@CKT
I don't think so. There is a ToBEx thingie which allows you to what you want (+1 to caster level) with both clerical and mage spells, but afaik not innates. Item Revisions and Item Pack both use it, fwiw.
@CKT
I don't think so. There is a ToBEx thingie which allows you to what you want (+1 to caster level) with both clerical and mage spells, but afaik not innates. Item Revisions and Item Pack both use it, fwiw.
Finally made it to Larswood. There I led us to splendid victories over a trio of Worgs & then three Black Talon Elite (BTE). I actually like the BTE & can see myself as their leader someday…but for now they stand in my way…or worse still my benefactor.
Later, we stumbled on a druid shrine & were attacked by one of them, while his partner attacked him. We smoked him easily & had to take down two Cave Bears too. As I battled the Druid & two Cave Bears, I felt another surge of power as the 2nd of my visitors appeared & touched me. I could see her clearly this time, so plainly, but none of the others noticed her appear beside me. I remember her as a beautiful goddess-like being in my earlier dreams but this time “her sharp talons, vacant white eyes & cloven feet…burnt & broken fragments of wings protruding from her back & four writhing, ten-foot-long sting-tipped tails”1 revealed her as a Lilitu Demoness. MY POWER COMES DIRECT FROM THE ABYSS!!! I felt a surge of extraordinary fear before realizing in an instant that the Lilitu serves another, more powerful Demon. How I wish I were in Candlekeep now so I could research the, Fiendish Codex I: Hordes of the Abyss1 & the Demonicon2 so that I could learn more. Whichever benefactor my ultimate Demon is can rest assured I will serve them well here until they bring me to the Abyss so that I can serve Chaos & Evil forever in their service.
Key Event: Early in our visit to Larswood, we ran into some Bandits & since I was getting my butt kicked I smooth talked my way in to ‘join their gang.’ Unfortunately, when I told their leader Tazok that I could give him a good bruisin’ which is why he needed me, he chose to ask me to back my words up. I could’a taken him & the bandit Leader that brought me to him but the commotion brought Chill Hobgoblins & more Bandits out of the woodwork & we had to bail. Xzar actually took a dirt nap & I had to send Eldoth roundabout to collect his gear & Montaron’s who’s already fallen. I’ll find this Tazok Ogre again and stomp his ugly butt. I still think it would be cool to lead the BTE.

BATTLING THE BANDIT LEADER, TAZOK.
Afterward, I continued pressing into Larswood but it was along, laborious, slow task. The biggest obstacle was a group of three BTE w/about a half-dozen Bandits right in the middle of the woods. Time & again we approached & tried to knock them off before withdrawing to rest & try again. The BTE w/those Arrows of Ice are hard to overcome, especially when other Bandits are taking pot shots @ you too. Even w/my Boots of Avoidance, I was taking hits & having to withdraw. Finally we found a separate group of three BTE & were able to disable & kill them w/a sleep spell cast by Eldoth. That became the strategy but it was still nip & tuck, hit & run. Finally both Xzar & Edwin were sent word of promotion from their guilds (however that works). That added three Melf’s Acid Arrows for Eldoth & two Horror Spells for Xzar. Much help they were. FINALLY we killed them all, picking off one or two @ a time & then returning to pick of more. Then I force marched us thru the remainder of Larswood killing everything in sight while we were on a roll. I wanted no reinforcements coming in. We still had to pull back to finish off two more groups of BTE but Larswood is clear.
Treasure of Note: Arrows of Ice, ~40 (Eldoth); Had to cash in my Heavy Crossbow of Accuracy for gold
Current Disposition: Resting @ the red Sheaf as always
Next Steps: My benefactor has blessed me to become a Malefactor (Anti-Paladin/3) & I have added proficiency w/a Two-Handed sword. Eldoth’s Guild made him a Skald (Bard/4) & but he didn’t have a 2nd level spell to memorize yet; Kagain was promoted to Berserker/3 & added another notch to his Axe proficiency; Both Xzar & Edwin’s Guild’s promoted them to Conjurer (Mage/3) w/Xzar adding Larloch’s Minor Drain & Horror x2 & Edwin adding Melf’s Acid Arrow x3
Level Up:
Current Party: (Reputation: 10 - Average)
Ironside: Fighter/Anti-Paladin//3, S/Mail (L/Shield) wBoots/Avoidance, Girdle/Bluntness, B/Sword**
(THS*, THWS**); Powers: Cause Critical Wounds, Withering Touch, Dolores Decay, Cure Lt Wds
Kagain: Fighter/Berserker//3w/Chain Mail, Battle/Throwing Axe***(TWS**)
Eldoth: Bard//4, Chain Mail w/Short Bow*, L/Sword* & Dagger*
Montaron: Assassin//3, Studded Leather w/+1 Short Sword
Xzar: Mage/Necromancer//3 w/Dagger; Spells: Chill Touch x2, Larloch’s Minor Drain, Horror x2
Edwin: Mage/Conjurer//3 w/Qtr Staff; Spells: Armor, Grease x3, Melf’s Acid Arrowx3
Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges)
Blue Font: New information; Red Font: Monster encounters (first use)
1 Fiendish Codex I: Hordes of the Abyss: Ed Stark, James Jacobs & Erik Mona, Wizards of the Coast, © 2006
2 Demonicon: Mike Mearls, Brian R. James, Steve Townsend, Wizards of the Coast, © 2010
@CKT, do you use Shadowkeeper? Maybe you could assign Enchantment spells as innate abilities to your Anti-Paladin?
Dear reader, I'm presenting you my latest attempt. Grynne the Wizard Slayer never died, but I've had various game crashes and did a new install with less mods (though still a lot of them). I might continue Grynne's run in my old install (which I haven't deleted yet), to try and at least complete BG1 with her.
Meanwhile, here is Lenno Luckyhand, a mischievous but certainly not evil Halfling Swashbuckler.

Backstory/Personality:


Inside the Friendly Arm Inn the party received no warm welcome from the owner Bentley Mirrorshade when he saw Eldoth. Mirrorshade almost had them removed by the guards, but Eldoth managed to calm him. It turned out that during an earlier stay at the Inn Eldoth had broken his promise to perform for the public and stolen some of Bentley’s best wines. In the end the party was allowed to stay in the most basic rooms, but Bentley wouldn’t trade any goods with them. Lenno wasn’t disappointed with what Eldoth had done to Bentley, that’s part of the trade, but he what did disappoint him was that Eldoth hadn’t told him anything before they entered the inn.:

Lenno checked the second and third floors for any valuables, but most rooms were occupied. He did meet a gnome, Unshey. Apparently one of the belts they had found on the ogre’s corpse south of the Friendly Arm Inn belonged to her. He returned the belt to her, as he saw no use for it, and was rewarded with 95 GP. [The XP made Eldoth reach level2.] When he returned with some minor loot from his visit to the guest rooms, he saw Imoen chatting with two Elves or Half-Elves, Gorion’s friends: Khaild, a Fighter/Mage and Jaheira, a Druid. They wanted to travel to Nashkel with him, but Lenno explained he had business in Baldur’s Gate. The pair was willing to take in Imoen though. Thus they parted ways, for the time being at least.
[I wanted to sell Imoen’s wand before before leaving her behind and giving her her share of the party’s gold. Now that Bentley wouldn’t deal with them, Lenno had little choice but to leave Imoen with her wand and potions.]
The party of four left the Friendly Arm Inn to continue their journey to Baldur’s Gate. Just north of the inn they ran in to five hobgoblins. Montaron in his splint mail took them on in melee while Eldoth and Lenno attacked with their ranged weapons. The hobgoblins fell without injuring any of the companions. [Lenno reached level 2 here.] Lenno picked up their bastard swords to sell them later. He also found a Flamedance ring he would sell. Further north they met three farmers who asked them to slay an Umberlee priestess for a rather lacklustre reward. This seemed to be a job for Montaron. He wasn’t overly excited due to the underwhelming reward, but as they were going that way anyway, he agreed to get the job done. They continued their way staying close to a lake, because according to one of the farmers the area housed many ankhegs, dangerous beasts, and they were least likely to be found near the water. Four of five hours later, the party arrived at the bridge to Baldur’s Gate. When they wanted to enter the city, they were told by a guard that the gate was to remain closed to protect the city from bandits. This seemed to be a rather rigorous measure. The party had dealt with two or three bandits before. They didn’t seem to be a plague by any means. Either way, the gate remained closed. Neither Montaron’s threats nor Lenno’s and Eldoth’s charms would sway the guard. Disappointed, the party set out to search for the evil priestess of Umberlee. When they found her, she turned out to be nothing but a child. She did have clerical powers though, and didn’t hesitate to attack the party. A good hit by Montaron made her change her mind. She told Lenno that the same farmers who wanted her dead had taken a bowl from her mother and killed her.

Lenno, an orphan himself, was touched by the girl’s plight. He told the others that he wouldn’t have the girl killed. His companions weren’t as moved as Lenno but they agreed to have a word with the treacherous farmers. The farmers pretty much confessed to their crime, and gave Lenno the bowl when pressured to do so. They turned hostile, causing Montaron and Eldoth to attack. The farmers fell soon after, and Lenno found a seemingly enchanted Flail on one of them. He took it with him as payment. He returned the bowl to the girl, who was less grateful than he would have expected, but maybe much kindness could not be expected of her in the first place, having recently lost her mother. [This gave the party a decent XP boost, though none of the companions levelled up. This will have to wait until Beregost.]
The party travelled south, this time with the intention of making it to Nashkel. Eldoth was willing to remain with the party. There was not much else for him to do, and so far his time with the party had been pleasant and profitable. They didn’t have any trouble reaching Beregost, but the same could not be said of their stay in Beregost.
Weary after their trek from the Friendly Arm Inn they followed the directions they were given by Golin Vend, a friendly sort, to Beregost’s nicest inn: Feldepost’s. When they entered the inn, they were accosted and threatened by a conspicuously inebriated man named Marl, who seemed to hold all adventurers responsible for the death of his adventurer son. Eldoth and Lenno managed to subtly talk some sense into the heart-stricken man, so that the party could finally relax and get some rest, but Montaron thought otherwise. He somehow saw reason to undo Eldoth’s and Lenno’s work, and to attack the unarmed man right in front of the innkeeper and the Gods know how many townspeople. Lenno, Eldoth, and even Xzar distanced themselves from Montaron. Not because the Halfling wouldn’t need any help, but rather because none of them wanted to be associated with the frenzied Halfling at that moment. After Montaron went as far as to kill a friend of Marl’s, Lenno dismissed him from the party. The Swashbuckler would have nothing of the Assassin’s cruelty and utterly unnecessary violence, notwithstanding the latter’s usefulness and achievements for the party. Xzar remained loyal to his companion but he seemed to understand Lenno’s motives, so he wasn’t dismayed by Lenno's decision. What happened then was as curious as it was sad. Marl proceeded to give Eldoth, who hadn’t done anything to rouse the drunk, a serious beating and he even followed Lenno outside. There a fight took place which had Lenno stab his unrelenting attacker in self-defense, unintentionally killing the man.



The events had the party’s reputation plummet [to 4], but Lenno and Eldoth weren’t aware of this. They thought they had saved their reputation by immediately dissociating themselves from Montaron when he attacked Marl. Besides the people at Feldepost’s had observed how Eldoth had refused to fight Marl and the harlots outside the inn had seen Lenno act in self-defense against the drunk. [The only good thing that came out of all this, was that it had both Eldoth and Lenno reach level 3.]
They rested for a long time, about 16 hours, so that Eldoth could recover from the bruises he got from Marl. After that, the two brainstormed over their next move. Eldoth was eager to leave but Lenno, not as cautious as his more experienced friend, wanted to “explore” the town’s many homes and the other inns besides Feldepost’s. The Halfling argued that the incident with Montaron actually constituted a golden opportunity: if he would operate carefully, Lenno could rob the entire town blind at night and people would suspect evil and cruel Montaron rather than him the next morning, especially if they were willing to raise their reputation by helping some of the townspeople with a few minor favors. The idea pleased Eldoth, but he insisted in coming along with Lenno for some reason. In the end they came up with the following. In the evening the two of them would enter the townspeople’s homes. If the residents were asleep or away from home, Lenno would take what treasure he could find, but if they were to bump into any residents, they would greet them under the pretext of offering them their services, any services really, to earn some gold and some goodwill with the people. Thus the two recouped some of the party gold they had given Xzar after their split-up. They also fetched a book for Firebead Elvenhair and they promised a worried woman, Mirianne, to look out for any signs of her husband whom she hadn’t had tidings of for a long time since he had gone on a business trip. In one of the houses they had quite the shock when they encountered four huge spiders that didn’t hesitate to attack them. They fled outside, but the spiders pursued them. However, in the streets of Beregost the odds were in the companions’ favor. They had enough room to manoeuver to kill all four of them with ranged attacks. Eldoth took the corpse of the biggest spider to extract its toxins to create poisons for his arrows. Inside the home, Lenno stole a pair of boots he put on and some decent wine (much to wine buff Eldoth’s satisfaction).
At the Jovial Juggler Inn the companions spoke with a battered paladin who asked them to avenge him against the half-ogres that had injured him southwest of Beregost, and with Gurke the Dwarf who told them he had lost his Cloak of Non-Detection to a number of tasloi in the Cloakwood of all places. If he’d had a tail, Lenno would have wagged it upon hearing Gurke’s story. He’d be willing to go to great pains to acquire that cloak. A trip to the Cloakwood would certainly be worth it he reckoned, and even Eldoth (who had no real use for such a cloak) pointed this out to Lenno.
Their nightly visit to the Thunderhammer Smithy was a disappointment. During the day, just before closing time, they had met the renowned blacksmith, Taerom Fuiruim, and perused his goods. Fuiruim had some very good weapons, armor and other items for sale. But at night, all the good stuff appeared to be stored away somewhere secret. Even the locked chests held nothing but mundane weaponry.
In the early morning they donated some gold at the Temple of Lathander [not enough to gain any reputation points as it turned out; one of my mods raises the amounts of gold required to increase one’s reputation, and I don’t know those amounts]. A haughty Lathandrite told them that there was a 5000 GP bounty on the head of the mad Cleric Bassilus, a name to remember. The companions then travelled four hours west to the High Hedge which, according to one of the townspeople, housed a wizard who had magical items for sale. The area held many dangers: wild dogs, spiders, gnolls, and skeletons. Lenno snuck past them, unnoticed. The wizard, Thalantyr, was very unwelcoming. Initially he wouldn’t deal with Lenno and Eldoth, which to them was a sign that they could safely sell their loot from Beregost. People wouldn’t come to Thalantyr unless they really, really had to, and then only if they actually managed to make it past the area’s dangerous creatures. From the proceeds they bought a bag of holding.
From the High Hedge the duo travelled north, to the Cloakwood, where some tasloi hunting yielded a silvery white cloak, quite possibly Gurke’s Cloak of Non-Detection. The companions travelled to the Friendly Arm Inn and had the cloak identified by Gellana Mirrorshade who, unlike her husband Bentley, was quite amiable. It was indeed the Cloak of Non-Detection. Lenno draped it over his shoulders and clasped it tight. He was by no means intent on returning it to Gurke anytime soon. At the inn a female gnome named Landrin recognized Lenno’s boots as hers. She explained to him that it was her house that had been infested with spiders in Beregost. She was thankful that Lenno and Eldoth had cleared the place and after some negotiating Lenno returned her boots and her (by that time only half-full) bottle of wine to her for about 300 GP. On the second floor, Lenno got busted at a careless attempt to empty a chest, but he managed to evade being held by the guards and hurried downstairs. Lenno and Eldoth swiftly made their way outside. They resolved not to return to the inn for at least a fortnight or two.

The companions are now south of Beregost. They slew two ogrillons there. One of them had a letter from Mirianne's husband. When they returned the letter she rewarded them with a Ring of the Princes. Further south they managed to avoid a confrontation with three heavily armored Flaming Fist enforcers by outrunning them. They’ll probably continue their way south for now.
@CKT, do you use Shadowkeeper? Maybe you could assign Enchantment spells as innate abilities to your Anti-Paladin?
Blackraven, looks like it's what I need. Can you help me get it to point to my Tutu Folder where the saves are contained? I have everything in C:/Black isle/Easy Tutu but when I try to open a saved game it seems to be pointing to a couple of old BGII saves from over a year a go. Any tip is appreciated.
I've not used this before and it looks like it could add some additional realism to my 'story line' as a Demoness' pawn. I could have her grant the enchantments to him when/if he destroys the Bandit Camp. CKT
Blackraven, looks like it's what I need. Can you help me get it to point to my Tutu Folder where the saves are contained? I have everything in C:/Black isle/Easy Tutu but when I try to open a saved game it seems to be pointing to a couple of old BGII saves from over a year a go. Any tip is appreciated.
I've not used this before and it looks like it could add some additional realism to my 'story line' as a Demoness' pawn. I could have her grant the enchantments to him when/if he destroys the Bandit Camp. CKT
CKT, I think you've got Shadowkeeper set to an old game directory. If you open Shadowkeeper and click on "Installation Directory" under the "Settings" tab you can set your game directory to your current game's current location. After that, you'll have to close Shadowkeeper and start it again. It will then automatically search in your current installation directory. I hope this works.
Keep up the great journal, and don't die!! There aren't many Ironsides, and I would be sad to see him fall. (Btw where do you get all the great background elements from? A specific guidebook about faiths of Faerun?)
Yent the Human Fighter - FINAL Update!
I finally got around to playing my game. I was having fun too. However, Yent got slaughtered by some ankhegs that ambushed us in the 3 tombs area. Afterwards, I realized I could have used an invisibility potion I had. I tried running away but the spit it just too fast.
@Corey, sorry to see Yent fall. Shame the ankhegs had to target him of all people...
@Jianson, thank you, so far it's good fun
I saw Bentley's items, it made me curious to see whether the armor actually confers any AC benefit.
The Acrobat kit is one the bard kits from the Song & Silence mod. It means that Eldoth can cast spells if he takes off his armor. So far he can cast two level 1 spells and one level 2 spell. He has Armor and Sleep memorized (and no level 2 spells yet), but he hasn't cast them once. The kit description is taken from the Thief Handbook, where the Acrobat is considered a thief by the way.
I'm hoping this playthrough will be more like yours: nice and slow, doing many quests (probably even Durlag's Tower for the first time in years).
















Entering trilogy no-reload challenge...
Since Yent bit it, decided to give the concept another go (human fighter dual to mage with ***** in halberds). Will use a bow despite no skill with it, and also rolled up some hopefully better protectors for him. On to the introductions:
SETUP:
EasyTutu
Swords of Sword Coast expansion
Core Rules at all times
"gore" on (characters can be chunked)
No mods
**** Halberd
Skills:
Misty: **** Axes
Forrest ** long sword * mace * sling
Joshua ***** two hand sword
Hanna * hammer * sling
Paja * sling
We've survived Noober and destroyed Neira, and considering our next move.
(Btw where do you get all the great background elements from? A specific guidebook about faiths of Faerun?)
Thanks BR. I'll try it. getting close to needing it soon b/c like I said, I plan on having her grant him Enchantment Spells +1 Level when/if he defeats the Bandit Camp.
I am an old p&p D&D player from the early 80s when I was in HS. I still have all of the old hard cover manuals like the Dungeon Masters Guide, Players Handbook, Monster Manuals I & 2, Fiend Folio, Dieties & Demigods, Fiendish Codex's I & II (Demons & Devils respectively), Demonicon, as well as numerous books on Faerun & the area Baldur's Gate & IWD take place in...like Forgotten Realms City of Splendor, Waterdeep etc. I just come up w/an idea, research my PC class, monsters in my storyline etc. Half the fun is adding spice to the game using the old D&D material that's been out there for years.
Despite the difficulties in Larswood, I continued to lead my party toward the Bandit Camp by way of Peldvale IAW the letter I found on Tranzig. I immediately ran into a Drow Priestess, Viconia, & knew instantly that she was supposed to join w/me. Eldoth was no longer of value to me. His knowledge of Lore & his Identify spell will be missed b/c my other two Mages are specialists who can but cast Identify from a scroll (playing so that Mages can only memorize spells from their school but can cast others from a scroll). I will miss his limited ability w/short bow but Viconia’s unique spells & light ability as a foot soldier will transcend what Eldoth offered. (I made a mistake & dismissed
Key Event: This was all about try to figure out how to overcome BTE. Around every hill & behind every tree, we seemed to bump into A-Teams of three of them armed w/four Arrows of Ice each. There were spiders too but none of us was ever poisoned, plus we had an Antidote & I had Elixirs of Health for my own needs. Viconia packed her memorized spells w/Command & Xzar loaded up his 2nd level slots w/Horror. Still, by the time I limped us out of there we were down Kagain & Edwin. (I’d set AI for both Mages & Voconia @ Aggressive & that worked against me w/Edwin – back to Defensive mode next time thru. Nonetheless, I led us to victory over the BTE one A-Team @ a time & there’s nothing left in Peldvale – except four Wraith Spiders I want nothing to do w/in this weakened state & w/o but one enchanted weapon.
ESCAPING PELDVALE W/ONLY FOUR OF SIX
After all was said & done I decided to reenlist Eldoth back into my service in exchange for raising Edwin yet again.
Treasure of Note: Nothing to write about. 30 or so more Arrows of Ice which cost us more to identify than we got for them (we have no bows in this group).
Current Disposition: I’ve moved my base of operations to the FAI – although Eldoth has a history there that makes my welcome, well, less than welcome.
Next Steps: Invade the Bandit Camp
Level Up: Montaron received a message from his Assassin’s Guild promoting him to Murderer (Asaassin/4) & he selected TWS* to augment his abilities. Viconia joined me as a Curate (Cleric/4).
Current Party: (Reputation: 10 - Average)
Ironside: Fighter/Anti-Paladin//3, S/Mail (L/Shield) wBoots/Avoidance, Girdle/Bluntness, B/Sword**
(THS*, THWS**); Powers: Cause Critical Wounds, Withering Touch, Dolores Decay, Cure Lt Wds
Kagain: Fighter/Berserker//3w/Chain Mail, Battle/Throwing Axe***(TWS**)
Viconia: Cleric//4, S/Mail w/S/Shield*, Mace*, Slg*; Spells: Cmdx3,Doom,Shilelagh,H/Personx2,Silence
15’,S/Hammer
Montaron: Assassin//4, Studded Leather & Shield* w/+1 Short Sword
Xzar: Mage/Necromancer//3 w/Dagger; Spells: Chill Touch x2, Larloch’s Minor Drain, Horror x2
Eldoth: Bard//4 w/S/Bow*, L/Sword*, Dgr*; Spells: Armor, Sleep, Identify, C/Person
Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges)
Blue Font: New information; Red Font: Monster encounters (first use)
@Jianson, great update. The Red Wizards fight was epic! Re: your imp's Sword Spider form, have you tried buffing it? Aid, Strength of One, Defensive Harmony, PfE, Haste, PfF come to mind. I LOL'ed at Edwin's STR boost, I didn't even get it initially...
Also I think your concept for your Sorcerer is great. It's the way a Sorcerer should be played imo. The magic comes to the Sorcerer. Unlike mages they don't study spells. They shouldn't be able to pick what spells come to them. Also a great way nerf the most powerful class in the game.
Multi-player No-Reload Update
Neequan the gnomish level 5 fighter/level 5 thief (controlled by corey_russell)
Wewa Wescorc the level 5 elvish sorcerer (controlled by dogdancing)
The duo made some progress today. We cleared out the gnoll fortress without too much trouble, just spamming sleep. We also killed Firebeard in Beregost with blindness. We took out the flesh golems in Thalantyr's place with potion of absorption and hill giant strength potions. While buffs were running tried to clear the area. We had some big trouble with spiders though, Wewa Wesorc tried a fireball on Neequan's head and Neequan was forced to heal, but then he got poisoned! So Neequan ran far away until the next round and used his antidote - whew! One spider chased Wewa Wesorc she used her wand of frost on it. We then took out these pesky spiders. Buffs wore off about now, so decided to rest and get some more blue potions.
We can't quite afford full plate for Neequan. So wanted to one major task before ending the session. Neequan bought Thalantyr's final freedom potion and used it in the Valley of the Tombs. The plan was for him to distract the amazons with Wewa Wesorc spamming her 4 webs. This worked but was very, very close. Neequan's 46 HP went quick, but did an antidote in time, healed up then beat up the amazons who were all trapped in the webs. Wewa Wesorc chunked one of the assassins with her frost wand, but fortunately it wasn't one of the ones with magical armor. She didn't realize cold damage can chunk. Otherwise, victory achieved! Getting late, ended our session here.
Dear Neequan,
I see you are now traveling with Wewa. You must be mad I chunked the amazon, and replaced me. Traveling with young inexperienced sorcerers is a challenge indeed. But I promise to keep learning and mastering my skill. Let me come back to the party.
Wesorc.
***
On the road between Beregost and Nashkel Lenno and Eldoth ran into many hobgoblin thugs. With their daggers and arrows respectively, they managed to slay most of them. [It helped both rogues reach level 4.] One of the hobgoblins dropped a pair of soft leather boots that Lenno picked up for further inspection or identification if necessary. Both Lenno and Eldoth suffered various hits from the hobgoblin archers. [Interestingly the SCS hobgoblins picked Eldoth, a caster with a higher AC than Lenno, as their prime target even when Eldoth positioned himself farther away from them than Lenno.] When their injuries were getting serious and when Lenno ran out of throwing daggers the adventurers decided to retreat. Lenno’s lack of throwing daggers practically forced him to return to Beregost to barter with Fuiruim, and he would also have the blacksmith take a look at the boots he’d found on one of the hobgoblins. They decided to approach the town from the east, via the Temple of Lathander. That way they could enter Beregost, hopefully trade with Fuiruim, and leave right away in case any Flaming Fist mercenaries or bounty hunters would be looking for them after their nightly burgling spree through town. Such circumspection proved to be unnecessary. There were no Flaming Fist or bounty hunters, and the townspeople greeted the companions with politeness.
They rested for a few days in order to fully recover from their wounds.The fact that it took them days to recover had the duo conclude that some type of clerical backup would be most welcome in their party. At the Thunderhammer Smithy Taerom Fuiruim identified the hobgoblin's boots as a pair of Worn Whispers, boots that increased the wearer’s ability to hide in shadows and move silently, very useful for Lenno. The Swashbuckler also bought four sets of throwing daggers to keep himself well-supplied for their trip to Nashkel. They had decided to go there because they were curious why different folk like Xzar and Montaron, and Khalid and Jaheira, had all wanted to go there. During the trip they met the same type of resistance as the first time: groups of hobgoblins, of which only the archers posed a threat, especially to Eldoth. The companions managed to kill a couple of them, but chose to not waste their energy and their resources on the critters.

They outran the hobgoblins and made it to Nashkel. There wasn’t much going on there although Lenno and Eldoth learned that there were more bounties up for grabs: an emerald thief and a murderous Amnish guard captain, Commander Brage. Finding a way to track down and bring in these two, as well as Bassilus the mad Cleric would considerably increase their funds. This much was crystal clear to both Lenno and Eldoth. The difficult part would be finding their prey. They were also told by the town's mayor, Berrun Ghastkill, that he'd reward them handsomely if they investigated and solved problems in the Nashkel mines with disappearing miners. Lenno and Eldoth promised Ghastkill to look into the matter, but they also remained interested in the bounties. They decided to visit the Nashkel Carnival to speak with some of the merchants and with the general public for some clues, but they found none. One of the merchants had an oil of speed for sale, which reminded Lenno of Thalantyr. The wizard had told him that he could enchant Lenno’s Dagger +1 and craft it into a returning throwing dagger if Lenno would give him an oil of speed. Lenno bought the oil and travelled with Eldoth to the High Hedge. For 500 GP and the oil of speed Lenno had Thalantyr craft the returning throwing dagger for him, a very handy weapon that would take away the need to carry the burden of dozens of throwing daggers and the risk of running out of throwing daggers.

They first went to the Red Sheaf, Kagain’s favorite tavern. Eldoth and Lenno could only hope that that they wouldn’t get caught up in another dust-up with brigands as had happened before at Feldepost’s. Unfortunately, they did. Another bounty hunter who was after Lenno’s head, a dwarf named Karlat. Kagain didn’t hesitate to charge in, Eldoth attacked with his poisoned arrows, and Lenno decided to test his brand new returning throwing dagger. Their joint effort was too much for the bounty hunter.

Afterward Lenno had some explaining to do, but he couldn’t. He had no idea what he was supposed to have done, let alone to whom, to merit the apparent price on his head. Eldoth, familiar with Lenno's naïveté, seemed to believe the Halfling, but Kagain eyed the Swashbuckler suspiciously. They rested and Lenno had a dream about Gorion's death and about gaining power, the power that Gorion’s killer wielded, or even more. Lenno awoke, startled. He had never really been interested in becoming powerful. He never even gave any thought to what his future could be like. Either way, he got up and felt an unfamiliar power within him, without having any idea what it was. He decided not to discuss this with Eldoth or Kagain. He hardly knew Kagain and he was unsure whether he could see Eldoth as a friend already.
The three didn’t take long in tracking Kagain’s lost caravan. It had been waylaid by four bandits who were still around when the Lenno and company arrived. The bandits attacked the party on sight. Kagain responded with his axe in melee, and Eldoth and Lenno from a distance with their arrows and throwing dagger respectively. They slew one of the bandits but had to retreat to Beregost when both Eldoth and Kagain had consumed all the party’s healing potions and still got severely injured by the bandits’ many arrows. Lenno was uninjured.

When they returned, Kagain was fully recovered (thanks to his great constitution), but Eldoth was still injured. As darkness had fallen, Lenno had little difficulty scouting the area without being noticed. When he found the still injured bandit leader he attacked from stealth, causing her to pursue him. The two fought a duel out of sight of their respective companions. Lenno took a few hits, but he prevailed and called Kagain to take on the remaining bandits in melee. They were easy pickings.
Lenno found Eddard Silvershield’s fibula on the bandit leader’s corpse, much to Kagain’s distress. His reputation as a reliable mercenary would suffer greatly. Eldoth remained completely quiet about the death of his girlfriend’s brother. When Lenno sought a reaction from him, the Bard did little more than uttering a platitude about how it must be a sad day for Skie, his girl.
The companions visited the Temple of Lathander to get themselves healed, and on Kagain’s behest proceeded to explore the wilderness area south of Beregost. Eldoth and Lenno had travelled there more than once, but they had always stayed on the road. They were approached by an attractive elven female of obvious drow heritage. She asked them for protection against a Flaming Fist officer she said was after after her. Lenno and Eldoth, ever the gentlemen, especially when dealing with a beautiful creature such as this elf, agreed to help her. The Flaming Fist officer was no pushover though. Kagain enraged and charged in with his battle axe, and Lenno and Keldoth attacked from a distance, as always. It was a good thing that the Battlerager had gone berserk because it made him immune to the various Hold spells that their foe cast at him and that otherwise would have possibly affected the Dwarf. The companions, aided by the drow, had to give their utmost to gain the upper hand. The priest cast a Holy Smite that severely hurt both Kagain and Eldoth, and he also tried to cast a Hold Person in Lenno’s way, to which Lenno responded by preventively quaffing a potion of invisibility. The party’s incessant attacks eventually brought their foe down, but nor before he slew Kagain with a final blow.



The drow was relieved and thankful but at the same time ill-at-ease for having indirectly caused Kagain’s death. She presented herself as Viconia, explained she was a rogue priestess of Shar who had recently fled the Underdark, and offered to serve the party. Eldoth and Lenno accepted her offer. They could use a cleric and one so pleasing to eyes they wouldn't encounter every day.

Dear Neequan,
I see you are now traveling with Wewa. You must be mad I chunked the amazon, and replaced me. Traveling with young inexperienced sorcerers is a challenge indeed. But I promise to keep learning and mastering my skill. Let me come back to the party.
Wesorc.
Sounds like a touching plea. I hope Neequan will relent and reform your partnership
.
Urghhhhh. So close to actually making it through SCS solo, but one battle proved far more difficult than I had anticipated.
Esmali, LG Elven Sorcerer. Stats of 11/19/16/11/18/17. Easily made it through Beregost, Nashkel, and even the Bandit camp. (I killed everyone in it with hit and run tactics with Haste and wands of fire...) Davaeorn also falls as my first level 4 spell was put into Emotion rather than the standard Stoneskin, so I killed him while he was unconscious.
Candlekeep is also finished successfully, but the error/weirdness came in the coronation. I simply couldn't figure out how to kill the Doppleganger mage fast enough to actually stop it from murdering everyone else, even with Hasted summons. Liia not fighting didn't help: the dukes died my first attempt, and I repeated it 5 times afterwords, never achieving success until I Control-Y'd the mage. It's funny: the difference of that one mage turned the tide ridiculously fast. I'm kind of curious to know how these battles would turn out with Liia contributing to the fight, but... Oh well. I'll be removing that component from SCS, since I can't figure out a legitimate way to win that battle without relying on tons of luck and failed saving throws.
On another note, since I spent so long getting Esmali this far, I decided to just finish off Sarevok anyways. Barely won... I had to run them out of both arrows AND spells, used ~30 charges of wands of Monster summoning, and every single damaging spell I had left over to finally win.
I can't figure out a legitimate way to win that battle without relying on tons of luck and failed saving throws.
Imo, one of the most simple and efficient ways for a solo is Haste/dispel their blur (it gives them saves bonus)/darts of stunning-switch targets as they fail the save and let the guards chop them up.
I usually play with a full party so I have a thief with some points in detection, hence I don't even need darts of stunning.
Anyhow, it was a worthy run.
@Blackraven: Interesting run this far.
Poisonous sling bullets skillfully fired by the priestess of Shar, that's cool.
Be careful with that reputation. As low as 3 means that Lenno may be hunted even more, depending on where he goes (and the overall NPC reaction to him - with his high charisma, he may be able to bribe some of the bounty hunters). I'm not going to spoil you any further in case you don't know the details...
As for my random Sorceress, that is an idea I've had for years now, and I am glad you like it as much as I do. That "build" makes for great replayability as well, as the result would likely be quite different on multiple playthroughs (and more so the longer into the series one gets).
Thanks Jianson. Tomorrow (viewed from my timezone) I'll post another update. As to the party's reputation, for some reason they haven't been attacked by Flaming Fist guards or bounty hunters yet. They've shunned the urban areas most of the time, maybe that's got to do with it? I don't know the details, am quite curious hehe, but I'll just wait and see what happens...
You're right about replayability of the random Sorcerer. I also think levelling up becomes extra exciting ![]()
It seems your spell catalog so far is neither terrible nor outstanding, although Emotion is great in BG1 and early SoA. Best of luck, looking forward to our next installment.
Multi-player no-reload
Neequan - gnomish fighter/thief, controlled by Corey_Russell
Wesorc - elvish sorcerer, controlled by Dogdancing
The duo got a chance to adventure today. We were in the valley of the tombs area, trying to take advantage of the freedom potion that Neequan used. We ran into Narcillus, and Neequan thought better of challenging Narcillus and just bid him on his way...Neequan soloed the ghasts and then Wesorc and Neequan worked together against the revenant and won. After selling our junk we could finally afford the full plate for Neequan, so we got that.
Wescorc was pretty close to leveling, we thought we could take down the battle horrors by Durlags, but first we needed some acid arrows so we headed to Thalantyr's place. As it turned out, thanks to our recent killing of Firebeard, the arrows were too expensive for us to get. So we needed to leave and "farm" to get some more gold. Neequan waited for Wesorc by the edge of the area, but Wesorce got pinned on a tree and was cut up by the daggers from the skeletons - our first party death.
Change of plans! Forget the battle horrors, had to spring for 800 gold to bring Wesorc back to life. Decided to get an upgrade for Wesorc instead at the Xvart village (the bracers). We ran into two ambushes on the way there, but we held our ground. We used the frost wand on the two bears there, otherwise sleeps on the xvart masses. We also took on Borda, with the help of some friendly ogres (monster summoning wand), plus Neequan protected from magic missiles by using his shield amulet. This worked and also got Wesorc her level! Good news. But we lost a lot of time with the resurrection business and it was getting late, so we sold our junk in Nashkel and saved our session here.
Yent II the Human Fighter (for now) - Update 2
Traveling with: Misty (berserker), Forrest (berserker), Joshua (Kensai), Hanna (cleric/thief), Paja (illusionist)
We've made a lot of progress since the last update. The fighters of the group have recently turned level 7. Mulahey defeated easily (blindness), Nimbul got walloped by Joshua (probably due to the bonus damage from having ranged weapon equipped), Tranzig couldn't survive a round, and the bandit camp was destroyed, mainly so that we can use Khosann's full plate. Tazok's tent simple enough, with enrage x2, resist fear, chant and bless. Paja fired some magic missiles at Venkt, and after that, clean victory.
The team then worked their way through the Cloakwood. Careful play has lead to no deaths so far. In fact, the only death this run has been the forced death with Shoal when we talked to her. Drassus and pals were battled quite fairly - we got a bit lucky with Hanna's silence working on both mages first attempt - was a pretty clean mop up after that. We had like 1900 gold worth of bandit scalps, so we returned to Beregost to sell. We cleared out Ulcaster School since it was close, then returned to the Cloakwood.
The Cloakwood Mines is our next target...
Yent II the Human Fighter (for now) - Update 3
Traveling with: Forrest (berserker), Misty (berserker), Joshua (kensai), Hanna (cleric/thief), Paja (illusionist)
Yent II's team has cleared out the Cloakwood Mines. For Heirashan, Forrest had used a potion of absorption, then spammed the necklace of missiles until the mage went down, then easy mop up from there. Forrest also used potion of magic protection and enrage vs. the other two mages on the next level as well.
Forrest put on the boots of grounding, then a few buffs then chased down Davaeorn - he was successful.
We need every little scrap of experience, so we also cleared the areas NE and NW of Nashkel, Pelvale, and the area with the 4 Thay Wizards - incidentally, the wizards were destroyed by 5 fireballs and a silence.
Then it was time for the Big City (Baldu'rs Gate). Hanna got the DEX tome. Gave a body to the necromancer, took out the ogre mage and his pet carrion crawlers, took out Vayya and Deserta (divide and conquer),, the greater basilisk (spell - protection from petrification), the 5 ogre mages (spam monster summoning wand), Seven Suns Merchant Consortium (easy peasy), mage and thieve friends (spam monster summoning wand).
We finally rested and ended our session, with our next battle next session to get the final ring of wizardry for Paja.