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Baldur's Gate 1 No-Reload Challenge


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#5076
Shadow_Leech07

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Sorry for your losses Grond0, but great job with your current game!

#5077
Gate70

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Another ambush. 800gp to raise Totemic Bruce and C/I Bruce.

F/D Bruce has another rigid think while Bassilus is doomed, commanded and killed. Thalantyr fails to rescue Melicamp, so we free Shoal the nereid instead.

Time to return a ring for Joia, then we survive a bandit ambush slightly impoved levels and a bit of equipment helps although Sheila almost expired.

F/M Bruce is swallowed whole by a worg, but again the temple manage to restore him.

We've bitten off more than we can chew here, F/D Bruce is on borrowed time.
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F/I Bruce saves the day.
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Meilum puts up a good fight, forcing F/D Bruce to step back. Doomed blindness seals his fate.

Arghain is doom commanded as his half-ogres take a final sleep. Don't usually bother with more on this map but feels a good choice today.

Ioin Gallchobhair has a doomed command, Billy is held and Dribben saves against blind so receives a second doomed command.
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Hulrik thanks us for saving Arabelle the cow from a group of sleepy xvarts. Sleep also deals with a group of ogres, half-ogres and hobgoblins.

We make the mistake of investigating a cave. F/I Bruce dies and protaganist F/D Bruce is only just rescued from a similar but permanent fate.
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Our journey to the temple results in another ambush, N Bruce perishing too. Keldath Ormlyr is pleased to see us once more, and we leave 1000gp poorer.

#5078
corey_russell

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Yikes, Gate70, the Temples are making a killing off your group. But that was true for my heavy arcane group too. Like you say, you don't have any 100% fighter-types. Nice going and that sure was a close call in the ettercap cave.

#5079
corey_russell

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Priscilla the fighter/mage/thief and her rag-tag band of clerics and a berserker update

Priscilla's gang has cleared the road areas from Candlekeep to Nashkel. What was very helpful was a lightning wand dropped from a random hobgoblin -- we used it to help clear the ghouls/ghasts in those general areas.

We also killed Bjorrin's half-ogres for his shield and as well as side stop a the gnoll fortress, giving Tiny much better AC of -4 with the DEX gauntlets. Despite Reb's very low STR (8), she's tanking with the Ankheg as well, using Silke's staff.

With all the dooms/commands/hold persons that we have Zordral and Greywolf were dealt with easily. Greywolf caused 4 different party members to level, which was nice.

We wanted the necklace of missiles for the Nashkel Mines, but were short a bit of cash, so went to the area with Samuel. Priscilla ended up carrying Samuel but she had to take off her armor and let someone else carry it -- even so was she was heavily burdened. We tried to get to FAI but got hit by a wardog ambush. I was going to run, but then reailzed that Priscilla can't escape so stayed and battled - Joshua ended up getting killed.

We got to FAI, unloaded Samuel and raised Joshua.  After selling we finally had the cash we needed and headed to carnival to get the necklace of missiles.

Clearing Nashkel Mines was uneventful. Mulahey's minions were dealt with by fireballs, and Mulahey himself was commanded, doomed and held. When we returned we had to deal with Nimbul but he got commanded as well. Feel pretty good about this party.

Tiny - level 4 berserker, 23 HP
Reb - level 4 Priest of Lathander, 28 HP
Jonan - level 4 cleric, 25 HP
Joshua - level 2 fighter/level 3 cleric, 13 HP
Priscilla - level 2 fighter/level 2 mage/level 3 thief, 19 HP
Lily - level 3 cleric/level 2 mage, 13 HP

Modifié par corey_russell, 03 mars 2012 - 05:39 .


#5080
Grond0

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Update for Grond.

Went through the normal routine in the city of seeking out tomes.  While going up Ramazith's tower Grond reached his 8th and final level (getting up to 83 HPs, just a tad above average).  Ramazith himself only needed a single chop after his stoneskins had been worn through.

Grond did do the encounter with Marek that was not strictly necessary as the eagle bow is useless to him - Marek got off a skull trap and survived the first post-stoneskin hit, but the second was too vicious for him.  While on his rounds Grond also picked up Balduran's helm, which could conceivably be used in BG2, and helped resurrect a boy.  With 7 invisibility potions available he used a couple to avoid a fight at the Iron Throne.

At Candlekeep he again avoided fighting (apart from some phase spiders, which got him to his XP cap), using a scroll of magic protection and potions of storm giant strength and invisibility to loot the tombs and escape.  Before going back to the city he picked up the tomes from the pirate cave (just running past the sirenes and golems, using green amulet) and Durlag's Tower.

Did rest this time to get the final Bhaal power, but forgot to reduce reputation first to get the evil power for the final one.

Cythandria removed magic Grond's initial potion protections so he reverted to dodging spells on the stairs until she was helpless.  One point to note here is that her magic missiles ignored the shield amulet, which is a bit of a pain.  Against Slythe Grond put on a good range of potions, including potion of power to get HPs up to 109 to protect against a nasty backstab.  In the event Slythe's magic resistance protected him against firebreath, but a furious Grond still killed him before he could go invisible.  Quenash was killed for her cloak - too late providing a reputation adjustment.

Grond rushed to the palace while potion buffs were active, adding a potion of clarity to protect against the greater dopplegangers touch.  Then rushed back to pick up the invitation!  Also took a potion of regeneration on the way back.  With 4 APR, kai damage of 27 and THAC0 of -3 Grond didn't take long to deal with the dopples, though even in that brief period Liia snuffed it.

He still had full buffs up for the trip through the maze - the bit of damage done by a skeleton warrior being mostly healed by regeneration before that ran out.  He took a circuitous route round the Undercity to avoid the party there and pushed straight into the temple.  The final fight would have been straight-forward, but unfortunately neither Diarmid nor Angelo generated, which means Sarevok can't be killed.  I've come across this bug before - in this installation I updated to the latest versions of mods and it looks like an old conflict has come back.  As noted earlier there also seems to be something wrong with shield as well, which is another old bug.

#5081
corey_russell

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Boo, not that again Grond0. Do you have a save prior to entering the temple, so that you can maybe change your install before entering it?

#5082
gunman78

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Roland final update...

After clearing the Cloakwood Mines and defeating Davaeron with no problems, the party returned to Beregost, then headed to Sword Coast, where they battled Ogres and Sirines. A sirine (enhanced by aTweaks fey component) was the doom of Roland. He was first charmed, then feebleminded. When charm wore off, he couldn't move since the feeblemind had a longer effect, and was attacked by wandering sirine with arrows of bitting until he was dead.

I started a new game, this time vanilla BG + TotSC just with the BG FixPack for something new. I won't stop the game in case of death, but I'll try to play as no-reload style. I'll let you know if something interesting happens.

#5083
corey_russell

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Priscilla the Fighter/Mage/Thief -- FINAL update

The party was mostly level 5 and we all had magical weapons. I thought we were ready for the Battle Horrors near Durlag's Tower. I was wrong.
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Going to roll a real character, think this is enough random attempts for now.

#5084
After5CST

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RIP Riss, H F Bard

Clearing Larswood, Riss added Viconia and dropped (by necessity) Xzar and Montaron, who had turned into constant complainers. No real danger at the bandit camp either, although they were having troubles with Tauzog until Viconia Held him.

Moving on to the Cloakwood, the party added Coran and moved on to the Spider Map. Unfortunately, Imoen missed a spider trap and the phase spider finished the party off.
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I'm off to figure out what to try next. I enjoyed bard a lot more than I thought I would, although the Blade special abilities are all but worthless in BG1. Defensive Spin's lack of movement is much worse than the few points of AC it gains you (at low levels) and Offensive Spin just means you have to be in melee range to still miss most of the time.

#5085
Grond0

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Sounds like a tough evening for gamers - condolences all round!

corey_russell wrote...
Boo, not that again Grond0. Do you have a save prior to entering the temple, so that you can maybe change your install before entering it?

There's the autosave yes that I will probably try and make use of at some point.

#5086
corey_russell

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Core the level 3 berserker/level 2 mage entering the no-reload challenge

I had another one that I didn't post, but that Core got eaten by some cave bears. So I re-rolled him and tried again - the re-roll got me a higher point total and much higher strength so that works for me. :  )

I wanted to play a mage, but I rather dislike pure mages (no shields or helmets - BG 2 in particular has quite a few helpful helmets) -- so this is my compromise. Groupmates are Kagain (fighter), Viconia (cleric) and Imoen (thief) Going to try to keep it a 4 man team as long as I can, but if I need more damage dealing we might add Shar-Teel down the road. I realized I don't have to deal with Sendia right away, but I CAN deal with Zal and Vax kinda early, to get the archery bracers. With hold persons this worked out just fine. Imoen immediately became a more productive group member. We also encountered some winter wolves which in turn allowed us to get Imoen the +1 short bow, +1 sling for Core and a +1 dagger for Imoen. The "trash" mobs are dieing much faster now. Feels nice that everyone is capable - quite unlike my random parties.
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#5087
Gate70

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Good luck gunman78.
Bad luck (battle horrors) /good luck Corey.
After5CST, defensive spin put me off blades years ago and never really tried one again.
Grond0, did you attack/kill any of the party (Tazok or Diarmid) earlier?
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Silence ensures that posturing is all Denak and his red-robed wizards can manage. Then we return Samuel to the Friendly Arm Inn and head into Nashkel mine.

Sheila takes the lead over a trapped bridge but an arrow and one trap kill her. F/D Bruce crashes a second trap and we kill the closest kobolds before topping up the church roof fund once more.

Modifié par Gate70, 04 mars 2012 - 05:16 .


#5088
Grond0

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Gate70 wrote...
Grond0, did you attack/kill any of the party (Tazok or Diarmid) earlier?

Diarmid and Angelo didn't turn up, but I attacked the others long enough to make sure of that.  Thinking about it I decided to retire Grond there as that was his second attempt through anyway. 

I let Weidu run last night to do an automatic uninstall of the SCS final battle (which involves uninstalling everything installed after that and then reinstalling it once the component is uninstalled).  I haven't had great experiences of that method, but thought it was worth a try and so far it seems to be working OK.

I've started another random party made up of:
    Wisp, Male, Gnome, Illusionist, Chaotic Neutral
    Pros, Female, Half-Elf, Cleric, Chaotic Evil
    Aureum, Male, Human, Transmuter, Chaotic Evil
    Volta, Male, Half-Elf, Sorcerer, True Neutral
    Utility, Male, Half-Elf, Thief, Lawful Evil
    Logi, Male, Elf, Priest of Lathander, Neutral Good

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The dexterity stats are pretty good, but that's just about it in terms of game benefits and once again no warrior types!  Spells and proficiencies are also randomly determined.  
- no-one has a missile proficiency
- spells are pretty good with 2 characters knowing blind, though it would be nice if someone knew sleep.  The sorceror knows armour (not used yet) and magic missile (which would normally be one of my picks).

The party is predominantly evil so dealt with Firebead before leaving Candlekeep.  He was quickly blinded, but twice went invisible requiring Utility to move next to him to get him to appear again as a target. 

Utility was called on to do the same thing against Montaron - he was also blinded, but I'd forgotten that would allow him to use his thief stealth ability even though he was in full view of me (shades of the ravenous bugblatter beast of Traal for any Douglas Adams fans).

Tasks around Beregost provided Utility with the first level up for the group.  That allowed him to steal the potion of invisibility from the Manor House, in case that was needed to save Wisp during an ambush (in fact not had any dangerous ambushes yet).

At the lake Teyngan's comrades were both blinded, but he himself fought off 4 commands, despite being doomed, and the group was forced to spend ages trying to hit him (everyone needing a critical) while he chased Volta round and round.

The first party death occurred against Bassilus.  Utility was sent in to try and make a backstab; he succeeded (for 2 HPs), but was then exposed to the skeletons that took a while to realise they were supposed to be dead.  Bassilus was then blinded and taken to near death before charging off.  The party followed him just too far and activated the hobgoblin party - out of basic spells there was quite a bit of rummaging in packs for scrolls to use, but without much luck and 2 more party members fell to poisoned arrows before Wisp brought out the big guns.  A couple of blasts of lightning saw off the last of the hobgoblins and then Bassilus.

After a spot of resurrection the party is now ready for action again.  Current status of the squishies in marching order:
Pros, cleric 2, 10 HPs
Utility, thief 2, 11 HPs
Logi, priest 3, 13 HPs
Wisp, illusionist 2, 5 HPs
Aureum, transmuter 2, 6 HPs
Volta, sorceror 2, 5 HPs

Unlike my last group this one will normally head straight for the meaningful combats and not take on the various random encounters, so should progress (or die) rather faster.

Modifié par Grond0, 04 mars 2012 - 06:05 .


#5089
corey_russell

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Grond0, just curious which random generator did you use? You have quite a few choices now, your spreadsheet, Gate70's program or mine.

#5090
Gate70

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Doom and command do the job.
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Doom, silence and sleep are followed with magic missiles. Lamahla manages to hold F/D Bruce but C/I Bruce commands her.
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Nimbul and Tranzig are volleyed to pieces. Bandit camp next.

#5091
Grond0

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corey_russell wrote...

Grond0, just curious which random generator did you use? You have quite a few choices now, your spreadsheet, Gate70's program or mine.

I used your generator for the basic characters and weapon proficiencies, the game's autopick function for spells and Excel for thief skills.

Wisp and his motley crew are still going strong.

Shoal had a lucky escape - not only being left alive herself, but freed from Ogre Droth; he suffered both blindness and dumbness and could only cure the latter.  In the same area a mixture of sleeps and commands cut an ogre clan down to size.

Moving down the coast the party saved a boy from some worgs, but decided to leave the pirate cave until Utility is better at disarming traps.  A bit further down and the very last missile from the 11 magic missile spells available saw off the doomsayer.  Laryssa was silenced, commanded and held in order to get her shield, while Brage was more fortunate in getting an escort home.

On the way back to the coast the party stopped off at a xvart village, where the hospitality lacked warmth.  An encounter with Borda was proceeding to plan before he started using potions of invisibility to do backstabs.  On the second occasion he hit Pros for 15 HPs - she only had a miserable 14 as a 4th level cleric (the only death of this session).

Around this point the group patronized Thalantyr's shop to do some spell learning. Wisp got himself a cat familiar - nearly tripling his HPs from 7 to 19 in the process.

Back at the coast disabling spells dealt with some ogre berserkers and hobgobline elites.  Neville became another victim of silence - his attempted calls for help to some lurking hobgoblins going unheard.  Volta took sleep as his 3rd choice at 1st level, which made the gibberling hordes pretty easy to manage.

They are currently at the gnoll stronghold having acquired bracers and a tome, but not yet released Dynaheir.  Volta has just gained a level and chosen invisibility, so could potentially make travel a lot safer in the future.
Pros, cleric 4, 14 HPs
Utility, thief 5, 22 HPs
Logi, priest 4, 20 HPs
Wisp, illusionist 4, 23 HPs (including 12 from familiar)
Aureum, transmuter 4, 12 HPs
Volta, sorceror 4, 7 HPs (amour, magic missile, sleep, invisibility)

#5092
After5CST

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Now playing a Gnome NG Fighter/Illusionist. Holding off on posting updates for a while, although progress so far has been just fine.

#5093
corey_russell

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Core the level 3 berserker dualed to level 6 mage update:

Core's party is still going strong (Kagain, Viconia, Imoen). There's only been a handful of deaths the entire run. Below is a typical battle plan for the party:

Kagain surrounded by Xvarts at the Xvart village:
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Kagain keeps the enemies occupied while the party assists with bullets and arrows and sometimes spells usually hold persons or sleeps or blinds and of course silence against mage types. Now that Viconia has a few more level 3 slots, Kagain is also accompanied by 3-5 skeletons, which have performed well so far.

On the overall map, the bottom two rows except Durlag's has been explorered. The valley of the tomb area went pretty smoothly. We used magical ammo against the undead in the tombs -- Kagain got held in the tomb with 3 ghasts, but fortunately Core's flame arrow saved Kagain. Interestingly, a number of times, Kagain has held by enemy ghasts/ghouls and almost every time Core saves the day by activating his berserk and charging with Greywolf's long sword. Interestingly enough, just like vanilla BG 1, the Amazon assassins don''t do well vs. the stinking cloud/animate dead combo.

Amazon assassins defeated by Core's party
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The party has a long way to go to their next levels, Ulcaster area our next target.

Party Status:
Kagain: level 6 fighter, -6 AC, 67 HP
Viconia, level 6 cleric, -5 AC, 29 HP
Core, level 3 berserker > level 6 mage, -2 AC, 49 HP
Imoen, level 7 thief, 1 AC, 42 HP

At the end of this session finally saved the up 24600 gold to get Core his Robe of the Good Arch Magi. We were at 18 rep so I needed to drop the rep, Algernon seemed like a good choice. However, I made a major blunder - first Algernon was right at the exit -- I should have charmed him moved him far away from the exit, THEN killed him. Instead Kagain swung and got a critical miss and Algernon escaped downstairs. The party killed Algernon and got his cloak and solved our rep problems for quite a while (-9), BUT the bartender went hostile as well as many patrons! I'll have to remember not to attack Algernon downstairs...There's nothing the bartender has that we need, BUT it does mean I can't sell certain items in Beregost, e.g., we will have to stop by High Hedge a lot more to sell it seems.

Modifié par corey_russell, 05 mars 2012 - 04:28 .


#5094
Shadow_Leech07

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Sorry for your loss Corey, and After5CST .

#5095
corey_russell

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Thanks Shadow_Leech. My berserker/mage is making great progress, with any luck he'll make it to BG 2.

#5096
Charlestonian Knight Templar

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Posted Image[/URL]
We assisted the Flaming Fist in executing a Drow Preistess who was wanted for murder!


                                        South Beregost Road, North Nashkel Road, Fisherman’s Lake (Chapter 1)

From Beregost we headed to Nashkel. We cleared all the evil we could find on the South Beregost Road. We immediately ran into two Ogrillon’s and gave them the ole ‘dirt nap so soon’ as Imoen likes to say. Get this. One of them had a letter to ‘Marianne’ from Roe. Turned out was the same lady we met in Beregost and she was extremely glad to read the letters tidings. Also, while there we found and killed the Orecai that had stolen Zhurlong’s Boots of Stealth, which we later returned. We killed a few other monsters also, i.e. Gibberlings, more Orecai & a female Drow Priestess who was being hunted by the Flaming Fist.

On the North Nashkel Road we met a woman who wanted to fight the best male swordsman in the party for 20gp. I whooped her & she pledged her sword but I declined her services. We bagged a few Bandits, a couple of Ghouls, some Orecai & Kobolds but we kept running into two Vampiric Wolves w/which we have nothing to kill so we had to avoid them. It got dicey a time or two trying to kill everything else & keep from getting killed ourselves by the VWs (see game note).

Next we travelled SSW to Fisherman’s Lake w/an eye toward bringing justice for Bjornin. Lot’s more happening at Fisherman’s Lake than Half-Ogres. We immediately ran into three ‘senior’ bandits. One, I’m guessing, was a trained fighter, the second a mage & the third was an Orecai of the Chill. This fight could have been tougher if we’d not been on our game but we took the mage & the Orecai out quickly & then took the fighter down. From there we headed west & after a couple of minor skirmishes, found & killed Bjornin’s Half-Ogre’s. We killed two each Ogre’s, Ogrillon’s & Ghasts & a few Orecai & Gnolls.

Key Event: We came upon a group of Gnolls frothing at the mouth & started decimating them when the Faerun Famous Ranger & Drow, Drizzt Do’urden approached us & asked us for aid. In no time we helped him finish cutting them down. He was pleasant & he & Kivan shared a conversation relative to their common Elvish heritage before he moved on. We spent the next hour or so picking up loot.

Treasure Acquired: (Legend: Alexander (Al), Imoen (Im), Khalid (Kh), etc; General Party Use (GP); Spellbook (Sb); Sold (S); Ring of Protection +1 (Al); Medium Shield +1 (Kh); Potions: Healing x2 (GP); Scrolls: Chromatic Orb (Kh); Bandit Scalps x3; Misc Weapons, Armor, Gems, Scrolls (S); ~ 250GP

Leader Notes:. None

Current Disposition: Writing with quill and parchment in my room in the Red Shief. The party has rested, recuperated and re-equipped for our trip to Nashkel. We leave in the morn.

Next Steps: Headed to Nashkel

Game Notes/Questions: Enchanted weapons are scarce w/the Hard Times mod & Vampiric Wolves will kick your butt if you try and fight ‘em w/o magic weapons.

Promotions: None

Current Party: (Reputation: 14 - Popular)

Alexander:3rd Lvl Pal (UH);(18/77,18,18,10,15,19*);SpMail/LSwd/Fl; (Prfs:LSwd*,Flail*,SSS**)
Imoen: 4th Lvl Th (SwBklr); Lthr/SBow/Dgr +1 (Prfs: Dgr, SBow, SSwd)
Khalid: 2nd/1st/2nd Lvl Ftr/Mage/Th; LBow/BSwd; (Prfs: LBow, BSwd, TWS**)
Jaheira: 3rd Lvl Drd; Std Lthr/Slg/Club; (Prfs: Slg, Club)
Garrick: 4th Lvl Bard; L CBow/LSwd; (Prfs: CBow, LSwd, SWS)
Kivan: 3rd Lvl Ranger/Archer; Std Lthr/LBow/ESoE; (Prfs: LBow***,Spr,THWS,TWS**)
   * Tome of Ldrshp/Inflc

Reloads: 0

Mods Used
: E. Tutu/TOB; Hard Times, BG1 UB; NPC 1 Pr; Randmzr, BGII Twk Pack, SCS, Level 1 NPCs

Modifié par Charlestonian Knight Templar, 05 mars 2012 - 07:25 .


#5097
Charlestonian Knight Templar

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Question. One of my party members accidently killed a commoner - really! I don't even know what happened. So I took the rep hit and left for the temple to add a few points back as I like my parties to be Heroic by reputation.

Anyway, I guess that bled over b/c later in that town (Beregost) we suddenly ran into some 'hostile' populace. It's funny b/c I think we killed the Innkeeper @ the Burning Wizard - again don't know how, I just know that he ain't there no more.

Now, around there, there are no hostiles but over closer to the Feledpost there are a few (the Town Crier is not one of them). Anyway, so we had gone into Feldepost to sell some rings with no problem but then when we came out and headed west to go over to High Hedge there were some hostile commoners around the corner. Since my party was set on AI they unloaded on them and killed another which I most certainly wouldn't have ordered.

Anyway, suddenly I'm a fallen Undead Hunter for killing two commoners I never inteded killed.

Honestly, I took the first one as 'collateral damage' and paid the price the restore my rep but the 2nd I gave myself the benefit of the doubt.

Does anyone have a problem with that? From now on I'll have to turn AI off in Beregost I guess.

Also, Is there anyway to restore a Fallen Paladin? Don't think so but though I'd ask.

CKT

#5098
SapphireIce101

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Congratulations, and condolences to everyone here.

@CKT - You can't restore a Fallen Paladin in BGI, but you can in BGII by doing the stronghold quests, I think. Also, that is pretty interesting, and kind of funny too. I remember when I made a ranger and it went into Fallen Ranger mode, I was like "Oh my goodness!" It was worth killing Noober though. Hah.

Good luck, and have fun!

#5099
corey_russell

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In my game I have to turn off my AI in Beregost as well, some hostiles in Feldeposte's Inn, but sometimes they come outside.

#5100
Grond0

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Charlestonian Knight Templar wrote...
Anyway, I guess that bled over b/c later in that town (Beregost) we suddenly ran into some 'hostile' populace. It's funny b/c I think we killed the Innkeeper @ the Burning Wizard - again don't know how, I just know that he ain't there no more.

You will get a chain reaction when hostile commoners are around that will cause most things in the town to go hostile.  The sort of thing that could happen is:
- you approach a hostile commoner. He tries to escape you by ducking into the nearest building (the inn).
- inside the inn the innkeeper runs away from the hostile commoner.
Have you checked upstairs to see if he's run there?  I presume that if he had run outside you would already have seen him.