword **Two-weapon
Barbarian - **Scimitar **Club **Short Sword **Two-weapon
Ranger - *Axe **Mace **Club **Flail ***Two-weapon
R-C - **Mace **Flail **Quarterstaff ***Two-weapon *Two-handed weapon
PC cast Limited Wish several times, and got the full plate +2 for the ranger.
Travelled to the Bridge - took Raelis' task to free Haer'dalis, found some scrolls in the basement of Five Flaggons inn, including one Stoneskin scroll - these are going to be useful later for the last party member. Also exposed Rejiek, but didn't talk to the captain yet. Bought a potion of Clarity from the local temple, and some scrolls from a night-time fence (ProMW, ProCold, Minor Sequencer, PW:Silence)
Travelled to the Slums, bought some containers, a potion of Freedom from the Temple of Ilmater, also a Fire giant str potion and another amulet +1 from Aledrian.
Prepared as good as possible for the challenge ahead, with a Contingency and Minor Sequencer from PC, and some undispellable buffs (True Sight, Giant Strength). Travelled from the Slums to the City Gates' district. Was intercepted by
Suna Seni. Party buffs were dispelled.
The strategy here is breaking the Cleric's greater command spell, and also avoiding the enemy mage's Chaos spell (if possible, no one should get confused).
In order to disrupt the cleric, three fighters engaged him in melee (Barbarian enraged, Riskbreaker cast Improved Haste), and also Astarta released her
Minor Sequencer. Astarta's
Contingency triggered, and she immediately reloaded it with Emotion.
The tactic utterly failed. Being subject to heavy hits, the Cleric still managed to shoot his
Greater Command. Fortunately, the only one put to sleep was the party Ranger. The
Cleric fell, but the enemy wizard released
her spell, which was unfortunately targeted at the R-C, whose aura was not yet cleansed after the Iron Skins spell, and unfortunately was not hasted in order to run away and thus minimize the area of effect of the Chaos spell. The sorceress finally finished her Mass Invisibility spell, which didn't save both mages from being confused. And three of the enemy fighters immediately charged on PC. Bad. PC didn't even have time to erect Stoneskin. One hit and she's on half her hitpoints. In a desperate attempt, Temp shot Greater Command, which incapacitated two of the fighters. The party fighters engaged Eldarin, when finally PC's contingency kicked in, and
Eldarin was put to sleep as well.
The fighters then quickly eliminated Suna Seni, followed by the
enemy mage.
Conclusion: Badly fought, bad timing, bad tactic. If I continue this way, this will be a very short no-reload.
Spoils: well, at least now the entire party has +1 weapons. Arbane's sword went to the Barbarian. Also - another ring +1, and a plate +1 for the R-C. Also, some Invisibility potions for PC.
Back to the Slums: Copper coronet:
Killed Corvale + Bregg. Killed Amalas. Killed the guards at the cages. The two 10-th level mages are extremely easy at current levels, and (unlike those nasty Cleric and Mage from Suna's group) are quite vulnerable to PW:Silence. Charged on the Beastmaster. Having forgotten that IA 6.0's Tabitha cannot be slain until the Beastmaster is alive, made the mistake to attack her. She has a powerful attack, with Knockback effect, and she and the nearby Minotaur almost killed the party Ranger. Fortunately, that same Knockback effect saved him (he was pushed away from the battlefield). The Beastmaster was Silenced and Breached, and slain quickly, followed by Tabitha and the Minotaur. Spoils - a Cloak +1 for the Riskbreaker, a Club +3 for the Barbarian, another Ring +1, Tabitha's Hide (ingredient), Magical Flower Seeds (ingredient). Freed Hendak, killed Lethian, obtained a Death Fog scroll for PC, and also bought Spell Turning and Spell Sequencer scrolls for her.
Barbarian hit lvl 14.
Note: Should've first cleared CC, and THEN tangled with Suna Seni. Would've been much easier with Spell Sequencer.
Next adventures - travelled (day-time) to the Graveyard, prepared undispellable buffs and sequencer, met with Rylock's assassins while travelling to the Docks (same Cleric and Mage as in Suna's party), this time was able to take out many enemies in the start via Spell Sequencer with GM + 2*Emotion, including enemy cleric. Took Rylock's body to the Harper Hold, took X'zar's quest, started Mae'var's quest, bought another +1 ring from Gorch, used the Cleric's Knock and Find Traps spells to unlock\\bash some doors/chests in the area.
Travelled to the Temple. On the way dealt with the last of the bandit dispel-buffs-on-sight encounters. From now on, bandit encounters won't start with dispelling buffs, and no further gold, xp or items will be gained from random bandits. So those encounters are best avoided using Haste (for city limits) or Invisibility (for wilderness encounters).
Took Lathander's unseeing eye quest, Sir Sarles' quest, MNORH Fallen Paladins quest, stole Priestess of Talos' necklace, killed everyone inside the Temple of Helm barring the trader, got the Helm of Glory from Guardian Telwyn's corpse - equipped it on the Ranger.
Travelled to Government district. Started Valygar's quest, talked to Delon, talked to Sir Sarles.
Travelled to the Promenade, talked to Ore Merchant.
Travelled to Slums, talked to duergar.
Well, that's it for now.