We did eventually go to Trademeet and picked up both Mazzy and Rasaad dropping Minsc and Viccy - did not start any Trademeet quests and returned to town where we met Bhodi and refused her and took care of some of the graveyard quests and cleared the spider nest. ( Have to return at some point at night to get the Teddy bear quest).
Went to bridge district and took care of man in red (we did the Tanner quest earlier and have agreed to meet Neera in the woods at some point) we entered the Five Flagons and took on the Harry Dallas quest - went to Temple map - agreed to assist Helm and entered the sewers where we took out the adventurers group then died in the yuan-ti room when everyone but Mazzy failed the save to chaos.
It seems the AI tends to over-rule direct orders in many cases - more so than I recall in vanilla anyway. Especially spellcasters with the standard attack script - order them to cast a spell or use a wand and the next thing you know they are just attacking with their bow/sling having ignored the spell casting order.
Sometimes Bogati who has the control script (find traps whenever not engaged) stops attacking and start finding traps if the current enemy he is engaged in dies even when he is surrounded by other enemies. The description of how this is supposed to work is confusing as well - it says the thief will find traps (or hide if toggled) as long as there are no enemies in their line of sight - then goes on to say that the thief won't defend himself or attack opponents when either of these skills are in use -
So which is it? Will they only find traps when there are no enemies in their line of sight or not? I understand him not stopping when enemies appear without a direct order (to some degree) but not why he would go back to trap finding when an enemy he is engaged with dies and others are all around him.
So anyway we are going to be reloading a save after the adventurers fell but before the yaun-ti room next on our quest to free the sparrow - undecided exactly where we will go after that. Might send the sparrow home and recruit Keldorn to assist us with the "Eye" might leave Keldorn and the "Eye" for later and go finish the sparrows quest.
Hello friends. I've decided to try myself in this challenge as well. I think Christmas and New Year holydays are the best time to fully plunge into a hard BG run.
It will be BG:EE with the latest SCS version installed. Here's my Weidu log.
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28
Meet Art-Hiss-Surr, an elven chaotic-evil sorcerer.
Here’s her portrait in the best available quality (for those who like it). BTW, it can be used as an alternative portrait for Neera. How do you find it? Should I post this portrait in the Alternative portraits thread?
I've given myself a 20 rerolls maximum rule and from the 8th try had a solid 86-points roll. 19 in DEX and 16 in CON were a desired combination.
For the starting spells I've chosen Spook and Sleep. There's a lot can be said about the harm of choosing Sleep as a spell for a sorcerer but in my eyes I don't lose much - except for Spook, MM, Shield there're hardly any 100%-needed spells at the first level of arcane magic. Instead, Sleep will bring so much usefulness to the beginning of the game when I have to deal with hordes of kobolds and nasty ogres. The wand of Sleep will come later when there's enough money and monsters seem to save against a wand more frequently than against a death.
Shank and Carbos, these assassins with poisoned weapon, were dealt with thanks to the starting spell selection.
The chaotic-evil character has decided not to be squeamish in terms of NPCs she meets so Imoen, Xzar and Monty were taken into the party. I've decided to RP the directions the party takes in this run so listening to Gorion's instructions Art-Hiss-Surr went to the FAI to meet the Harpers.
I will also try to RP situations when the party meets an enemy. So the party, being tired after the long road, went straight to the inn – to rest - and encountered Tarnish, this plague of hardcore runs. As soon as he finished his talking, everyone in the party retreated backwards. The guards then began fighting this mage because he had showed a violent behaviour near the respected inn.
Monty, being invisible, watched this fight and finished Tarnesh off with the wand of MM after the guards had brought the mage to the near death state.
Here’s a continuation of the journey of Art-Hiss-Surr. Playing on the Core difficulty with SCS.
In the FAI we met an arrogant yet somewhat darkly charming half-orc Dorn. “It would be great to use this strong warrior to my needs” – this idea has firmly settled in Art-Hiss-Surr’s mind.
The harpers seemed to be wise and fun. Jaheira can heal if it’s needed and a skilled archer is never excessive. The constant stammer of Khalid is something we should get accustomed to quicker, though. This pair would give Art-Hiss-Surr a start in life.
After returning a flamedance ring to an unlucky lady and getting 2 tasks in the form of spiders and an ogre, the party proceeded to Beregost.
Montaron has managed to spy out the fetishist ogre but when the rest of the party attempted to attack him, three xvarts spawned out of nowhere and killed Xzar in a matter of seconds.
Before the situation became critical, Art-Hiss-Surr casted Sleep and a silent ogre was taken down.
At the next area (due to the SCS component) we met Viconia and gladly took her into a party (a cleric with high magical resistance is a solid tank) instead of dead Xzar. Another Sleep spell helped to give a rest to a FF mercenary who dared to spoor Viconia as well as to those mercenaries who thought that we’re bandits.
In Beregost the party got some experience (although didn’t touch the mysterious bard standing alone at night), some stuff and – more importantly – some assurance we’ll do it.
At the road to Nashkel Art-Hiss-Surr met Shar-Teel and became excited to have another strong lady as a party member. Khalid managed to beat her only by gulping a potion of speed and firing his arrows. It was time for Montaron to go. Shar-Teel’s STR is phenomenal for a thief (and she’ll become a thief once she hits the 3rd level as a fighter) so she’ll become our backstabber. Imoen meanwhile will focus on Disarming Traps and Opening Locks and will later be dualled into a mage.
Coming to Nashkel, the party was tired because of the long journey and went to the inn. Bamm! Another assassin, this time with divine spellcasting abilities. Blasted Unholy Blight was the reason of Khalid’s and Imoen’s deaths.
But nonetheless the girls did the job right.
After visiting the local temple and gathering some stuff the party went to the Carnival. There Art-Hiss-Surr met Quayle – this ultimate spellcasting machine. Jaheira agreed to let Khalid adventure a little bit more while she enjoyed the Carnival.
Coming into one of the tents Art-Hiss-Surr found a powerful mage, Zordral, and in order to escape his dangerous magic went out. But the wizard followed and under the night sky the battle began. Imoen was killed with a single Magic Missile while Khalid and Quayle slept quitly… Spook spell and Stupifier mace helped to survive this fight.
After that the party went on to complete some quests in Beregost. The reward from the girdle master was enough to bring the 2nd level to Art-Hiss-Surr. Don’t worry, in one minute the party will return the girldle. Poor gnome, he underestimated chaotic evil nature of the main character.
On the road to the Mines Art-Hiss-Surr got someone she desired to have nearby – a mighty blackguard offered his service in exchange for some help in this vendetta. Khalid was sent to Jaheira so that the pair would live happily together.
The HP rolls have been quite fortunate so far: 2 HP for Shar-Teel, 1 HP for Viconia, 2 HP for Quayle, 2 and 8 HP (maximum) for Imoen and 6 HP (maximum) for Art-Hiss-Surr.
Here’s a continuation of the journey of Art-Hiss-Surr.
After coming to the Mines area the group didn’t encounter any troubles till the famous Greywolf. He managed to save against 2 Command spells of Vikky and Quayle and made a critical hit dealing exactly 14 damage – the precise number of HP of Viconia.
A little bit later a successful Spook spell helped to secure a victory here. I’m starting to like Shar-Teel’s throwing daggers. Even without being proficient with them (she’s still a thief only) she hits a lot and has the biggest amount of kills in the party already.
After revisiting the temple in Nashkel and paying 400 gp to resurrect Viconia the group entered the Mines. With the SCS kobolds these Mines are much more interesting but Shar-Teel’s scouting abilities were very useful to detect the groups of enemies so that Art-Hiss-Surr could cast Sleep next to them.
At last the party came to the last chamber with Mulahey. After pretending Art-Hiss-Surr was an agent from Tazok and looking into the chest the battle began. This cleric quickly casted Unholy Blight but this time Imoen saved against this spell while the rest of the party was unaffected. Art-Hiss-Surr casted Sleep into the group of kobolds as usual while Viconia succeeded into her Hold Person spell.
After that this battle was not serious.
When returning to Nashkel the party butted into the next bounty hunter but as soon as Nimbul’s dialog ended retreated from his area of sight so that he had to fight with guards alone. Quayle (being invisible due to his special ability) watched how Nimbul’s defences sank and the bounty hunter was killed by a critical hit by an Amnian soldier.
No exp for Nimbul but it’s not so substantial in the perspective. The most important thing everyone survived and Art-Hiss-Surr got her familiar at last. + 6 HP for free;)
Continuing to RP I decided to hurry to speak with the man in the Mulahey’s letter – Tranzig. This dude saved against Spook, Hold Person, Command – any spell the party had and charmed Dorn. But luckily Dorn didn’t have high saving throws and became held after Viconia casted this spell another time. Shar-Teel’s throwing daggers lead to Tranzig’s morale failure.
So Art-Hiss-Surr found out the place of the Bandit Camp. At this stage I think it’s right for a party (from a RP side) to gather some experience before forcing into the meeting with bandits. So Art-Hiss-Surr decided to visit the locations nearby. A large group of wolves not far away from the Beregost Temple became a real Eldorado for the group. Successive uses of the Wand of Cold by Art-Hiss-Surr and Quayle lead to destroying 2 Vampiric wolves and 2000*2 exp.
After this fight EVERYONE in the party, except Quayle, got a new level;)))
Party so far:
Art-Hiss-Surr, sorcerer, lvl 3, 21 HP (including 6 HP from the familiar) Dorn, blackguard, lvl 3, 25 HP Viconia, cleric, lvl 4, 16 HP Shar-Teel, thief, lvl 2 / fighter, lvl 3, 19 HP Imoen, thief, lvl 4, 21 HP Quayle, mage/cleric, lvl 2/3, 12 HP
Here’s a further continuation of the journey of Art-Hiss-Surr.
When defining where to go next, I took the distance between each area and Beregost (the place where the party was currently) into consideration. One can think that the group of adventurers when deciding what they are going to do will base their decision on how long it will take to reach a certain area and how long it will take to come back.
So, the most nearest areas were chosen: the one with a cow being attacked by xvarts and another one with Bassillus.
Completing the quest to help a poor farmer to protect his cow against these annoying “EEEE”-s and finishing some ogre-hunting led to a new wizard level for Quayle, so he became available to cast 2nd level spells, Detect Invisibility and Web being the picks. In order to learn these spells (as well as some of the 1st level, Quayle had several scrolls already that the party had found during their adventure) successfully the group moved to the FAI and bought all potions that enhance intelligence available. Only 123 gp was left;)
Although Quayle is not a popular choice in terms of NPCs in BG1, I find him S-M-A-R-T enough. 17 points in INT give an opportunity to get to 100% chance of learning spells only after gulping 1 potion of genius and 1 potion of mind focusing.
After resting in the FAI the party travelled to the area with this mad cleric. Some random wolves and ghasts brought the 3rd thieving level for Shar-Teel and increased her chances to hide in shadows to a rather high score (75 in MS and 40 in HiS, 95 in MS and 55 in HiS with Boots of Stealth equipped).
Speaking with Bassillus, Viconia pretended to be his mother and after his speech the “relatives” vanished.
The fight itself was not a big problem because Dorn’s poison arrows finished everything (at first it blocked Bassillus from casting spells and in the end it took his live).
Bringing the Cyric symbol to the temple gave the party a whopping reward - 5000 gp so that Art-Hiss-Surr gladly bought a Wand of Sleep and a Short Bow+1 for Imoen.
When visiting the High Hedge Art-Hiss-Surr tried to help a foul chiken but Melicamp was killed in the process.
Well, this is his reward for stealing some Netheril treasure (I wonder if that item has anything common with Netheril scroll from BG2). It’s funny to think Thalantyr used to be a female one day.
The next closest area was Larswood, so the party travelled there. After finishing the hordes of gibberlings Shar-Teel finally regained her fighter levels and put the 3rd pip into daggers. 25 thieving points were used on the Detect Illusion ability. I’m looking forward to check if this ability helps to reveal enemy thieves who hide in shadows or not.
Dorn also had a level up and reached the 4th level.
While two druids and their bears were not a big threat for Art-Hiss-Surr (Shar-Teel’s backstabbing with Varscona and her throwing daggers helped greatly), Blacktalon Elites kicked her ass a bit.
The party gradually ran out of spells and were tired so the third group of Blacktalon Elites caused some problems. Both their AC and Thaco are solid and Shar-Teel used all her daggers already.
Coincidentally, the death of Shar-Teel gave the rest of the party enough EXP so that Art-Hiss-Surr reached level 4. Fallen party members don’t get EXP, so maybe that was a blessing in disguise.
Choosing Web as the first spell from the 2nd level of spells seemed to be a good choice because, as the party found out, held Blacktalon Elites are not as dangerous as free-acting.
Having taken all the equipment of Shar-Teel the party went to the Beregost temple to resurrect her and rest in the inn in order to use new spells by Art-Hiss-Surr but…
SURPRISE!
This SCS component is so fun! To be waylaid by a party of bounty hunters instead of several easy dogs combined with the fact the party had no spells, was tired even more, didn’t have Shar-Teel alive… Is so intriguing and unexpected!
Art-Hiss-Surr gulped a precious potion of invisibility, Imoen gulped a potion of Speed, Viconia used a Wand of Sleep directing onto the enemy mage, Dorn used his Aura while Quayle used a Wand of Frost.
But in a matter of seconds Dorn became held and Imoen fell unconscious while our two mages retreated a bit.
The key to win this battle was kiting and using of wands. 5 lighting bolts, 4 frost missiles and of course one sleep made it! We couldn’t save Dorn, though.
But it was SO, SO sweet Art-Hiss-Surr managed to defeat them without reloading taking into account all the circumstances. And one more time – the SCS component of relocating enemies and making them hunting your party is so refreshing. It adds greatly to the immersion.
The party took everything they could took leaving many items that otherwise could be sold on the ground forever – encumbered, slowed, tired Art-Hiss-Surr reached the Beregost temle. Wounded, but not defeated.
I think that to be waylaid by a group of bounty hunters makes more sense story-wise than to find this group standing still on one of the locations.
After that fight Imoen reached the 5th level that I think it’s an ideal time to dual her into a mage (for a 6-member party). She had 90 points in Disarm Traps and 70 points in Open Locks, got x3 backstab modifier (one pip at the 4th level was put into a two-handed weapon style and one pip at the dualling into a mage was spent on staffs) and 18 base THACO. So now she’s a level 1 mage and the party will try to go through all areas available in order to get her thieving skills back. Art-Hiss-Surr will need Imoen to disarm traps and open locks at those areas thar are related to the main plot.
Party so far:
Art-Hiss-Surr, sorcerer, lvl 4, 26 HP (including 6 HP from the familiar) Dorn, blackguard, lvl 4, 31 HP Viconia, cleric, lvl 4, 16 HP Shar-Teel, thief, lvl 4 / fighter, lvl 3, 24 HP Imoen, mage, lvl 1 / thief, lvl 5, 25 HP Quayle, mage/cleric, lvl 3/4, 14 HP
Sidetracked again by chronic restart syndrome - My first sidetrack led to a 6 PC all ranged weapons team for BG1 - Interesting group:
Dachman Daggertoss - Gnome F/Illusionist (Throwing daggers & main PC so he can get familiar) Crossbow Katie - Elf fighter (crossbow) Gofar Axtosser - Dwarf Defender (throwing axes) Slingmaster Sully - Halfling FT (sling) Deana Deadlydart - F/Druid (darts) Liani Live-arrow - elf archer (bow)
However the first couple of maps were so easy I decided it probably would not be much fun - I might think about a BG1 team with only 1 or maybe 2 PCs and the rest regular companions and force everyone to stick to ranged weapons whether that's their strong point or not. I'm also considering importing this all PC team into BG2 where it would probably be more challenging - maybe too challenging LOL.
Then I decided to start a BG2 evil run and after much thought went with a Female Human Skald (for Hexxat romance - maybe Dorn too LOL)
Kelli Human F Skald CN 18/18/16/18/5/15 Bastard Sword* Long Sword* Shortbow* SWS*
Dungeon B Gone out of Chez Irenicus picking up Yoshimo and removing Jahs & Minsc - a brief stop in the slums just to see Gaelan then picked up Dorn at Temple map - did his duty - then picked up Viconia and Jan.
Not sure where the group will go from here - also not sure how soon to grab Hexxat - the only other time I picked her up it was early and we could not defeat the tomb boss.
Probably going to drop Yoshimo and do Copper Coronet and see where we are then level & equipment wise (before picking up Hexxat) - Edwin is of course on the short list for companions and we may advance to chap 3 ASAP to get him sooner. As long as Hexxat can handle the thief chores we will probably drop Jan and pick up Korgan too.
That's of course provided I don't get sidetracked by one of my other playthrough ideas LOL!
So just for fun, I decided to do a no/minimal reload playthrough of BG:EE with my "real life" stats (by this test). Meet Nora, the incredibly sucky cleric:
Started the usual way - picked up Immy, Xzar and Monty and headed to the Friendly Arm. Imoen was killed by a wolf on the way. Tarnesh didn't give us much trouble - Monty backstabbed him and a guard finished him off. Ressed Immy, picked up Khalid and Jaheira and made a beeline to Nashkel where I dropped off the Zhents in favor of Minsc (going to be using the canon party this playthrough, unless somebody gets chunked of course).
Headed to the Gnoll Stronghold to rescue Dynaheir, helping out a dryad on the way. Khalid got killed by a gnoll chieftain, but other than that, the mission was a success. After a brief stop at Nashkel to resurrect Khalid, we headed back to Beregost to complete some quests in the area and get more experience before tackling the mines. Jaheira managed to die to Karlat, and Khalid was whacked again by one of the huge spiders in Landrin's house. The poor guy is just not lucky it seems :P. Also picked up Neera just long enough to acquire her robe and gem bag.
EDIT: Things took a turn for the worse when I went to take down Bassilus. First, Imoen, Minsc and Khalid were killed by the hobgoblins and bandits in the area. I retreated to Beregost, where I shelled out most of my remaining cash to resurrect them. Then when I returned to face Bassilus, in my infinite stupidity I managed to choose the wrong dialogue option, causing the group to be attacked by about a bazillion skeletons. Bassilus went down, but so did everyone in my party except for Nora and Dynaheir, who ran away as fast as their feet could carry them.
Of course, with all the skeletons still around, there seemed little hope of retrieving anyone's gear, or Bassilus's loot, not to mention I only had enough gold left for one resurrection. I decided to raise Minsc, and send him in with stealth and a potion of invisibility so he could grab Bassilus's holy symbol. Unfortunately, the plan failed, as his stealth failed too early and the skeletons killed him again just a second before he could pick up the loot.
At that point, figuring I had nothing to lose, I had Dynaheir use a scroll of invisibility on herself. This time, I managed to successfully grab the potion of invisibility and the holy symbol, and leg it out of there. Turning in the quest finally gained us enough gold to resurrect everyone, and buy some temporary equipment before we could retrieve ours - and we still have well over 3000 gold left. At this rate, though, it's all going to be spent on resurrections before long.
I have my own playthrough going on (currently having done the Nashkel Mines), although it's more a roleplaying diary kind of thing rather than a challenge. I don't keep track of my reloads, but so far, if I'm not mistaken, I don't think I have reloaded yet other than to capture a screenshot moment that I had missed. :P If anyone's interested I have a topic here: http://forum.baldursgate.com/discussion/28139/adul-s-bg-adventures
We proceeded about as I outlined last time - dropping Yoshi - taking on the CC quests - accepting Nalias quest but currently still leaving her hanging out at the Keep waiting (along with the Valygar quest we accepted but have not really touched)
After a few random encounters along with the Harper and then Xzar quest and the Pirates at Thumbs tavern and and we picked up Hexxat and took down Dragonmir -
had some issues with that when Hexxat died in the Dragonmir battle and I thought we were stuck but finally figured out how to get out and raise her and then finished up by doing as she (Hexxat) wished (avoiding spoilers here) - IIRC this was when we picked up a couple graveyard quests and cleared the spiders nest.
meanwhile between Dorn and Viccy and Hexxat we were losing rep and I wasn't paying much attention and after the red shirt ransom was collected (useless to me since I didn't bring anything from BG1 in) and we finished off the Tanner (after informing the inspector and getting him killed) we were attacked by Cowled enforcers on the bridge map (our rep was 3 ouch).
That was an interesting battle - made it through without losing anyone (playing on normal) and hustled on over to the Temple district and purchased some rep back to the tune of about 3K gold - then turned in the Inspectors body for another pip bringing us to 8 rep.
At this point I'm thinking to raise the rest of the 15K and grabbing Edwin ASAP but I was also thinking about siding with Bhodi with this group and I'm not sure I can do both.
Also had some weirdness with the Tanner - we killed him on the second floor when Hexxat used one of her powers to finish him off and then the mage downstairs on the dock just sort of disappeared in a cloud of smoke once his dialoge was done and never came back -
I don't think the Tanner has ever died before in any game altho the dialoge with the mage did not change (he still acted as if the Tanner was alive and escaping so I suspect the human armor will still be available later on if someone wants it (Hexxat maybe - I've never used it before).
So current group is:
Kelli F CN human Skald 11 Dorn M NE HO Blackguard 9 Viconia F NE Elf Cleric 10 Hexxat F NE Special Thief 12 Jan M CN Gnome Illusionist 9/Thief 10
Jan got a little testy when our rep dropped to 3 but I think he will hang with us as long as I keep it between 5 and 9. We are resting at CC right now so I may pick up Korgan and do his quest next and if all goes well that should fill the coffers and I can decide about Edwin.
Tentatively reentering The Nordic Warriors into the challenge, under Todek the Barbarian.
Here is Todek in his BG2:EE version:
I really struggled with making him a berserker for BG2, since it would give him immunity to the dreaded Imprisonment, but, I decided that that would just not fit his roleplaying character. He is the honorable warrior barbarian to the end. (I'd like to pretend that if some evil Loki-spawn ever Imprisons him, that Tempus would show him mercy and either give him a mind-Valhalla to enjoy, or else outright divinely Free him, due to his honor and devotion to said god of battle and His divine handmaiden Branwen.)
I have installed the Branwen NPC mod, thankfully compatible with EE, so that he can continue his relationship with Branwen as his desired tribal alpha female. Also, I have the Tweaks component installed that restores BG1 weapon proficiencies. Todek now has basic proficiencies in blunt, spiked, axe, and spear, as well as two pips in dual wielding.
SCS is no longer installed, as I feel that BG2 and ToB are hard enough without it, especially for a roleplayer.
I wrote fairly detailed narrative for Todek's adventures in BG1. How much I do that here will depend upon how many people express interest in reading it. I think I had three or four readers for the previous effort, so, I would want about that many again here before I start making the effort to write more narrative.
I was inspired to resume playing Todek because of the latest "real life stats" thread in the General Forum, and also by re-reading the narrative I posted last summer. I'll have to think about whether I might do the same thing again for just myself now, since I did thoroughly enjoy re-reading the story of Todek in BG1 that my past self posted last summer.
EDIT: Happy New Year's, everybody! LOL - I'm apparently spending my New Year's Eve this year rolling up a new Todek and thinking about starting his adventures "anew". ROFL
Update on Kelli's Antiheroes (Warning Hexxat spoilers ahead)
Progressed about as outlined above - picked up Korgan - did his quest - Korgan & Dorn did pretty much all the heavy lifting once we cleared the first room - had Jan scouting out traps and drawing the enemy then Dorn & Korgan smacked them down while the rest of the party stood back watching the show- wash rinse and repeat -
3 of the group got level drained in the first room which cost a good chunk of change to fix at the temple- I probably should have let Viccy learn them instead- then Hexxat "died" at one point but eventually "reappeared" without any assistance from me - not sure HOW that works but apparently it does.
We did have had some weirdness at the end when neither Korgan nor his ex partners initiated any conversation on the roof of the CC after trying unsuccessfully to get them talking I eventually just saved then attacked and when the battle was over he gave his finished speech so all is well I assume.
Started Maevir quest line to recruit Edwin but am seriously considering siding with Bhodi as it just seems to make sense with Hexxat in the group -
Speaking of Hexxat I wish I could find out some details about her powers without spoiling everything else about her questline (trying to search them out) - too bad they didn't document them in her kit description or something - Do you suppose they just assume everyone is using modding tools to discover whatever they wish to know about how things work thus making documentation of this sort of thing unnecessary?
So we have done the Temple quest, Rayvic and the "documents" from the tavern and are supposed to talk to Renal for our final quest next.
Then Korgan pops up and tells Kelli she needs to get moving on the Valygar quest before he loses his temper (or something to that effect) - Korgan wasn't even in the party when we took that quest LOL - so anyway now I'm wondering if he will be patient until we finish recruiting Edwin or if we should head for Umar Hills - better save often...
@Wanderon, I don't know any way to figure out Hexxat's special abilities other than to use them, and then read the actions window.
Usually, once you get a warning from an npc on a timed quest, it's best to head straight for it as quickly as possible. I think all you have to do to placate Korgan is to kill Valygar and bring his body back to Athkatla - you don't have to do the whole Umar Hills map. I'm not sure what happens if you present the body to the Cowled Wizards before you open the sphere with it.
The last time I was in a party with Korgan, and he told me I had to kill Valygar, I decided that that was too evil for me, and dismissed him so I could keep Valygar alive.
I'm not sure yet how Todek will react to that situation - he might want Korgan around, because he respects dwarf warriors, but he's chaotic good, and I think Korgan will wind up offending his sense of honor.
@belgarathmth - I posted a question about Hexxats powers in General and got some good info altho I am still waiting for some confirmation/additional info on how her resurrection (dragomirs respite) is supposed to work - it appears to be automatic.
We finished off Maevir then picked up Edwin (sent Jan home) and went to Umar hills and didn't do anything except kill off Valygars buddies and then Valygar - then took his body to the Cowled wizards. There you get two options:
If you tell them you know why they want his body and you want more reward they get angry and leave (immediately - no chance to reconsider) promising to appear later and make you sorry you crossed them. I did this first then saved the game and went back and just gave up the body which got us like 500 gold and Ring of the Ram which does 5d6 magic damage once per day.
If you just move on I am not sure whether the CW attack you at some point around the city (more or less randomly - or at a specific place) or if they just appear "normally" in the sphere like they do if you just ignore talking to them before entering the sphere yourself (with Valygar either alive or dead as the key).
Just giving up the body I assume precludes you from entering the sphere at all which doesn't concern me much.
At the moment we are deciding whether or not to go see Bhodi and sign on (got the invite as we left Renal just before Umar) - or whether to do the unseeing eye first where there is a useful item for Edwin waiting for us. I am not a fan of the Eye quest line so we may have to check the Adventurers mart before heading down there and see if we might find a nice shield for Korgan...
@Wanderon - What I understand about Hexxat and her resurrection powers via Dragomir's Respite is...she dies, she goes into the coffin that is in Dragomir's Respite, you rest for eight hours, she comes back at full-health. So, basically, Hexxat can't really 'die'.
As for her special abilities. I haven't used them yet.
On another note, the reason I haven't been doing any updates...uhm, I'm waiting for BG1NPC Project.
Liam posted in this thread of mine and said Hexxat will rez in one hour "in game" time - and there are some decent descriptions of her powers here as well.
OK I posted a reply in the chronic restarter thread today and it inspired me to.....wait for it.... .........RESTART! :-)
Well I do fully intend to go back to my evil run sometime soon but I decided today was a good day for lawful good party to start - well except my PC is a FMT so he is NG but he will be using all LG companions (once he straightens Anomen out of course) - doing the Aerie romance also (but only because Mazzy is not an option)
So meet my goody two shoes FMT!
Gluteus Maximum NG M F7/M7/T7 (as he begins the Circus) 18-89/19/15/18/10/8 Longsword*, Axe*, Two handed Sword* Short bow *, SWS**
Dungeon B Gone out of Chez Irenicus freeing Jahs & Minsc but releasing everyone from the group just before exiting -then learned all the scrolls which left enough room for hauling the rest of the crap out and exited to watch the show.
Sold stuff bought a few supplies rested then called my familiar and entered the circus where Aerie and I are just about to go save Quayle.
The plan from there is to pick up Anomen - maybe do the CC quests then grab Keldorn and do the Eye (maybe short version) - then Mazzy or maybe Rassad first then Mazzy and the party will be complete - should we live that long.
Thinking about a reload limit but haven't set it yet will see how things go.
Update Gluteus Maximus and his Stalwart Stick-in-the-muds:
We saved the circus but Aerie fell and couldn't get up so Gluteus had to raise her - we entered the slums and recruited that ass Annoyman and gave Hendak his freedom and stomped the slavers altho with just the three of us we had to do it in segments - free Hendak (rest) / clear sewers and grab Lilacor (rest)/clear slaver compound (rest and learn lots of identify spells) - identify all our crap - redo spellbook (rest again).
So here we are in the Promenade planning our next move - trying to decide whether to pay our magic tax or just seek out Keldorn in the sewers and pay the tax later. I do think grabbing Keldorn before Mazzy or Rasaad is the best game plan at this point altho we promised to help Nalia as well.
I suppose we could try clearing the keep with just the trio - triggering the random encounters and Xzar quest along the way - which I have not yet decided whether we will even do with this LG group.
In any event it will be tomorrow before any decisions are made as I'm done for today! ;-)
Well we headed for Trademeet and got sidetracked by harper stuff and Xzar - picked up Jahs outside Harper Hall figuring she might be helpful dealing with druid/animal troubles and once again forgot Ployer was waiting for her - then her Harper quest started as well so while she was gone we headed to the Govt district got our magic lisence - the Valygar quest and arranged for the mages to be missing when Ployer called for them.
Jahs returned - we took out Ployer and met her "friends" at Harper Hall - both Jahs & Aerie bit the dust in that battle but thankfully the nymph she called hung around to help Annoyman and Gluteus finish up - got no dialoge about the battle there when we raised her - she is hitting on Gluteus and I think we will still take her to Trademeet since it makes sense from an RP standpoint. (And Gluteus will try to turn her off before it makes Aerie jealous) ;-)
Current levels:
Gluteus F8/M9/T9 Aerie C8/M9 Annoyman F7/C9 Jahs F7?D8 (less than 100 from D9)
First reload when Cernd didn't handle Faldorn the first time - he didn't handle her the second time either but that time it occurred to me I could just have Annoyman raise him since Cernd was in the group - didn't know what would happen with Faldorn then but she went into the ring with him again and this time he called a nymph to help him and managed to take her down - third times the charm I guess.
Otherwise the grove wasn't too much trouble - it was touch and go with the Rakshasa & friends but only Cernd died and eventually we wore them down thanks to a boatload of healing potions and 2.5 priest types. We passed on the troll mound - didn't recall anything in there we really needed and I always find that an annoying battle.
Speaking of treasure I just checked online to see what we missed in the troll mound and it seems bracers of archery was the only really good thing but it also said I should have found Belm 2 in the Ogre tower and we missed that as well - probably no big deal as I don't think anyone in the final party will be dual wielding anyway. (Rassad, Aerie, Mazzy, Keldork, Annoyman) and Gluteus FMT will probably stay with Two handed or single weapon for melee as he is going to have to pick up quite a bit of casting with only him and Aerie for arcane spells.
We kept Jahiera on as we went to Umar hills since her Harper stuff had started - left Valygar until after we grabbed Mazzy and took down Shaow Lord and wouldn't you know it as the last member of the Shade Lords crew died Jahiera's Harper buddies showed up - good thing we were well buffed and didn't take too much damage with the Shade lord. WE stomped them down when they would not listen to reason and went back to town to give them the good news -
After picking up our reward and getting a rep boost for turning dawn any extra gold we went to Valygars cabin and recruited him - dropping Jahiera who was not pleased and said she would probably never see us again. I saved here and then resaved my quick save from before we entered the cabin so I would have the option to change my mind on that next time I play.
The other option would be to return to town with Jahiera and speak to Bhodi and do some other errands to see if anything more occurs with the Harpers before turning Jahs loose and taking Valygar to do the sphere - IIRC there is one more interaction coming with the Harpers.
I am getting a little antsy to grab Keldork too and complete the final party but as FMT I am considering the Sphere for my stronghold altho with the LG party the Keep would work as well but not the Thieves guild.
@Wanderon, don't forget that if you do the "short version" of the Unseeing Eye quest, you're missing out on Gauntlets of Dexterity. Keldorn or Anomen either one could really use those.
@Wanderon, don't forget that if you do the "short version" of the Unseeing Eye quest, you're missing out on Gauntlets of Dexterity. Keldorn or Anomen either one could really use those.
Yeah I have been thinking about that - Anomen is actually doing pretty good so far generally unbuffed or using his sheild to cast protection from normal missles if there are numerous ranged attackers around and then just swinging his +1 mace and wading into the fray but IIRC Keldork is pretty much a nightmare without those gloves - still I could decide to go without them to make it more of more of a "challenge" I suppose - LOL
Ok I decided to hold off on Valygar and the sphere - we had never left his cabin so I just reloaded the save from outside and we headed for Nalia's keep. Cleared the keep without much trouble altho after taking out Torgal I was surprised to run into 4 trolls in the main "meeting" room as we made our way to the secret exit.
We were still in pretty good shape and managed to take them down without much hassle and I think what happened was I didn't talk to the guard captain when we came back inside after opening the gate (he was still there and gave his "you're on your own now" speech and left) and that's when we found the trolls.
Nalia made her pitch (she had not joined the group) and I decided to accept the Keep - my FMT is acting more like a fighter than a mage lately leading the troops into battle anyway so it fits for RP.
Dermin (?) also showed up and Jahs renounced the Harpers and now I am thinking about keeping her around LOL.
We went back to town and met Bhodi and blew her off and picked up a couple of the graveyard quests and Anomen was called for his test so we are currently entering the Temple district to take care of that.
That's it until Sunday anyway then we shall see where we go from there.
My new PC is Reginald Front-de-Boeuf of Candlekeep. He is very much Lawful and just as Evil. Gorion, his step-father and a powerful mage and minor nobleman from Candlekeep, raised Front-de-Boeuf to respect honor, chivalry, strong, well organized government… and goodness. On the former traits, Gorion was successful but Front-de-Boeuf has become cruel of heart and evil to the core. Best he can tell, his secret remains with him alone, as Gorion has never once expressed concern. Front-de-Boeuf has always feared that Gorion, the Priest of Oghma or one of the many sage-like visitors who regularly pass through Candlekeep would detect his bent toward evil.
He was not always so. Front-de-Boeuf studied under the monks of Candlekeep, spending hours grinding through the tomes of Candlekeep and developing into the person Gorion hoped he might. But one day, while studying, he came upon a tome about the Reckoning of Hell. Something in his heart changed as he read about the Nine Hells of Baator. He was thrilled and excited by the strict and brutal hierarchy in which devils exist and battle to work their way up the ladder of power. He became enamored with the Arch-Devil Geryon and admired Geryon’s loyalty to Asmodeus during the Reckoning. He sympathized with Geryon when he learned that, despite his fierce loyalty, Asmodeus gave rulership of the 5th Layer of Hell, Stygia, to another Arch-Devil, Levistus, while deposing and humiliating Geryon.
His tutors, the monks, tried to focus Front-de-Boeuf on prophesy and The Time of Troubles in Faerun but his mind always wandered far and deep from Faerun to the struggle for supremacy in the Nine Hells. He had little use for prophesies pertinent to the Prime Material Plane even though he sensed that they somehow seemed hauntingly familiar. Instead he wondered about the politics of Hell. He imagined himself leading an army of devils in a battle to restore Geryon to rulership in Stygia and favoritism in the eyes of Asmodeus.
One day, as he imagined himself Geryon’s ally on the Prime Material Plane…he suddenly felt a surge of diabolic power conferred upon him by Geryon, whose consciousness still exists in the Outer Darkness beyond the planes as a vestige. From that time forward, Front-de-Boeuf has had the powers of a diabolical Black Guard. Though no one suspected it, the tunics he asked a seamstress at Candlekeep stitch for him, yellow with Black Bulls heads on them (instead of the crest of Candlekeep), and the shield he had painted for himself with the same design, were secretly a symbol of his gratitude to Geryon. Geryon is still worshipped by many Minotaur’s whom he could once summon with a great Rams Horn (though many have flocked to the Demon Lord Baphomet in Geryon’s absence). Front-de-Boeuf thought the tunics and shield an appropriate, if disguised, symbol of his loyalty to the deity of his choice.
This PC is based upon Front-de-Boeuf, from the novel, Ivanhoe. Despite his secret, Front-de-Boeuf ‘played the game’, keeping anyone in Candlekeep from doubting that he was a Lawful Good and chivalrous knight. In reality, Front-de-Boeuf is a beast, or more precisely a bull, literally and figuratively. His huge size alone is enough to strike fear in others. His visage, too, is unrelenting when he so chooses. He has been biding his time, waiting for his opportunity. He hates Hull and Fuller for talking down to him and would seize the opportunity to kill them before he leaves Candlekeep, especially if he could get their armor but he is wise enough to know the opportunity is not likely to present itself.
Front-de-Boeuf, is a lawful evil villain & will methodically take what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about loyalty and order but not about freedom, dignity, or life. He plays by the rules & might be willing to offer mercy in some instances but might just as quickly destroy a foe if it suits his ends. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He does not trust anyone or anything chaotic evil and came to loathe demon kind when reading about the Blood War between Devils and Demons. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. But…along with the diabolical Black Guard power granted him by Geryon, Front-de-Boeuf has also been imbued with Geryon’s most defining personality trait, an irrational and self-destructive loyalty in the face of betrayal. His journey begins today.
Key Event: Knockin’ off that smart-ass Fuller & the Watcher & getting their Plate Mail. Taking out the second Watcher gives me a second set of Plate Mail just in case. I can’t imagine having survived till now if I had been wearing anything less than Plate Mail. Darn the luck! I was attacked by two assassins @ Candlekeep & killed them both. How then could they not just as easily tie the deaths of Fuller & that Watcher to the same assassin’s? I left wearing the cheap Studded Leather I bought from Puffguts so that no one would wonder how I could afford Plate. My reputation has taken a serious hit. I sent Imoen to the Friendly Arm (FAI) after she caught up to me & told me that after Gorion & I left some were suspecting me of killing them. I couldn’t go to the FAI because I don’t need her pestering me to let her come along. I chose Beregost.
In route to Beregost I battled hordes of Gibberling’s and some Kobolds & increased in power as I felt a surge of new power fill me and gained use of the Aura of Despair. I met a Bard on the road who wanted to join w/me & to work some scheme against a noble family, Silvershield by name, involving his girlfriend. He agreed to accompany me on anything I was up to just as long as we eventually went & rescued his girlfriend from the Silverstein family. I’ll keep him in mind.
In Beregost, I tried to get a night’s rest @ the Red Sheaf, where I was attacked by a dwarf w/an axe. I released my Aura of Despair & then cast Doom @ him. I cracked him good w/my Flail once & he quaffed a Potion of Extra Healing. I ducked out of the door a time or two to try & get the shrimp to follow me but finally gave up on that & decided to go toe to toe w/him. I used Poison Weapon w/my flail and just beat him senseless. He never landed an axe. From there I met another Dwarf, Kagain, one of those Berserkers. After talking w/him I decided I can use him. He owns a business that provides security for caravans. He needed some help tracking one of them down that had gone missing. We headed north back toward Coast Way & he thought we’d find it east of the road. Sure enough, we found it & four bandits & killed them, including their mouthy ‘Bandit Leader’.
From there, I went south toward Nashkel. We encountered & killed two Ogrillons before we were approached by three Flaming Fist Mercenaries. They accused us of banditry but we talked our way out of it. I need to lay low for a while & not do anything else to injure my public reputation. Kagain & I defeated a band of Hobgoblins & four bandits but luck was against us & we took some hard hits. I have revenge to seek against a mouthy amazon wench that accosted me w/two long-swords. I’d have gotten that revenge already had it not been for some pesky bandits that attacked us after we came back for her. I lost that little wimp Kagain in another battle w/Hobgoblins on the North Nashkel Road. I was taking care of about 8, 10 of the things & left him to deal w/two. He was enraged but after we’d won he suddenly died. I was just getting used to the ’little man’ & might have him raised if I can find a temple. I think the temple in Nashkel is to Helm so thought I might be able to raise him there but the Amnish Guard accosted me as soon as I tried to enter the town so I can’t go there. Not sure it’s worth it b/c now I had to drop his Splint Mail, so in addition to having him raised I’d have to outfit him again too. Still, I feel this annoying loyalty to the little runt for serving me. Darn, this softness of heart.
Treasure of Note: Some gems, scrolls I can sell & some potions but I can’t yet identify them for sure.
Current Disposition: Making camp east of Nashkel. I hear the sounds of fun and frolicking nearby.
Next Steps: I’m gonna head toward the sounds I hear nearby. Find out what’s there
Level Up: 2nd Level after killing a horde of Gibberling’s in Coast Way & gained Aura of Despair. I gained 3rd Level later & was granted a 2nd Doom spell The Dwarf Berserker was 2nd level when he joined me & gained 3rd after we killed the bandits by that caravan he was looking for.
Current Party: (Reputation: 4 - Despised) Gerald Front-de-Boeuf: Ftr (Blk Gd)/3 Plate Mail w/LShield**, Flail**. BSwd*
Problem is, I can’t freakin’ make up my mind what I want to do. I visited the area east of Nashkel to see what the commotion was. It was a carnival & I didn’t find much of interest there. Some thief pickpocketed 100gps from me to really jerk my string. I sold the stuff I was luggin’ w/me & then decided to try & slip into Nashkel unnoticed.
I was seen once, backed off, & then came back & found the temple easily. Sure enough, I raised Kagain. He better keep his scrawny butt alive though, cause I’m not spending good gold on him again.
On the way to the temple, the mayor, who doesn’t seem to share the Amnish soldiers dislike for me, approached me & asked me if I would investigate the problems in the Nashkel Mines? I agreed but I’m not ready for that yet I don’t think. I wish I could get a plan instead of wandering aimlessly. We did meet a mage, Edwin & I invited him to join us too. He wants to kill another ‘witch’ & that’s fine if it brings me wealth & more power. I’m just not getting involved w/mages of any sort – if we find her, he can kill her. I can’t stand mages! When I was @ that carnival, I went into a tent & found one mage getting’ ready to kill another. I got out of there, & then after I raised ‘runt’ & added that big-mouthed Edwin, we went back & saved the good witch. You’d think I’d get some accolades for that but my reputation is still in the chamber pot.
NOT EVEN SURE EDWIN DID ANYTHING TO HELP AGAINST THIS MAGE! PLUS, NOW THAT HE'D DEAD, I CAN THINK!
I still couldn’t get my bearings. I took Edwin to Beregost & some 'local yocal' told us of a Mage who lived in a manor house west of town. I wanted Edwin to learn to Identify magic & enchanted items. Then he tells me his school doesn't permit him to memorize the identify spell. That was one of the main things I wanted him to do for me. Later, I decided to go back & get that Bard in the Coast Way, if I could find him & see about the ruse w/his fiancé. On the way to find him, Edwin said something along the lines that he’d 'commanded me' to go find the Rasheme witch. I asked him if I cut his throat if his blood be the same color as his robe. Next thing I know he casts a Fireball out of nowhere! Where the heck did he get that?I thought about killing the bastard then but decided to bide my time. I found the Bard & headed back to Beregost where another Bard asked us if we were interested in hiring out to his mistress. We were but she was trying to murder some weaklings & I figured she probably had more to offer me dead than the guys she wanted me to knock off... so I had the group turn on her instead. I used my Aura of Despair, cast Doom and used Poison Weapon after quaffing a Potion of Invulnerability. Kagain went in a Berserk state & started swingin' axes everywhere, Edwin cast Melf’s Acid Arrow and the Bard, Eldoth, played his little Bard’s Song. The mage, Silke, blasted Edwin to kingdom come & took out Eldoth too. I’m definitely not spending gold on that smart-assed mage & after allowing the wishy-washy Bard, Garrick, to join (and finding out he already knew the Identify spell) heck, I have no need of that worm Eldoth either. I bought me an Elixir of Health instead & had Garrick Identify all the potions I was carrying. Win-win-win for me! Got my potions identified and killed Edwin w/o having to life a finger. Somehow he forgot I was the top dog in this heirarchy!
Oh, I gave some gold to that Temple of the Morning just to try & earn some good will in Beregost. Even Garrick asked, "why did we just do that?" Oh well, when in Beregost...
Key Event: Watching that blowhard Edwin getting blasted to the nine hells!!! Maybe one day I'll have the pleasure of being his personal tormentor.
Treasure of Note: Potions of Invulnerability, Heroism, Extra Healing & Defense (Me); Potion of Speed (Kagain)
Current Disposition: Still in friggin’ Beregost [b] Next Steps:[/b] I was gonna go find Edwin’s witch but he’s assumed room temperature so I’ll either start some aimless adventuring checking out what’s left in the Coast Way & Lion’s Way & on the South Beregost Road North Nashkel Road…or I could go into those mines.
Level Up: Current Party: (Reputation: 5 - Disliked) Gerald Front-de-Boeuf: Ftr (Blk Gd)/3 Plate Mail w/LShield**, Flail**. BSwd* Kagain: Ftr (Bkr)/3 Plate Mail, BAxe***, (ThAxe)*** (2WS**) Garrick: Bard/4 w/ShSwd* & Lt C/Bow* Edwin: Mage (Cjr)/3, QStaff* (In hell) Eldoth: Bard/4 Studded Leather, ShSwd*, Dgr*, Sh Bow* (Dead as doornail, likely in Hell)
I finally decided to take the little runt & song boy north to clear out the Coast Way before heading back toward Candlekeep & doing the same around Lion’s Way. They should rename Coast Way, Gibberling Way. We must’s killed 30 of the things. Somewhere there, Geryon chose to bless me from beyond time & space.
My little runt continues to swing axes like a madman, even when he avoids his Berserk state of mind. And song boy has been valuable casting his sleep spell & taking out plenty of foes so that runt & I can cut them to pieces at our leisure. Gotta write this down. Song boy asked me how I liked his music. I told him to, “shut up & get in line,” told him, “the only thing I keep you around for is to carry my bags.” I though Runt was gonna bust outta his Splint Mail!
In Lion’s Way, I met up w/a rogue, another runt, & a mage. I really don’t like the mage but he offered me a Potion of Healing. I don’t trust him or the other one, the runt, but I’ll let them go along for now. One wrong move outta either one of ‘em & I’ll tear them limb from limb. Anyway, we continued on killing freakin’ Gibberlings & Diseased Gibberling’s, four Dread Wolves & three Black bears.
We cleaned those areas up and will head south next. Gotta be careful though as we have no magic items & we saw at least one Vampiric Wolf there. We’ll have to stay clear of him until we can kill him.
I’m still not comfortable w/this mage. He seems too chaotic & I don’t trust him. He may have to go. I can use the assassin & darn-it, I’ve been thinking about bringing that Edwin fool back from the dead. At least he seems to understand how things work – except that he thought he was top dog.
Key Event: Me becoming a Hell-Raiser//Anti-Paladin/4!!!
Treasure of Note: Gems, jewelry, gold. Nothing sexy to write about here.
Current Disposition: @ Beregost/Red Sheaf.
Next Steps: I’m gonna continue & clear South Beregost Road & North Nashkel Road before heading further south toward the mines.
Level Up: Geryon has seen fit to give me more power & raised me to Hell-Raiser/Ant-Paladin//4 with Life Drain ability to add to his blessing me earlier w/Doom, Poison Weapon & Aura of Despair. Funny though, I also have Larloch’s Minor Drain which seemed to come from another source of power. My little runt has powered up to Berserker/4 & is completely loyal to me. Perfect.
Brief update on Gluteus from yesterday - after Mauktuk (H/O Wizard slayer) fell in his no reload "Mage-killer" campaign** I took Gluteus out and shook off the rust for a little while.
When we had last seen Gluteus & Crew they were entering the Temple District on their way to Anomens Test. With Gluteus Maximus at his side Anomen was awarded his knighthood and perhaps as a sign of his new found wisdom managed not to say anything crass about it to spoil the moment.
We decided to put off investigating the Eye for now and went to the slums to retrieve a Teddy Bear - the degenerate that held it did not survive the discussion - the bear was returned to his owner and for a time it seemed all was right in the world.
We stumbled upon a network of tunnels surrounding what turned out to be a huge spider nest and did our best Orkin impression wiping them out gaining a nifty spider charm that can summon a spider ally once a day and some other minor treasures.
Gluteus and Mazzy did a bit of horse trading with Mazzy ending up with the Tugian Bow while Gluteus began wielding a fine Elven Court Longbow. She also talked him into practicing a bit with the 3 headed flail they obtained at the keep and setting Lilacor aside for a time.
Aerie and Gluteus had a whispered discussion and everyone mentioned how Aerie seemed to positively glow as she walked back towards the group.
Jahiera talked Rasaad into giving her Rashads Talon to weild since he always seemed more natural using his fists in battle anyway. Rasaad told Gluteus he was really trying to cheer her up as she seemed a bit down since renouncing the Harpers.
The party is currently carrying some 50K in gold and Gluteus plans to outfit the group with the best they can find when the Adventurers Mart opens in the morning.
(Note: If Gluteus romance with Aerie does not run Jahiera off I've decided to keep her in the group (instead of taking Keldork! )
The crew spent a small fortune at the Adventurers Mart with a Robe of Vecna for Gluteus, a shield of reflection that Jahiera is currently using, and Vhailors Helm for Aerie - that left less than 20K in the coffers so the crew went back to work.
The found the kidnapping ring and killed them off freeing their latest victim. Then they solved the bridge murders and informed the good lieutenant then went to assist him - arriving a bit late - but avenging his death and bringing his body to his superiors!
Met Neera and agreed to come see her sometime.
Visited Quayle who sent them to assist the troupe at the Five Flagons - they found their missing actor and his gem and are currently at the playhouse where the troupe was just spirited away by bounty hunters. The crew is going to leave their extra gear in the playhouse lockers and try to rescue them...
One reload today in the sewers with that damn adventuring group - took them out the second time without hassle and took down Mekrath almost immediately between Jahieras bugs and Rasaads poison darts and Gluteus flinging Hangards Throwing Axe +2 (Thac0 5).
Gluteus also borrowed the axe Frostbite from Mazzy and found he liked its feel and results as well altho he holds on to The Burning Earth +1 for backstabs occasionally. (Hassle switching them in and out tho with only 2 weapon slots.) This also allows him to weild the Shield of the Lost +2 giving him an AC of -5 with robe of Vecna, Helm of Balduran, and ring of earth control.
Comments
We did eventually go to Trademeet and picked up both Mazzy and Rasaad dropping Minsc and Viccy - did not start any Trademeet quests and returned to town where we met Bhodi and refused her and took care of some of the graveyard quests and cleared the spider nest. ( Have to return at some point at night to get the Teddy bear quest).
Went to bridge district and took care of man in red (we did the Tanner quest earlier and have agreed to meet Neera in the woods at some point) we entered the Five Flagons and took on the Harry Dallas quest - went to Temple map - agreed to assist Helm and entered the sewers where we took out the adventurers group then died in the yuan-ti room when everyone but Mazzy failed the save to chaos.
It seems the AI tends to over-rule direct orders in many cases - more so than I recall in vanilla anyway. Especially spellcasters with the standard attack script - order them to cast a spell or use a wand and the next thing you know they are just attacking with their bow/sling having ignored the spell casting order.
Sometimes Bogati who has the control script (find traps whenever not engaged) stops attacking and start finding traps if the current enemy he is engaged in dies even when he is surrounded by other enemies. The description of how this is supposed to work is confusing as well - it says the thief will find traps (or hide if toggled) as long as there are no enemies in their line of sight - then goes on to say that the thief won't defend himself or attack opponents when either of these skills are in use -
So which is it? Will they only find traps when there are no enemies in their line of sight or not? I understand him not stopping when enemies appear without a direct order (to some degree) but not why he would go back to trap finding when an enemy he is engaged with dies and others are all around him.
So anyway we are going to be reloading a save after the adventurers fell but before the yaun-ti room next on our quest to free the sparrow - undecided exactly where we will go after that. Might send the sparrow home and recruit Keldorn to assist us with the "Eye" might leave Keldorn and the "Eye" for later and go finish the sparrows quest.
It will be BG:EE with the latest SCS version installed. Here's my Weidu log.
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28
Meet Art-Hiss-Surr, an elven chaotic-evil sorcerer.
Here’s her portrait in the best available quality (for those who like it). BTW, it can be used as an alternative portrait for Neera. How do you find it? Should I post this portrait in the Alternative portraits thread?
I've given myself a 20 rerolls maximum rule and from the 8th try had a solid 86-points roll. 19 in DEX and 16 in CON were a desired combination.
For the starting spells I've chosen Spook and Sleep. There's a lot can be said about the harm of choosing Sleep as a spell for a sorcerer but in my eyes I don't lose much - except for Spook, MM, Shield there're hardly any 100%-needed spells at the first level of arcane magic. Instead, Sleep will bring so much usefulness to the beginning of the game when I have to deal with hordes of kobolds and nasty ogres. The wand of Sleep will come later when there's enough money and monsters seem to save against a wand more frequently than against a death.
Shank and Carbos, these assassins with poisoned weapon, were dealt with thanks to the starting spell selection.
The chaotic-evil character has decided not to be squeamish in terms of NPCs she meets so Imoen, Xzar and Monty were taken into the party. I've decided to RP the directions the party takes in this run so listening to Gorion's instructions Art-Hiss-Surr went to the FAI to meet the Harpers.
I will also try to RP situations when the party meets an enemy. So the party, being tired after the long road, went straight to the inn – to rest - and encountered Tarnish, this plague of hardcore runs. As soon as he finished his talking, everyone in the party retreated backwards. The guards then began fighting this mage because he had showed a violent behaviour near the respected inn.
Monty, being invisible, watched this fight and finished Tarnesh off with the wand of MM after the guards had brought the mage to the near death state.
Yay, a delightful start for a challenge.
Party so far:
Art-Hiss-Surr, sorcerer, lvl 1
Imoen, thief, lvl 1
Xzar, necromancer, lvl 1
Montaron, fighter/thief, lvl 1/1
Reloads: 0, number of death of NPCs: 0
In the FAI we met an arrogant yet somewhat darkly charming half-orc Dorn. “It would be great to use this strong warrior to my needs” – this idea has firmly settled in Art-Hiss-Surr’s mind.
The harpers seemed to be wise and fun. Jaheira can heal if it’s needed and a skilled archer is never excessive. The constant stammer of Khalid is something we should get accustomed to quicker, though. This pair would give Art-Hiss-Surr a start in life.
After returning a flamedance ring to an unlucky lady and getting 2 tasks in the form of spiders and an ogre, the party proceeded to Beregost.
Montaron has managed to spy out the fetishist ogre but when the rest of the party attempted to attack him, three xvarts spawned out of nowhere and killed Xzar in a matter of seconds.
Before the situation became critical, Art-Hiss-Surr casted Sleep and a silent ogre was taken down.
At the next area (due to the SCS component) we met Viconia and gladly took her into a party (a cleric with high magical resistance is a solid tank) instead of dead Xzar. Another Sleep spell helped to give a rest to a FF mercenary who dared to spoor Viconia as well as to those mercenaries who thought that we’re bandits.
In Beregost the party got some experience (although didn’t touch the mysterious bard standing alone at night), some stuff and – more importantly – some assurance we’ll do it.
At the road to Nashkel Art-Hiss-Surr met Shar-Teel and became excited to have another strong lady as a party member. Khalid managed to beat her only by gulping a potion of speed and firing his arrows. It was time for Montaron to go. Shar-Teel’s STR is phenomenal for a thief (and she’ll become a thief once she hits the 3rd level as a fighter) so she’ll become our backstabber. Imoen meanwhile will focus on Disarming Traps and Opening Locks and will later be dualled into a mage.
Coming to Nashkel, the party was tired because of the long journey and went to the inn. Bamm! Another assassin, this time with divine spellcasting abilities. Blasted Unholy Blight was the reason of Khalid’s and Imoen’s deaths.
But nonetheless the girls did the job right.
After visiting the local temple and gathering some stuff the party went to the Carnival. There Art-Hiss-Surr met Quayle – this ultimate spellcasting machine. Jaheira agreed to let Khalid adventure a little bit more while she enjoyed the Carnival.
Coming into one of the tents Art-Hiss-Surr found a powerful mage, Zordral, and in order to escape his dangerous magic went out. But the wizard followed and under the night sky the battle began. Imoen was killed with a single Magic Missile while Khalid and Quayle slept quitly… Spook spell and Stupifier mace helped to survive this fight.
After that the party went on to complete some quests in Beregost. The reward from the girdle master was enough to bring the 2nd level to Art-Hiss-Surr. Don’t worry, in one minute the party will return the girldle. Poor gnome, he underestimated chaotic evil nature of the main character.
On the road to the Mines Art-Hiss-Surr got someone she desired to have nearby – a mighty blackguard offered his service in exchange for some help in this vendetta. Khalid was sent to Jaheira so that the pair would live happily together.
The HP rolls have been quite fortunate so far: 2 HP for Shar-Teel, 1 HP for Viconia, 2 HP for Quayle, 2 and 8 HP (maximum) for Imoen and 6 HP (maximum) for Art-Hiss-Surr.
Party so far:
Art-Hiss-Surr, sorcerer, lvl 2
Dorn, blackguard, lvl 2
Viconia, cleric, lvl 3
Shar-Teel, thief, lvl 1 / fighter, lvl 3
Imoen, thief, lvl 3
Quayle, mage/cleric, lvl 2/3
Number of party deaths: 4
Reloads: 0
Here’s a continuation of the journey of Art-Hiss-Surr.
After coming to the Mines area the group didn’t encounter any troubles till the famous Greywolf. He managed to save against 2 Command spells of Vikky and Quayle and made a critical hit dealing exactly 14 damage – the precise number of HP of Viconia.
A little bit later a successful Spook spell helped to secure a victory here. I’m starting to like Shar-Teel’s throwing daggers. Even without being proficient with them (she’s still a thief only) she hits a lot and has the biggest amount of kills in the party already.
After revisiting the temple in Nashkel and paying 400 gp to resurrect Viconia the group entered the Mines. With the SCS kobolds these Mines are much more interesting but Shar-Teel’s scouting abilities were very useful to detect the groups of enemies so that Art-Hiss-Surr could cast Sleep next to them.
At last the party came to the last chamber with Mulahey. After pretending Art-Hiss-Surr was an agent from Tazok and looking into the chest the battle began. This cleric quickly casted Unholy Blight but this time Imoen saved against this spell while the rest of the party was unaffected. Art-Hiss-Surr casted Sleep into the group of kobolds as usual while Viconia succeeded into her Hold Person spell.
After that this battle was not serious.
When returning to Nashkel the party butted into the next bounty hunter but as soon as Nimbul’s dialog ended retreated from his area of sight so that he had to fight with guards alone. Quayle (being invisible due to his special ability) watched how Nimbul’s defences sank and the bounty hunter was killed by a critical hit by an Amnian soldier.
No exp for Nimbul but it’s not so substantial in the perspective. The most important thing everyone survived and Art-Hiss-Surr got her familiar at last. + 6 HP for free;)
Continuing to RP I decided to hurry to speak with the man in the Mulahey’s letter – Tranzig. This dude saved against Spook, Hold Person, Command – any spell the party had and charmed Dorn. But luckily Dorn didn’t have high saving throws and became held after Viconia casted this spell another time. Shar-Teel’s throwing daggers lead to Tranzig’s morale failure.
So Art-Hiss-Surr found out the place of the Bandit Camp. At this stage I think it’s right for a party (from a RP side) to gather some experience before forcing into the meeting with bandits. So Art-Hiss-Surr decided to visit the locations nearby. A large group of wolves not far away from the Beregost Temple became a real Eldorado for the group. Successive uses of the Wand of Cold by Art-Hiss-Surr and Quayle lead to destroying 2 Vampiric wolves and 2000*2 exp.
After this fight EVERYONE in the party, except Quayle, got a new level;)))
Party so far:
Art-Hiss-Surr, sorcerer, lvl 3, 21 HP (including 6 HP from the familiar)
Dorn, blackguard, lvl 3, 25 HP
Viconia, cleric, lvl 4, 16 HP
Shar-Teel, thief, lvl 2 / fighter, lvl 3, 19 HP
Imoen, thief, lvl 4, 21 HP
Quayle, mage/cleric, lvl 2/3, 12 HP
Number of party deaths: 5
Reloads: 0
When defining where to go next, I took the distance between each area and Beregost (the place where the party was currently) into consideration. One can think that the group of adventurers when deciding what they are going to do will base their decision on how long it will take to reach a certain area and how long it will take to come back.
So, the most nearest areas were chosen: the one with a cow being attacked by xvarts and another one with Bassillus.
Completing the quest to help a poor farmer to protect his cow against these annoying “EEEE”-s and finishing some ogre-hunting led to a new wizard level for Quayle, so he became available to cast 2nd level spells, Detect Invisibility and Web being the picks. In order to learn these spells (as well as some of the 1st level, Quayle had several scrolls already that the party had found during their adventure) successfully the group moved to the FAI and bought all potions that enhance intelligence available. Only 123 gp was left;)
Although Quayle is not a popular choice in terms of NPCs in BG1, I find him S-M-A-R-T enough. 17 points in INT give an opportunity to get to 100% chance of learning spells only after gulping 1 potion of genius and 1 potion of mind focusing.
After resting in the FAI the party travelled to the area with this mad cleric. Some random wolves and ghasts brought the 3rd thieving level for Shar-Teel and increased her chances to hide in shadows to a rather high score (75 in MS and 40 in HiS, 95 in MS and 55 in HiS with Boots of Stealth equipped).
Speaking with Bassillus, Viconia pretended to be his mother and after his speech the “relatives” vanished.
The fight itself was not a big problem because Dorn’s poison arrows finished everything (at first it blocked Bassillus from casting spells and in the end it took his live).
Bringing the Cyric symbol to the temple gave the party a whopping reward - 5000 gp so that Art-Hiss-Surr gladly bought a Wand of Sleep and a Short Bow+1 for Imoen.
When visiting the High Hedge Art-Hiss-Surr tried to help a foul chiken but Melicamp was killed in the process.
Well, this is his reward for stealing some Netheril treasure (I wonder if that item has anything common with Netheril scroll from BG2). It’s funny to think Thalantyr used to be a female one day.
The next closest area was Larswood, so the party travelled there. After finishing the hordes of gibberlings Shar-Teel finally regained her fighter levels and put the 3rd pip into daggers. 25 thieving points were used on the Detect Illusion ability. I’m looking forward to check if this ability helps to reveal enemy thieves who hide in shadows or not.
Dorn also had a level up and reached the 4th level.
While two druids and their bears were not a big threat for Art-Hiss-Surr (Shar-Teel’s backstabbing with Varscona and her throwing daggers helped greatly), Blacktalon Elites kicked her ass a bit.
The party gradually ran out of spells and were tired so the third group of Blacktalon Elites caused some problems. Both their AC and Thaco are solid and Shar-Teel used all her daggers already.
Coincidentally, the death of Shar-Teel gave the rest of the party enough EXP so that Art-Hiss-Surr reached level 4. Fallen party members don’t get EXP, so maybe that was a blessing in disguise.
Choosing Web as the first spell from the 2nd level of spells seemed to be a good choice because, as the party found out, held Blacktalon Elites are not as dangerous as free-acting.
Having taken all the equipment of Shar-Teel the party went to the Beregost temple to resurrect her and rest in the inn in order to use new spells by Art-Hiss-Surr but…
SURPRISE!
This SCS component is so fun! To be waylaid by a party of bounty hunters instead of several easy dogs combined with the fact the party had no spells, was tired even more, didn’t have Shar-Teel alive… Is so intriguing and unexpected!
Art-Hiss-Surr gulped a precious potion of invisibility, Imoen gulped a potion of Speed, Viconia used a Wand of Sleep directing onto the enemy mage, Dorn used his Aura while Quayle used a Wand of Frost.
But in a matter of seconds Dorn became held and Imoen fell unconscious while our two mages retreated a bit.
The key to win this battle was kiting and using of wands. 5 lighting bolts, 4 frost missiles and of course one sleep made it! We couldn’t save Dorn, though.
But it was SO, SO sweet Art-Hiss-Surr managed to defeat them without reloading taking into account all the circumstances. And one more time – the SCS component of relocating enemies and making them hunting your party is so refreshing. It adds greatly to the immersion.
The party took everything they could took leaving many items that otherwise could be sold on the ground forever – encumbered, slowed, tired Art-Hiss-Surr reached the Beregost temle. Wounded, but not defeated.
I think that to be waylaid by a group of bounty hunters makes more sense story-wise than to find this group standing still on one of the locations.
After that fight Imoen reached the 5th level that I think it’s an ideal time to dual her into a mage (for a 6-member party). She had 90 points in Disarm Traps and 70 points in Open Locks, got x3 backstab modifier (one pip at the 4th level was put into a two-handed weapon style and one pip at the dualling into a mage was spent on staffs) and 18 base THACO. So now she’s a level 1 mage and the party will try to go through all areas available in order to get her thieving skills back. Art-Hiss-Surr will need Imoen to disarm traps and open locks at those areas thar are related to the main plot.
Party so far:
Art-Hiss-Surr, sorcerer, lvl 4, 26 HP (including 6 HP from the familiar)
Dorn, blackguard, lvl 4, 31 HP
Viconia, cleric, lvl 4, 16 HP
Shar-Teel, thief, lvl 4 / fighter, lvl 3, 24 HP
Imoen, mage, lvl 1 / thief, lvl 5, 25 HP
Quayle, mage/cleric, lvl 3/4, 14 HP
Number of party deaths: 7
Reloads: 0
Dachman Daggertoss - Gnome F/Illusionist (Throwing daggers & main PC so he can get familiar)
Crossbow Katie - Elf fighter (crossbow)
Gofar Axtosser - Dwarf Defender (throwing axes)
Slingmaster Sully - Halfling FT (sling)
Deana Deadlydart - F/Druid (darts)
Liani Live-arrow - elf archer (bow)
However the first couple of maps were so easy I decided it probably would not be much fun - I might think about a BG1 team with only 1 or maybe 2 PCs and the rest regular companions and force everyone to stick to ranged weapons whether that's their strong point or not. I'm also considering importing this all PC team into BG2 where it would probably be more challenging - maybe too challenging LOL.
Then I decided to start a BG2 evil run and after much thought went with a Female Human Skald (for Hexxat romance - maybe Dorn too LOL)
Kelli Human F Skald CN 18/18/16/18/5/15 Bastard Sword* Long Sword* Shortbow* SWS*
Dungeon B Gone out of Chez Irenicus picking up Yoshimo and removing Jahs & Minsc - a brief stop in the slums just to see Gaelan then picked up Dorn at Temple map - did his duty - then picked up Viconia and Jan.
Not sure where the group will go from here - also not sure how soon to grab Hexxat - the only other time I picked her up it was early and we could not defeat the tomb boss.
Probably going to drop Yoshimo and do Copper Coronet and see where we are then level & equipment wise (before picking up Hexxat) - Edwin is of course on the short list for companions and we may advance to chap 3 ASAP to get him sooner. As long as Hexxat can handle the thief chores we will probably drop Jan and pick up Korgan too.
That's of course provided I don't get sidetracked by one of my other playthrough ideas LOL!
Name: Nora
Alignment: True Neutral
Race: Human
Class: Cleric
Stats: Str- 6 Dex- 7 Con- 10 Int- 11 Wis- 11 Cha- 8
Weapon Proficiencies: +Sling, +Quarterstaff
Difficulty: Insane
Started the usual way - picked up Immy, Xzar and Monty and headed to the Friendly Arm. Imoen was killed by a wolf on the way. Tarnesh didn't give us much trouble - Monty backstabbed him and a guard finished him off. Ressed Immy, picked up Khalid and Jaheira and made a beeline to Nashkel where I dropped off the Zhents in favor of Minsc (going to be using the canon party this playthrough, unless somebody gets chunked of course).
Headed to the Gnoll Stronghold to rescue Dynaheir, helping out a dryad on the way. Khalid got killed by a gnoll chieftain, but other than that, the mission was a success. After a brief stop at Nashkel to resurrect Khalid, we headed back to Beregost to complete some quests in the area and get more experience before tackling the mines. Jaheira managed to die to Karlat, and Khalid was whacked again by one of the huge spiders in Landrin's house. The poor guy is just not lucky it seems :P. Also picked up Neera just long enough to acquire her robe and gem bag.
EDIT: Things took a turn for the worse when I went to take down Bassilus. First, Imoen, Minsc and Khalid were killed by the hobgoblins and bandits in the area. I retreated to Beregost, where I shelled out most of my remaining cash to resurrect them. Then when I returned to face Bassilus, in my infinite stupidity I managed to choose the wrong dialogue option, causing the group to be attacked by about a bazillion skeletons. Bassilus went down, but so did everyone in my party except for Nora and Dynaheir, who ran away as fast as their feet could carry them.
Of course, with all the skeletons still around, there seemed little hope of retrieving anyone's gear, or Bassilus's loot, not to mention I only had enough gold left for one resurrection. I decided to raise Minsc, and send him in with stealth and a potion of invisibility so he could grab Bassilus's holy symbol. Unfortunately, the plan failed, as his stealth failed too early and the skeletons killed him again just a second before he could pick up the loot.
At that point, figuring I had nothing to lose, I had Dynaheir use a scroll of invisibility on herself. This time, I managed to successfully grab the potion of invisibility and the holy symbol, and leg it out of there. Turning in the quest finally gained us enough gold to resurrect everyone, and buy some temporary equipment before we could retrieve ours - and we still have well over 3000 gold left. At this rate, though, it's all going to be spent on resurrections before long.
Current party:
Nora: Cleric 3
Imoen: Thief 3 (death count: 3)
Jaheira: Fighter 2/Druid 2 (death count: 2)
Khalid: Fighter 2 (death count: 4)
Minsc: Ranger 1 (death count: 3)
Dynaheir: Invoker 2
Reloads: 0
http://forum.baldursgate.com/discussion/28139/adul-s-bg-adventures
We proceeded about as I outlined last time - dropping Yoshi - taking on the CC quests - accepting Nalias quest but currently still leaving her hanging out at the Keep waiting (along with the Valygar quest we accepted but have not really touched)
After a few random encounters along with the Harper and then Xzar quest and the Pirates at Thumbs tavern and and we picked up Hexxat and took down Dragonmir -
had some issues with that when Hexxat died in the Dragonmir battle and I thought we were stuck but finally figured out how to get out and raise her and then finished up by doing as she (Hexxat) wished (avoiding spoilers here) - IIRC this was when we picked up a couple graveyard quests and cleared the spiders nest.
meanwhile between Dorn and Viccy and Hexxat we were losing rep and I wasn't paying much attention and after the red shirt ransom was collected (useless to me since I didn't bring anything from BG1 in) and we finished off the Tanner (after informing the inspector and getting him killed) we were attacked by Cowled enforcers on the bridge map (our rep was 3 ouch).
That was an interesting battle - made it through without losing anyone (playing on normal) and hustled on over to the Temple district and purchased some rep back to the tune of about 3K gold - then turned in the Inspectors body for another pip bringing us to 8 rep.
At this point I'm thinking to raise the rest of the 15K and grabbing Edwin ASAP but I was also thinking about siding with Bhodi with this group and I'm not sure I can do both.
Also had some weirdness with the Tanner - we killed him on the second floor when Hexxat used one of her powers to finish him off and then the mage downstairs on the dock just sort of disappeared in a cloud of smoke once his dialoge was done and never came back -
I don't think the Tanner has ever died before in any game altho the dialoge with the mage did not change (he still acted as if the Tanner was alive and escaping so I suspect the human armor will still be available later on if someone wants it (Hexxat maybe - I've never used it before).
So current group is:
Kelli F CN human Skald 11
Dorn M NE HO Blackguard 9
Viconia F NE Elf Cleric 10
Hexxat F NE Special Thief 12
Jan M CN Gnome Illusionist 9/Thief 10
Jan got a little testy when our rep dropped to 3 but I think he will hang with us as long as I keep it between 5 and 9. We are resting at CC right now so I may pick up Korgan and do his quest next and if all goes well that should fill the coffers and I can decide about Edwin.
Here is Todek in his BG2:EE version:
I really struggled with making him a berserker for BG2, since it would give him immunity to the dreaded Imprisonment, but, I decided that that would just not fit his roleplaying character. He is the honorable warrior barbarian to the end. (I'd like to pretend that if some evil Loki-spawn ever Imprisons him, that Tempus would show him mercy and either give him a mind-Valhalla to enjoy, or else outright divinely Free him, due to his honor and devotion to said god of battle and His divine handmaiden Branwen.)
I have installed the Branwen NPC mod, thankfully compatible with EE, so that he can continue his relationship with Branwen as his desired tribal alpha female. Also, I have the Tweaks component installed that restores BG1 weapon proficiencies. Todek now has basic proficiencies in blunt, spiked, axe, and spear, as well as two pips in dual wielding.
SCS is no longer installed, as I feel that BG2 and ToB are hard enough without it, especially for a roleplayer.
I wrote fairly detailed narrative for Todek's adventures in BG1. How much I do that here will depend upon how many people express interest in reading it. I think I had three or four readers for the previous effort, so, I would want about that many again here before I start making the effort to write more narrative.
I was inspired to resume playing Todek because of the latest "real life stats" thread in the General Forum, and also by re-reading the narrative I posted last summer. I'll have to think about whether I might do the same thing again for just myself now, since I did thoroughly enjoy re-reading the story of Todek in BG1 that my past self posted last summer.
EDIT: Happy New Year's, everybody! LOL - I'm apparently spending my New Year's Eve this year rolling up a new Todek and thinking about starting his adventures "anew". ROFL
Progressed about as outlined above - picked up Korgan - did his quest - Korgan & Dorn did pretty much all the heavy lifting once we cleared the first room - had Jan scouting out traps and drawing the enemy then Dorn & Korgan smacked them down while the rest of the party stood back watching the show- wash rinse and repeat -
3 of the group got level drained in the first room which cost a good chunk of change to fix at the temple- I probably should have let Viccy learn them instead- then Hexxat "died" at one point but eventually "reappeared" without any assistance from me - not sure HOW that works but apparently it does.
We did have had some weirdness at the end when neither Korgan nor his ex partners initiated any conversation on the roof of the CC after trying unsuccessfully to get them talking I eventually just saved then attacked and when the battle was over he gave his finished speech so all is well I assume.
Started Maevir quest line to recruit Edwin but am seriously considering siding with Bhodi as it just seems to make sense with Hexxat in the group -
Speaking of Hexxat I wish I could find out some details about her powers without spoiling everything else about her questline (trying to search them out) - too bad they didn't document them in her kit description or something - Do you suppose they just assume everyone is using modding tools to discover whatever they wish to know about how things work thus making documentation of this sort of thing unnecessary?
So we have done the Temple quest, Rayvic and the "documents" from the tavern and are supposed to talk to Renal for our final quest next.
Then Korgan pops up and tells Kelli she needs to get moving on the Valygar quest before he loses his temper (or something to that effect) - Korgan wasn't even in the party when we took that quest LOL - so anyway now I'm wondering if he will be patient until we finish recruiting Edwin or if we should head for Umar Hills - better save often...
Usually, once you get a warning from an npc on a timed quest, it's best to head straight for it as quickly as possible. I think all you have to do to placate Korgan is to kill Valygar and bring his body back to Athkatla - you don't have to do the whole Umar Hills map. I'm not sure what happens if you present the body to the Cowled Wizards before you open the sphere with it.
The last time I was in a party with Korgan, and he told me I had to kill Valygar, I decided that that was too evil for me, and dismissed him so I could keep Valygar alive.
I'm not sure yet how Todek will react to that situation - he might want Korgan around, because he respects dwarf warriors, but he's chaotic good, and I think Korgan will wind up offending his sense of honor.
@belgarathmth - I posted a question about Hexxats powers in General and got some good info altho I am still waiting for some confirmation/additional info on how her resurrection (dragomirs respite) is supposed to work - it appears to be automatic.
That thread is here:
http://forum.baldursgate.com/discussion/28394/new-thief-companions-powers#latest
We finished off Maevir then picked up Edwin (sent Jan home) and went to Umar hills and didn't do anything except kill off Valygars buddies and then Valygar - then took his body to the Cowled wizards. There you get two options:
If you just move on I am not sure whether the CW attack you at some point around the city (more or less randomly - or at a specific place) or if they just appear "normally" in the sphere like they do if you just ignore talking to them before entering the sphere yourself (with Valygar either alive or dead as the key).
Just giving up the body I assume precludes you from entering the sphere at all which doesn't concern me much.
At the moment we are deciding whether or not to go see Bhodi and sign on (got the invite as we left Renal just before Umar) - or whether to do the unseeing eye first where there is a useful item for Edwin waiting for us. I am not a fan of the Eye quest line so we may have to check the Adventurers mart before heading down there and see if we might find a nice shield for Korgan...
As for her special abilities. I haven't used them yet.
On another note, the reason I haven't been doing any updates...uhm, I'm waiting for BG1NPC Project.
http://forum.baldursgate.com/discussion/comment/444415#Comment_444415
.........RESTART! :-)
Well I do fully intend to go back to my evil run sometime soon but I decided today was a good day for lawful good party to start - well except my PC is a FMT so he is NG but he will be using all LG companions (once he straightens Anomen out of course) - doing the Aerie romance also (but only because Mazzy is not an option)
So meet my goody two shoes FMT!
Gluteus Maximum NG M F7/M7/T7 (as he begins the Circus)
18-89/19/15/18/10/8
Longsword*, Axe*, Two handed Sword* Short bow *, SWS**
Dungeon B Gone out of Chez Irenicus freeing Jahs & Minsc but releasing everyone from the group just before exiting -then learned all the scrolls which left enough room for hauling the rest of the crap out and exited to watch the show.
Sold stuff bought a few supplies rested then called my familiar and entered the circus where Aerie and I are just about to go save Quayle.
The plan from there is to pick up Anomen - maybe do the CC quests then grab Keldorn and do the Eye (maybe short version) - then Mazzy or maybe Rassad first then Mazzy and the party will be complete - should we live that long.
Thinking about a reload limit but haven't set it yet will see how things go.
And we are off..........
We saved the circus but Aerie fell and couldn't get up so Gluteus had to raise her - we entered the slums and recruited that ass Annoyman and gave Hendak his freedom and stomped the slavers altho with just the three of us we had to do it in segments - free Hendak (rest) / clear sewers and grab Lilacor (rest)/clear slaver compound (rest and learn lots of identify spells) - identify all our crap - redo spellbook (rest again).
So here we are in the Promenade planning our next move - trying to decide whether to pay our magic tax or just seek out Keldorn in the sewers and pay the tax later. I do think grabbing Keldorn before Mazzy or Rasaad is the best game plan at this point altho we promised to help Nalia as well.
I suppose we could try clearing the keep with just the trio - triggering the random encounters and Xzar quest along the way - which I have not yet decided whether we will even do with this LG group.
In any event it will be tomorrow before any decisions are made as I'm done for today! ;-)
Current levels:
Gluteus F7/M8/T9
Aerie C8/M8
Annoyman F7->C8
0 reloads
Well we headed for Trademeet and got sidetracked by harper stuff and Xzar - picked up Jahs outside Harper Hall figuring she might be helpful dealing with druid/animal troubles and once again forgot Ployer was waiting for her - then her Harper quest started as well so while she was gone we headed to the Govt district got our magic lisence - the Valygar quest and arranged for the mages to be missing when Ployer called for them.
Jahs returned - we took out Ployer and met her "friends" at Harper Hall - both Jahs & Aerie bit the dust in that battle but thankfully the nymph she called hung around to help Annoyman and Gluteus finish up - got no dialoge about the battle there when we raised her - she is hitting on Gluteus and I think we will still take her to Trademeet since it makes sense from an RP standpoint. (And Gluteus will try to turn her off before it makes Aerie jealous) ;-)
Current levels:
Gluteus F8/M9/T9
Aerie C8/M9
Annoyman F7/C9
Jahs F7?D8 (less than 100 from D9)
0 reloads
First reload when Cernd didn't handle Faldorn the first time - he didn't handle her the second time either but that time it occurred to me I could just have Annoyman raise him since Cernd was in the group - didn't know what would happen with Faldorn then but she went into the ring with him again and this time he called a nymph to help him and managed to take her down - third times the charm I guess.
Otherwise the grove wasn't too much trouble - it was touch and go with the Rakshasa & friends but only Cernd died and eventually we wore them down thanks to a boatload of healing potions and 2.5 priest types. We passed on the troll mound - didn't recall anything in there we really needed and I always find that an annoying battle.
Speaking of treasure I just checked online to see what we missed in the troll mound and it seems bracers of archery was the only really good thing but it also said I should have found Belm 2 in the Ogre tower and we missed that as well - probably no big deal as I don't think anyone in the final party will be dual wielding anyway. (Rassad, Aerie, Mazzy, Keldork, Annoyman) and Gluteus FMT will probably stay with Two handed or single weapon for melee as he is going to have to pick up quite a bit of casting with only him and Aerie for arcane spells.
We kept Jahiera on as we went to Umar hills since her Harper stuff had started - left Valygar until after we grabbed Mazzy and took down Shaow Lord and wouldn't you know it as the last member of the Shade Lords crew died Jahiera's Harper buddies showed up - good thing we were well buffed and didn't take too much damage with the Shade lord. WE stomped them down when they would not listen to reason and went back to town to give them the good news -
After picking up our reward and getting a rep boost for turning dawn any extra gold we went to Valygars cabin and recruited him - dropping Jahiera who was not pleased and said she would probably never see us again. I saved here and then resaved my quick save from before we entered the cabin so I would have the option to change my mind on that next time I play.
The other option would be to return to town with Jahiera and speak to Bhodi and do some other errands to see if anything more occurs with the Harpers before turning Jahs loose and taking Valygar to do the sphere - IIRC there is one more interaction coming with the Harpers.
I am getting a little antsy to grab Keldork too and complete the final party but as FMT I am considering the Sphere for my stronghold altho with the LG party the Keep would work as well but not the Thieves guild.
(suggestions always welcome ;-) )
OOps forgot current levels
Gluteus F8/M9/T10
Aerie C9/M10
Annoyman F7->C10
Rasaad Monk 9
Mazzy F8
Jahs F8/D10
1 reload Cernd @ Druid grove
Ok I decided to hold off on Valygar and the sphere - we had never left his cabin so I just reloaded the save from outside and we headed for Nalia's keep. Cleared the keep without much trouble altho after taking out Torgal I was surprised to run into 4 trolls in the main "meeting" room as we made our way to the secret exit.
We were still in pretty good shape and managed to take them down without much hassle and I think what happened was I didn't talk to the guard captain when we came back inside after opening the gate (he was still there and gave his "you're on your own now" speech and left) and that's when we found the trolls.
Nalia made her pitch (she had not joined the group) and I decided to accept the Keep - my FMT is acting more like a fighter than a mage lately leading the troops into battle anyway so it fits for RP.
Dermin (?) also showed up and Jahs renounced the Harpers and now I am thinking about keeping her around LOL.
We went back to town and met Bhodi and blew her off and picked up a couple of the graveyard quests and Anomen was called for his test so we are currently entering the Temple district to take care of that.
That's it until Sunday anyway then we shall see where we go from there.
Too funny! But oh so true w/me too. CT
My new PC is Reginald Front-de-Boeuf of Candlekeep. He is very much Lawful and just as Evil. Gorion, his step-father and a powerful mage and minor nobleman from Candlekeep, raised Front-de-Boeuf to respect honor, chivalry, strong, well organized government… and goodness. On the former traits, Gorion was successful but Front-de-Boeuf has become cruel of heart and evil to the core. Best he can tell, his secret remains with him alone, as Gorion has never once expressed concern. Front-de-Boeuf has always feared that Gorion, the Priest of Oghma or one of the many sage-like visitors who regularly pass through Candlekeep would detect his bent toward evil.
He was not always so. Front-de-Boeuf studied under the monks of Candlekeep, spending hours grinding through the tomes of Candlekeep and developing into the person Gorion hoped he might. But one day, while studying, he came upon a tome about the Reckoning of Hell. Something in his heart changed as he read about the Nine Hells of Baator. He was thrilled and excited by the strict and brutal hierarchy in which devils exist and battle to work their way up the ladder of power. He became enamored with the Arch-Devil Geryon and admired Geryon’s loyalty to Asmodeus during the Reckoning. He sympathized with Geryon when he learned that, despite his fierce loyalty, Asmodeus gave rulership of the 5th Layer of Hell, Stygia, to another Arch-Devil, Levistus, while deposing and humiliating Geryon.
His tutors, the monks, tried to focus Front-de-Boeuf on prophesy and The Time of Troubles in Faerun but his mind always wandered far and deep from Faerun to the struggle for supremacy in the Nine Hells. He had little use for prophesies pertinent to the Prime Material Plane even though he sensed that they somehow seemed hauntingly familiar. Instead he wondered about the politics of Hell. He imagined himself leading an army of devils in a battle to restore Geryon to rulership in Stygia and favoritism in the eyes of Asmodeus.
One day, as he imagined himself Geryon’s ally on the Prime Material Plane…he suddenly felt a surge of diabolic power conferred upon him by Geryon, whose consciousness still exists in the Outer Darkness beyond the planes as a vestige. From that time forward, Front-de-Boeuf has had the powers of a diabolical Black Guard. Though no one suspected it, the tunics he asked a seamstress at Candlekeep stitch for him, yellow with Black Bulls heads on them (instead of the crest of Candlekeep), and the shield he had painted for himself with the same design, were secretly a symbol of his gratitude to Geryon. Geryon is still worshipped by many Minotaur’s whom he could once summon with a great Rams Horn (though many have flocked to the Demon Lord Baphomet in Geryon’s absence). Front-de-Boeuf thought the tunics and shield an appropriate, if disguised, symbol of his loyalty to the deity of his choice.
This PC is based upon Front-de-Boeuf, from the novel, Ivanhoe. Despite his secret, Front-de-Boeuf ‘played the game’, keeping anyone in Candlekeep from doubting that he was a Lawful Good and chivalrous knight. In reality, Front-de-Boeuf is a beast, or more precisely a bull, literally and figuratively. His huge size alone is enough to strike fear in others. His visage, too, is unrelenting when he so chooses. He has been biding his time, waiting for his opportunity. He hates Hull and Fuller for talking down to him and would seize the opportunity to kill them before he leaves Candlekeep, especially if he could get their armor but he is wise enough to know the opportunity is not likely to present itself.
Front-de-Boeuf, is a lawful evil villain & will methodically take what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about loyalty and order but not about freedom, dignity, or life. He plays by the rules & might be willing to offer mercy in some instances but might just as quickly destroy a foe if it suits his ends. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He does not trust anyone or anything chaotic evil and came to loathe demon kind when reading about the Blood War between Devils and Demons. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. But…along with the diabolical Black Guard power granted him by Geryon, Front-de-Boeuf has also been imbued with Geryon’s most defining personality trait, an irrational and self-destructive loyalty in the face of betrayal. His journey begins today.
In route to Beregost I battled hordes of Gibberling’s and some Kobolds & increased in power as I felt a surge of new power fill me and gained use of the Aura of Despair. I met a Bard on the road who wanted to join w/me & to work some scheme against a noble family, Silvershield by name, involving his girlfriend. He agreed to accompany me on anything I was up to just as long as we eventually went & rescued his girlfriend from the Silverstein family. I’ll keep him in mind.
In Beregost, I tried to get a night’s rest @ the Red Sheaf, where I was attacked by a dwarf w/an axe. I released my Aura of Despair & then cast Doom @ him. I cracked him good w/my Flail once & he quaffed a Potion of Extra Healing. I ducked out of the door a time or two to try & get the shrimp to follow me but finally gave up on that & decided to go toe to toe w/him. I used Poison Weapon w/my flail and just beat him senseless. He never landed an axe. From there I met another Dwarf, Kagain, one of those Berserkers. After talking w/him I decided I can use him. He owns a business that provides security for caravans. He needed some help tracking one of them down that had gone missing. We headed north back toward Coast Way & he thought we’d find it east of the road. Sure enough, we found it & four bandits & killed them, including their mouthy ‘Bandit Leader’.
From there, I went south toward Nashkel. We encountered & killed two Ogrillons before we were approached by three Flaming Fist Mercenaries. They accused us of banditry but we talked our way out of it. I need to lay low for a while & not do anything else to injure my public reputation. Kagain & I defeated a band of Hobgoblins & four bandits but luck was against us & we took some hard hits. I have revenge to seek against a mouthy amazon wench that accosted me w/two long-swords. I’d have gotten that revenge already had it not been for some pesky bandits that attacked us after we came back for her. I lost that little wimp Kagain in another battle w/Hobgoblins on the North Nashkel Road. I was taking care of about 8, 10 of the things & left him to deal w/two. He was enraged but after we’d won he suddenly died. I was just getting used to the ’little man’ & might have him raised if I can find a temple. I think the temple in Nashkel is to Helm so thought I might be able to raise him there but the Amnish Guard accosted me as soon as I tried to enter the town so I can’t go there. Not sure it’s worth it b/c now I had to drop his Splint Mail, so in addition to having him raised I’d have to outfit him again too. Still, I feel this annoying loyalty to the little runt for serving me. Darn, this softness of heart.
Treasure of Note: Some gems, scrolls I can sell & some potions but I can’t yet identify them for sure.
Current Disposition: Making camp east of Nashkel. I hear the sounds of fun and frolicking nearby.
Next Steps: I’m gonna head toward the sounds I hear nearby. Find out what’s there
Level Up: 2nd Level after killing a horde of Gibberling’s in Coast Way & gained Aura of Despair. I gained 3rd Level later & was granted a 2nd Doom spell The Dwarf Berserker was 2nd level when he joined me & gained 3rd after we killed the bandits by that caravan he was looking for.
Current Party: (Reputation: 4 - Despised)
Gerald Front-de-Boeuf: Ftr (Blk Gd)/3 Plate Mail w/LShield**, Flail**. BSwd*
Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges)
Reloads: 0
I was seen once, backed off, & then came back & found the temple easily. Sure enough, I raised Kagain. He better keep his scrawny butt alive though, cause I’m not spending good gold on him again.
On the way to the temple, the mayor, who doesn’t seem to share the Amnish soldiers dislike for me, approached me & asked me if I would investigate the problems in the Nashkel Mines? I agreed but I’m not ready for that yet I don’t think. I wish I could get a plan instead of wandering aimlessly. We did meet a mage, Edwin & I invited him to join us too. He wants to kill another ‘witch’ & that’s fine if it brings me wealth & more power. I’m just not getting involved w/mages of any sort – if we find her, he can kill her. I can’t stand mages! When I was @ that carnival, I went into a tent & found one mage getting’ ready to kill another. I got out of there, & then after I raised ‘runt’ & added that big-mouthed Edwin, we went back & saved the good witch. You’d think I’d get some accolades for that but my reputation is still in the chamber pot.
NOT EVEN SURE EDWIN DID ANYTHING TO HELP AGAINST THIS MAGE! PLUS, NOW THAT HE'D DEAD, I CAN THINK!
I still couldn’t get my bearings. I took Edwin to Beregost & some 'local yocal' told us of a Mage who lived in a manor house west of town. I wanted Edwin to learn to Identify magic & enchanted items. Then he tells me his school doesn't permit him to memorize the identify spell. That was one of the main things I wanted him to do for me. Later, I decided to go back & get that Bard in the Coast Way, if I could find him & see about the ruse w/his fiancé. On the way to find him, Edwin said something along the lines that he’d 'commanded me' to go find the Rasheme witch. I asked him if I cut his throat if his blood be the same color as his robe. Next thing I know he casts a Fireball out of nowhere! Where the heck did he get that?I thought about killing the bastard then but decided to bide my time. I found the Bard & headed back to Beregost where another Bard asked us if we were interested in hiring out to his mistress. We were but she was trying to murder some weaklings & I figured she probably had more to offer me dead than the guys she wanted me to knock off... so I had the group turn on her instead. I used my Aura of Despair, cast Doom and used Poison Weapon after quaffing a Potion of Invulnerability. Kagain went in a Berserk state & started swingin' axes everywhere, Edwin cast Melf’s Acid Arrow and the Bard, Eldoth, played his little Bard’s Song. The mage, Silke, blasted Edwin to kingdom come & took out Eldoth too. I’m definitely not spending gold on that smart-assed mage & after allowing the wishy-washy Bard, Garrick, to join (and finding out he already knew the Identify spell) heck, I have no need of that worm Eldoth either. I bought me an Elixir of Health instead & had Garrick Identify all the potions I was carrying. Win-win-win for me! Got my potions identified and killed Edwin w/o having to life a finger. Somehow he forgot I was the top dog in this heirarchy!
Oh, I gave some gold to that Temple of the Morning just to try & earn some good will in Beregost. Even Garrick asked, "why did we just do that?" Oh well, when in Beregost...
Key Event: Watching that blowhard Edwin getting blasted to the nine hells!!! Maybe one day I'll have the pleasure of being his personal tormentor.
Treasure of Note: Potions of Invulnerability, Heroism, Extra Healing & Defense (Me); Potion of Speed (Kagain)
Current Disposition: Still in friggin’ Beregost
[b]
Next Steps:[/b] I was gonna go find Edwin’s witch but he’s assumed room temperature so I’ll either start some aimless adventuring checking out what’s left in the Coast Way & Lion’s Way & on the South Beregost Road North Nashkel Road…or I could go into those mines.
Level Up:
Current Party: (Reputation: 5 - Disliked)
Gerald Front-de-Boeuf: Ftr (Blk Gd)/3 Plate Mail w/LShield**, Flail**. BSwd*
Kagain: Ftr (Bkr)/3 Plate Mail, BAxe***, (ThAxe)*** (2WS**)
Garrick: Bard/4 w/ShSwd* & Lt C/Bow*
Edwin: Mage (Cjr)/3, QStaff* (In hell)
Eldoth: Bard/4 Studded Leather, ShSwd*, Dgr*, Sh Bow* (Dead as doornail, likely in Hell)
Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges)
Reloads: 0
My little runt continues to swing axes like a madman, even when he avoids his Berserk state of mind. And song boy has been valuable casting his sleep spell & taking out plenty of foes so that runt & I can cut them to pieces at our leisure. Gotta write this down. Song boy asked me how I liked his music. I told him to, “shut up & get in line,” told him, “the only thing I keep you around for is to carry my bags.” I though Runt was gonna bust outta his Splint Mail!
In Lion’s Way, I met up w/a rogue, another runt, & a mage. I really don’t like the mage but he offered me a Potion of Healing. I don’t trust him or the other one, the runt, but I’ll let them go along for now. One wrong move outta either one of ‘em & I’ll tear them limb from limb. Anyway, we continued on killing freakin’ Gibberlings & Diseased Gibberling’s, four Dread Wolves & three Black bears.
We cleaned those areas up and will head south next. Gotta be careful though as we have no magic items & we saw at least one Vampiric Wolf there. We’ll have to stay clear of him until we can kill him.
I’m still not comfortable w/this mage. He seems too chaotic & I don’t trust him. He may have to go. I can use the assassin & darn-it, I’ve been thinking about bringing that Edwin fool back from the dead. At least he seems to understand how things work – except that he thought he was top dog.
Key Event: Me becoming a Hell-Raiser//Anti-Paladin/4!!!
Treasure of Note: Gems, jewelry, gold. Nothing sexy to write about here.
Current Disposition: @ Beregost/Red Sheaf.
Next Steps: I’m gonna continue & clear South Beregost Road & North Nashkel Road before heading further south toward the mines.
Level Up: Geryon has seen fit to give me more power & raised me to Hell-Raiser/Ant-Paladin//4 with Life Drain ability to add to his blessing me earlier w/Doom, Poison Weapon & Aura of Despair. Funny though, I also have Larloch’s Minor Drain which seemed to come from another source of power. My little runt has powered up to Berserker/4 & is completely loyal to me. Perfect.
Current Party: (Reputation: 5 - Disliked)
Gerald Front-de-Boeuf: Ftr (Blk Gd)/4 Plate Mail w/LShield**, Flail**. BSwd*
Kagain: Ftr (Bkr)/4 Plate Mail, BAxe***, (ThAxe)*** (2WS**)
Garrick: Bard/4 w/ShSwd* & Lt C/Bow*, ShSwd*
Montaron: Thf(Asn)/4, Stud Leather, ShSwd*, Dgr* (SWS*)
Xzar: Mage(Nec), Knave’s Robe, Dgr*,
Edwin: Mage (Cjr)/3, QStaff* (In hell)
Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges)
Reloads: 0
http://www.bobsenk.com/rpg/rules/chclass/antipaladin.html (this link goes to an old Dungeon Mag article on the Anti-Paladin – from the p&p days). Thought I’d share.
When we had last seen Gluteus & Crew they were entering the Temple District on their way to Anomens Test. With Gluteus Maximus at his side Anomen was awarded his knighthood and perhaps as a sign of his new found wisdom managed not to say anything crass about it to spoil the moment.
We decided to put off investigating the Eye for now and went to the slums to retrieve a Teddy Bear - the degenerate that held it did not survive the discussion - the bear was returned to his owner and for a time it seemed all was right in the world.
We stumbled upon a network of tunnels surrounding what turned out to be a huge spider nest and did our best Orkin impression wiping them out gaining a nifty spider charm that can summon a spider ally once a day and some other minor treasures.
Gluteus and Mazzy did a bit of horse trading with Mazzy ending up with the Tugian Bow while Gluteus began wielding a fine Elven Court Longbow. She also talked him into practicing a bit with the 3 headed flail they obtained at the keep and setting Lilacor aside for a time.
Aerie and Gluteus had a whispered discussion and everyone mentioned how Aerie seemed to positively glow as she walked back towards the group.
Jahiera talked Rasaad into giving her Rashads Talon to weild since he always seemed more natural using his fists in battle anyway. Rasaad told Gluteus he was really trying to cheer her up as she seemed a bit down since renouncing the Harpers.
The party is currently carrying some 50K in gold and Gluteus plans to outfit the group with the best they can find when the Adventurers Mart opens in the morning.
(Note: If Gluteus romance with Aerie does not run Jahiera off I've decided to keep her in the group (instead of taking Keldork! )
** (details on Mauktuks run here:)
http://forum.baldursgate.com/discussion/28836/the-mage-killer-challenge#latest
Gluteus Maximum & Crew Update:
The crew spent a small fortune at the Adventurers Mart with a Robe of Vecna for Gluteus, a shield of reflection that Jahiera is currently using, and Vhailors Helm for Aerie - that left less than 20K in the coffers so the crew went back to work.
The found the kidnapping ring and killed them off freeing their latest victim. Then they solved the bridge murders and informed the good lieutenant then went to assist him - arriving a bit late - but avenging his death and bringing his body to his superiors!
Met Neera and agreed to come see her sometime.
Visited Quayle who sent them to assist the troupe at the Five Flagons - they found their missing actor and his gem and are currently at the playhouse where the troupe was just spirited away by bounty hunters. The crew is going to leave their extra gear in the playhouse lockers and try to rescue them...
One reload today in the sewers with that damn adventuring group - took them out the second time without hassle and took down Mekrath almost immediately between Jahieras bugs and Rasaads poison darts and Gluteus flinging Hangards Throwing Axe +2 (Thac0 5).
Gluteus also borrowed the axe Frostbite from Mazzy and found he liked its feel and results as well altho he holds on to The Burning Earth +1 for backstabs occasionally. (Hassle switching them in and out tho with only 2 weapon slots.) This also allows him to weild the Shield of the Lost +2 giving him an AC of -5 with robe of Vecna, Helm of Balduran, and ring of earth control.
Gluteus F8/M9/T11
Anomen F7->C10
Rasaad Monk 9
Jahs F8/D11
Mazzy F9
Aerie C9/M10
2 reloads (Cernd at Grove, Sewer Adventurers)