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Sheep and Stone **spoiler alert**


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#1
M. Rieder

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Since the Islander campaign testing is finished, I decided to pick up Sheep and Stone to have a look.  I must say, I am very pleased so far.  From the aesthetic point of view, I love the use of the trading cog in the opening cutscene.  This is something I've been toying with doing and I'm glad to see it in action.  I like it.  As others have said, the area design that PJ does is sparse without seeming empty, and I like it.  I also like the town of lakeside.  All the NPCs there are unique and have stories.  There are little side quests to add interest and the details give depth to the town. 

I have only completed one main quest so far, the one where the bandits kidnap the little girl.  Ember and I got our adventurer's tunics handed to us the first time around because the bad guy got two great rolls.  The second time is was one sleep spell, then nighty-night.  I solved the mystery of the disappearing rugs and returned the girl and was rewarded reasonably.  So it's off to the mines to investigate the kobolds.

I like Ember. She has an edge to her, but isn't too rough.  A nice traveling companion.  I also love playing a rogue, so that's a huge bonus.

#2
Dorateen

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Yes, in fact, I just finished playing the second part, Caravan Club, today.

Sheep and Stone is a nicely set up adventure, and it gets even better in Caravan Club. Players should appreciate being able to go through a series of modules and follow an unfolding story. I think you will enjoy sticking with this saga.

Harumph!

#3
M. Rieder

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That's what I'm hoping for. I've seen the screenshots for caravan club and last days of the raven and they look promising. I also understand there is a good deal of roleplay which will be nice as well.

#4
M. Rieder

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So I ran into a bit of a surprise at the quarry, no kobolds. Okay, there were one or two, but when I went inside the house there, instead of kobolds, I found evil smugglers. So I killed them. Let me just say that for a wizard and a thief these combats get a little tough. If sleep doesn't take on the first go, then it is tricky to get another spell off before the wizards head is estranged from his body.



A challenge I am facing is fund raising. There are lots of fun things to buy, but I just don't have the cash. There are some boots of hardiness which would give a much needed addition to my wizard's AC, but I don't have the gold. I am probably missing some treasure hordes here or there. In the meantime I am toting bundles of swords and spears back to town.



I really enjoyed the dialogue options available in town. It adds to atmosphere to see townsfolk sitting down to dinner in the evening time and being able to try to convince shopkeepers to sell you stuff even though it is after hours.

#5
dunniteowl

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In the voice and tone of Argus Filch from Harry Potter...

"Ahh, I miss the old days. The screaming... dead bodies everywhere... toting shortswords, shields, shortbows and daggers back to town for a couple pieces of gold each. No-one cares anymore."

dno

#6
PJ156

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There should be just enough money in the mod to buy the boots and a few potions before the end game. You will be better off equiping Ember IMO if she is your meat shield.

Have you found the wizards shop yet, it is not immediatly obvious?

PJ

#7
M. Rieder

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I think I may have overlooked it. I will caveat my entire play-through of this game by explaining that I always play at night, after work, after putting the young ones to bed, so sometimes I am about the intellectual match for a rutabaga. I have the feeling that I missed a few things in Sheep and Stone and I will have to go back for a second look.



Now that I think of it, I spent a bit of coin on getting some higher level spells. Based on that, I must have found the wizard's shop. You know what, I did. Now I remember. I did find the wizard's shop.



One of the challenges I face in NWN2 as a wizard is that many tough combats are preceded by conversations. The scripting for these conversation often places the First PC, the wizard, at the forefront. Usually everyone goes after him first. In campaigns with lots of companions, this is not a problem, but in others it can be very challenging to circumvent. I probably should have cast protection from evil a little more often to get the extra AC bonus from it as well, but I wanted to save slots for extra sleep spells. I like the low level adventures because sleep is a devastating spell at low levels.

#8
PJ156

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M. Rieder wrote...

I think I may have overlooked it. I will caveat my entire play-through of this game by explaining that I always play at night, after work, after putting the young ones to bed, so sometimes I am about the intellectual match for a rutabaga. I have the feeling that I missed a few things in Sheep and Stone and I will have to go back for a second look.


I know that feeling soooo well Posted Image.

#9
M. Rieder

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So I finished. The final fight was really, really tough. Probably the toughest last fight I have ever had. This includes the OC, SOZ, MOTB, (no shocker there!), Serene, Last of the Danaan, Moonshadows, and Mystery of Westgate, and (believe it or not) Pool of Radiance Remastered... and I loved it! I prefer fights to be difficult. In my opinion, evil masterminds don't get to the top by being soft.



I should have been level 3 by the end, but I missed several sidequests and had to to it at 2nd level. I would have been doomed, but had picked up 2 fear scrolls and one flame arrow. The flame arrow and ember made short work of the wizard, and fortunately arthur had some particularly bad rolls.



I felt very silly when I realized that arthur was suceptible to sleep. I hadn't cast it on him, assuming it would be ineffective. Once I figured that out, it was curtains.





I really liked the twist where it turned out that Samuel was a bad guy. I'm also glad that he got what he deserved in the end. Apparently he was a real bastard. I am left wondering if he will re-appear, since I never acually *saw* his demise. He strikes me as a tricky devil.



Guess I'll be playing Caravan Club to find out.