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Baldur's Gate 1 No-Reload Challenge


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#10426
Aasim

Aasim
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@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. 



#10427
Charlestonian Knight Templar

Charlestonian Knight Templar
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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. 

 

 

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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



#10428
Blackraven

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@CKT, do you use Shadowkeeper? Maybe you could assign Enchantment spells as innate abilities to your Anti-Paladin?



#10429
Blackraven

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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.

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Backstory/Personality:

Spoiler

Lenno has always dreamt of forming his own band of likeminded adventuring scoundrels, so that’s what he hopes to accomplish upon leaving Candlekeep.

The idea of this run is to play a full party throughout the entire trilogy, using rogues only. I’ve edited a number of NPCs in both games. Kagain (Fighter/Thief), Viconia (Cleric/Thief), Aerie (Bard), and Valygar (Fighter->Thief) have become eligible party members. I’ve kitted many of the game’s original rogues, but that’s something you can read about if/when I recruit them. I’ve also kitted Kivan into a Stalker and I’ve decided that even though a Stalker is technically not a rogue, he is eligible as well since Clint Eastwood Kivan, especially with the Stalker kit, feels sufficiently roguey to me.

Spoiler

The characters’ different motivations and personalities will play a part in the course the party takes. The NPCs won’t be Lenno’s minions; they’re going to have a say in things.

Self-imposed rules:

- Rogues (and Stalkers) only
- No-reload until Charname dies for the first time; after that minimal reload (but I'll stop posting here in that case)
- NPCs may be resurrected, the first time with no consequences, but subsequent resurrections will have them lose one point of CON each time.
- Core difficulty, with max hit points for all creatures in the game.
- If a party member leaves or is dismissed, they receive a portion of the party’s gold proportionate to the number of party members at that time. They also get to keep their equipment.
- Once Lenno has party members to take into account, decisions on where to go, how to deal with a given situation etc, shall be taken democratically. If no logical RP outcome can be found, I’ll roll the dice.

My WEIDU-log:
Spoiler

***

When he got up this morning one of the Candlekeep priests told Lenno that he was to leave Candlekeep with his foster father Gorion. The priest also gave him some spare gold from the old sage to buy some equipment from Winthrop for their trip. It was a meager sum though, so Lenno decided to increase his funds a bit by visiting the inn’s guest chambers. It yielded him a bit of extra gold, a potion of clarity, a silver necklace, a star diopside gemstone and a flamedance ring. Lenno couldn’t fence the jewellery or the gem to Winthrop. He would surely be found out. Thus he kept the items in his pockets for now, so he could sell them elsewhere. From the gold he had acquired he bought himself a suit of studded leather armor, a buckler and three sets of throwing daggers, Lenno’s weapon of choice.

He then left the inn and made a round to do a couple of chores and to say his goodbyes. Hung-over Fuller, one of Lenno’s drinking buddies, was particularly generous, rewarding him with an enchanted dagger for merely fetching him a quarrel of crossbow bolts. At the Infirmary he talked the Priest of Oghma into giving him a free healing potion, and he stole another from one of the cabinets. In the Bunkhouse an assassin tried to kill our young Swashbuckler for motives unbeknownst to him, but much to his own surprise Lenno reacted quite astutely, taking out his throwing daggers and, after some running around, slaying his foe with them. It was only after the battle was fought, that Lenno took the time to think about what had happened. It made him feel uneasy, in spite of his carefree self. He hurried to Gorion, hoping to leave Candlekeep sooner rather than later. Gorion seemed even more eager to leave, so that’s what they did.
They didn’t get very far however, as they were ambushed in the evening by a huge man in heavy armor and three minions. Gorion urged Lenno to flee, and tried to take them all on. He slew two ogres and put a priestess to sleep, but the many spells he cast at the armored figure didn’t stop, let alone fell, the latter. Things started to look grim when Gorion proceeded to attack the warrior with his dagger. Before Lenno could do anything to distract him, the brute slew Gorion with his mighty great sword. Lenno fled the scene and remained hidden all night without resting. The area held other dangers than the warrior and his priestess, namely Gibberlings and wolves, but they were taken care off with his throwing daggers.

The next morning Lenno’s emotional state was comprised of a mix of grief for the loss of his foster father and excitement about the prospect of exploring the wide open world without the confining presence of Gorion. The least he could do, he decided, was to return to Candlekeep, not to stay but to tell the Keeper of the Portal what had happened, and to arrange for Gorion’s burial. On the way he ran into Imoen who had somehow snuck out of Candlekeep to follow him. He welcomed her company, at least for the time being.

***

Back on the Lion’s Way Lenno and Imoen met two travellers, a human Necromancer called Xzar and a halfing Fighter/Assassin named Montaron. The wizard especially was quite friendly and offered Lenno a healing potion. He proposed that the four of them travel together to Nashkel to conclude some business the pair had down there. Imoen advised against it, but Lenno readily accepted both the potion and the proposal. He wanted to see the world and Nashkel would be as fine a first stop as any. [Note: I haven’t forgotten that this is supposed to be a rogues-only run, but it’s also a heavily role-played playthrough. I’m not going to strip Xzar naked and send him to fight a bear. I’ll find a graceful way to get rid of him somewhere. While he ‘s in the party he won’t cast any spells, fight or do anything else but absorb XP.] Besides, Lenno saw a potential partner in Montaron and wanted to get to know the Halfling better. If the Assassin proved to be a worthy companion in the next few days, Lenno would try to persuade him to join him. Perhaps it would be wise he thought, to travel with Xzar and Montaron to Nashkel as they had requested. Quid pro quo, surely accompanying them all the way south would be worth more than a single healing potion. Imoen however wanted to meet two of Gorion’s friends that Lenno had told her were waiting for them at the Friendly Arm Inn, according to Gorion. He had come to regret telling Imoen about those people, for because of it, he and Imoen would most likely go separate ways sometime soon he reckoned. Hours later, near the crossroads between the Friendly Arm Inn to the north and Beregost to the south, the party met a red robed old man who seemed to know more about Lenno, and Imoen for that matter, than he would make believe. He was friendly enough, so Lenno responded in kind.
At Lenno’s instigation the party explored the area. As Imoen kept talking about going to the Friendly Arm Inn, he had decided he would part with her at the earliest convenient moment. Ideally he’d leave her there and then, but he didn’t want her to get killed all by herself in the wild. The party then ran into a lone stranger. A handsome man, with a good sense of style and ditto manners. Traits that Lenno greatly appreciated in a man or a woman.

‘Gentlemen, gentlewomen. May I introduce myself? I am Eldoth Kron. May I say how pleasant it is to meet such beautiful people wandering these woods?’

This man’s voice was ambrosia to Lenno. And he had some interesting things to say. First he offered the party to share some top quality wine with him. He also took a lute from his pack to play a few songs, but Montaron protested. This could draw the attention of bandits or monsters they were ill-prepared to face. The others agreed. Eldoth put his dark hair into a pony tail and came up with an interesting business proposition: they would free Eldoth’s girlfriend from the clutches of her affluent father who wouldn’t let his daughter go voluntarily, and once they had the girl with them, they would blackmail the father, apparently the wealthiest man in the city of Baldurs Gate, a Duke. Lenno was thrilled with this scheme. These were exactly the kind of adventures he had always hoped to get himself involved in. He tried to convince Xzar and Montaron that this was an opportunity they couldn’t forgo. The two weren’t pleased with Lenno going back on his word to accompany them to Nashkel, but they were swayed by Lenno’s enthusiasm, the prospect of wealth and Lenno’s promise that they would travel to Nashkel immediately after having rescued Eldoth’s girl. Thus Eldoth was welcomed into the party.

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Spoiler


Lenno was delighted with this state of affairs. What made it even better was that he could now leave Imoen safely behind at the Friendly Arm Inn, where they would surely stop to rest.

On their way Montaron proved to have a keen eye for details. Lenno saw him pick up a gold ring he found on top of a rock. [This is where the Ring of Protection +1 is located in vanilla BG. However, the Hard Times mod replaces it with a mere gold ring. I played heads or tails to decide whether Monty would notice the ring.] Montaron wanted to keep the trinket for himself, but Lenno would have nothing of it. ‘Loot belongs to the party,’ he pointed out. Cursing under his breath, Montaron reluctantly handed the ring over to Lenno so that the latter could store it with the other gems and jewellery. The Swashbuckler wondered how his fellow halfling would have reacted if more valuable, magically enchanted treasure had been at stake. He learnt here that he would have to be careful in his dealings with the Assassin.

Further to the north the party ran into an ogre. Eldoth observed that none of them would stand a chance against the huge monster, but Lenno’s throwing daggers and Imoen’s and his arrows would bring the slow ogre down if they manoeuvered carefully. The beast might have some valuable treasure, he added. The party unanimously decided to proceed thusly. They saw little risk as they could always outrun the ogre if they had to. That didn’t turn out to be necessary as Eldoth’s plan worked smoothly. It was Eldoth who finally felled the ogre with a critical hit (for 10 damage). So far none of Lenno’s companions had made as profound an impression on him as Eldoth. The Acrobat was intelligent, composed, classy and capable of playing his part in battle. On the monster’s corpse they found two belts, a suit of Splint Mail armor that Montaron would don while on the road, and some gold.

After an uneventful trek of about 8 hours the party reached the Friendly Arm Inn. It looked more like a fortress than an inn, but the guards confirmed them that they were at the right place. Montaron, ever observant, drew the party’s attention to a wizard that seemed to be waiting impatiently for someone to arrive. He asked if anyone knew the wizard. None of them did. Montaron then told the party he would cover most of his face with his hood and walk past the mage, ostensibly to enter the Inn. In reality however he would linger at the doorstep. If the mage meant any trouble to the party when they were to enter the inn, Montaron would attack with a backstab. This turned out to be a wise strategy. As soon as the wizard spotted Lenno, he addressed him and said he was going to kill him. Montaron’s killing backstab prevented the wizard from doing Lenno any harm.

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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.:

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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.

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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.

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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.

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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.



#10430
Charlestonian Knight Templar

Charlestonian Knight Templar
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@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



#10431
Blackraven

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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?)
 



#10432
corey_russell

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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.

 

Yentkilledbyankhegs_zpsa7f04daa.png



#10433
Jianson

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@Blackraven: Nice backstory and interesting premises for your swashbuckler's run. I will be eager to follow it.

Haha, that crazy Monty...

Yeah, Bentley sure despises Eldoth. Have you checked out the items he offers when Eldoth is in the party?

Is the Acrobat a thief kit or a bard kit (i.e. can he cast spells if he takes off the armor)?

#10434
Blackraven

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@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).



#10435
Jianson

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Glasya, half-elven Sorceress with random spell picks, adventuring in Chapter 3 with Branwen, Minsc, Edwin and Imoen

Spider Wood and Red Wizards battle

This run, I play with 'improved' SCS spiders for the first time. I can see that the giant spiders have the potential to be very dangerous if they ambush you, or if you play solo, but against a full party (especially with summons) and in a setup where I could plan the battles, they posed little threat. Skeletons are great summons here, since they can't be poisoned and can stand in a Stinking Cloud with no worries. I still think I had too much respect for the spiders because Edwin and Glasya used up all their Emotion spells in the big spider battle.

There is only one phase spider here, and it greeted us way before Imoen's scouting brought her even close to the main pack. All the worse for this spider because the fight took place out of earshot (or whatever organ they use to hear with...) from the others.

Since Edwin is a Red Wizard of Thay, you can't fight these guys if he is in the party when Denak starts his conversation. Therefore, I temporarily left him off (after he had laid out some Skull Traps in strategic places and finished off with a Web) for the start of the fight. Turns out I had not quite mapped out the path onto the platform enough, so my spare skeletons had not been able to find their way up there, and now it would be too late because of the closest skull trap. So my solution for getting some summons close to the mages would be for Glasya to summon them onto the platform (still out of Diana's sight):

Glasya043startmagesbattle_zps8e9cd0f4.jp

Despite the succesful poisoning, that initial archer attack did not kill any of the mages (and both Brendan and Lasala got Minor Globes up, freeing them from any Web troubles) but it did draw a large amount of high level disabling spells that the mages used on the summons, and lots of MMM throwing from them. It was a massive slaughter of weak critters, many of them Webbed also (they have crappy saves).

Diana ate one of the skull traps (she still survived because she had drunk potions) but two others were triggered by mages with MGoI on. Here they come!

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Horror is such a cheap disabling spell for enemy mages, so at least I had buffed with the clerical cheap counter for it. Imoen got Slowed. She made sure to stay away from the rest of the party when that hit.
I let Minsc focus on hammering ice arrows onto Brendan.

Brendan Enfeebled Minsc, so he could not move unless he were to drop almost all of his items). Since I did not want to have to flee all over the map and lose track of the mages, I decided to let Minsc do a heroic stand against Brendan in particular. When Brendan approached him, he switched to halberd and activated the Berserk ability. (I know, I know, this always turns out bad for me, but I can often not help trying it!). Indeed, Brendan hurt him a lot with MMMs and damage spells. I was sure he would be a goner. There were also two Spider Spawns coming in (one giant, one phase) but these seemed to be the non-SCS versions.

Glasya talked Edwin back into the party and he immediately went to save Minsc from the giant spider:

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You can't see it, but look at the text. That MM killed the spider (it was hurt because Minsc had shot some arrows at it earlier). What has also happened is that Branwen has drunk a Magic Shielding potion as a Dire Charm was flying at her. A Remove Magic took away her fear protection, but not that potion effect (great, fear effects that allow a save will still not be a threat to her!) and she now faces both female mages and tanks the phase spider. Imoen's Slow has worn off and big-shot mage Denak has not quite found us yet.

Edwin threw a Horror at this trio of enemies. The spider and Diana got scared. Imoen got Lasala with some arrows and now Denak is incoming:

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Brendan has gotten Minsc down to just a shred of life (2/75 HP!) and is now trying to staff whack him to death. Many rounds pass and he still can't kill him. Glasya decides to release her imp familiar and it instacasts Polymorph Self, picks the jelly form and tries to save Minsc:

Glasya047familiarhelpsMinsc_zpsa2063bd8.

Meanwhile, Branwen mauls at Denak with Ashideena.

Glasya decided to make herself a little more useful. However, Agannazar's Scorcher can be unrealible against scared enemies:

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That almost messed up Branwen's spellcasting. Concered about the safety of most of my characters, I decided that the familiar should leave Minsc and focus on tanking Denak instead. I still thought there was much to come from his spellbook. For instance, Imoen got Slowed again. Diana (and the phase spider) recovered from the Horror but Branwen blew out her flame:

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Oh yeah, the imp is Evil. Good thing it also has 100% MR in this form.

By now, Minsc had actually torn down Brendan's stoneskins, and the mage went invisible. Minsc now alone (nobody within sight, at least) which meant I had control over him! One healing potion, and then Brendan re-attacked and Minsc berserked again.

Denak seemed to be down to mostly fighting, so I sent the familiar over to Minsc again. Familiar chose spider form. Also, Minsc is no longer Enfeebled:
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This, of course, makes him a melee powerhouse (well, in BG1 terms):

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And of course he now started to chase the familiar. No way he can catch up with it, though. I got an idea. The familiar led Minsc on a little loop so he would no longer see any creatures. Now he could drink more healing potions, enough so the end of berserk state would not kill him. He actually survived this fight. Wow.

Glasya killed the phase spider with a Scorcher. Got 850 XP for it. That seems to be the standard value for those created by an enemy Spider Spawn spell.

Yikes, the polymorphed sword spider form is poisonous! Look here:
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I always thought the thing about sword spiders is their fast speed and 5 apr (legs act like swords, just listen to their sounds) while NOT having a poisonous bite. What a great offensive force this familiar is! It's a shame a Tutu familiar has only 12 HP. Hmm, but a combo with a couple of Webs could be useful...

Even when he was without spells and poisoned, Denak still took a number of rounds for us to kill. Glasya got the kill just after one of Branwen's hammer blows:
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Wow, what a thrilling fight! It's often the fights that do not go as planned that are the most fun.

The familiar had some requests, though:
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A first visit to Durlag's Tower
For once, I took Ike's guided tour. Ah, that's the explanation for that non-speaking skeleton, I had forgotten that.

Went downstairs first, for some ghast killing and looting. Imoen tripped a peculiar trap:
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You may not realize this, but this was actually a highly volatile situation. That blue-circle guy is Bayard, a high level Bard (that my Beast Master Eileth had an epic fight with in my last run). I moved Branwen down between them so Immy would attack her instead. Since Imoen had her bow equipped, she tried to keep distance to Branwen and moved downwards, into the little alcove there. No problem to wait it out now.

We rested so Edwin could memorize Protection from Petrification. Minsc did the outside while protected. He had some trouble against one of the greater basilisks. I did not know that they are poisonous. I found Bala's Axe in the stash on the roof. It's the one that has enemies roll a save at -2 or suffer Miscast Magic. I will probably have Minsc use it sometimes.

You are fully allowed to laugh at my next blunder. Imoen found a tome, not on the altar but in a chest in the room next to it. Manual of Gainful Exercise. Hmm, who needs a CON boost? Minsc or Edwin will both benefit. OK, I'll use it so Edwin can get back his lost HPs and can survive a bit more damage. Can you see where this is going?

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I stared at the screen for three seconds, and then just LOLed. What a waste. It would have been a great boost for Glasya's melee prowess, or would have helped even Minsc quite a bit.
At least he can now carry 20 weight units more, and can more often than not beat Imoen at armwrestling without cheating...

Kirinhale, what are you saying? I feel some sort of 'Edwina' premonition going on here:

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Imoen had boosted her pickpocket skills way up there with potions, and managed two pickpockets when Kirinhale was DDing away. Kirinhale had only one item, her basic staff, so meh.

A Phase spider greeted us on the four warders level. Tricky to fight in a small space but no real trouble. Imoen had 118% trap findning but I must have waited just a little too short a time before advancing with her. Edwin paid heavily for that:

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Crap. Branwen resurrected him with a scroll and healed him, but now he has lost all the bonus HPs from having high constitution. Well, at least that makes him eligible for Claw of Kazgaroth now.

We had some good success on this floor otherwise. Imoen de-trapped everything else while invisible, we have solved three of the warder riddles, made the wine, killed most enemies and looted the place. We were not ready to fight the three greater doppelgangers yet (I can't protect us from charm and confusion without using valuable stuff) so Branwen looted the shelves in their room under Sanctuary. Some nice finds, including two level 5 scrolls: Cone of Cold and Monster Summoning III. Looks like I will have to do the Bandit Camp without Cloudkill, though. Maybe I'll just sneak in and loot the chest.


Glasya, level 8, 38+6 HP
Branwen, level 8, 64 HP (rolled 7 on the d8 last level-up)
Minsc, level 7, 60 HP
Edwin, level 8, 24 HP (2 deaths, CON=14)
Imoen, level 9, 56 HP (rolled 2 on the d6 last level-up)

Glasya's random spell picks
Start: Burning Hands, Friends
Level 3: Reflected Image
Level 4: Ghoul Touch
Level 5: Identify, Detect Evil
Level 6: Monster Summoning I
Level 7: Charm Person, Agannazar's Scorcher, Ghost Armor
Level 8: Emotion
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#10436
corey_russell

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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

 

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**** Halberd

 

th_YentIIsHannasearlyBG1stats_zpsdc91618th_YentIIsJoshuasearlyBG1stats_zpsde903cth_YentIIsForrestsearlyBG1stats_zps0c99fth_YentIIsMistysearlyBG1stats_zps4a113a8th_YentIIsPajasearlyBG1stats_zps57660280

 

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.



#10437
Charlestonian Knight Templar

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 (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.  


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#10438
Charlestonian Knight Templar

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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.

 

 

eszbu.jpg

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)



#10439
Blackraven

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@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.



#10440
corey_russell

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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.



#10441
Dogdancing

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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.


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#10442
Blackraven

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***
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.

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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.

Spoiler

From the High Hedge the duo returned to Beregost, where they rested at Feldepost's and visited a store that had been unmanned on the night of their burgling spree. This time however, they met a Dwarf by the name of Kagain who was in need of help finding a missing caravan north of Beregost. It was as if destiny had wanted them to meet because Kagain was a bounty hunter of sorts, a Battlerager/Thief with some experience in tracking and an aptitude for ensnaring unsuspecting victims [all his skillpoints are in Set Traps]. Lenno and Eldoth agreed to help Kagain, allowing them to appraise the Dwarf. If all was to go well they might ask him join them in their search for the heads of Bassilus, the emerald thief, and the guard captain.

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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.

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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.

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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.

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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.

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Spoiler


[The party’s reputation decreased to a mere 3, an all-time low for me in all my playthroughs. The funny thing is, Lenno hasn’t really done anything wrong, except for committing some petty theft he hasn't been caught at but once in the FAI. The situation somhow fits Lenno's carelessness and his gullibility.]

At the Temple of Lathander they had the high priest raise Kagain, after which the four companions walked to Feldepost’s Inn to take some well-earned rest. The plan remains to be the same: raising funds, i.e. investigating the mines and taking the bounties on Bassilus, the emerald thief and Brage.



#10443
Grond0

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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 B).


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#10444
Jianson

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@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).

#10445
Epsil0

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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.


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#10446
Aasim

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 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.


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#10447
Blackraven

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@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.


 



#10448
corey_russell

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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.



#10449
corey_russell

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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...



#10450
corey_russell

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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.