The Thieves of the Coast, an SCS No/Minimal Reload playthrough with a band of rogues
Blackraven
Member Posts: 3,486
Dear reader, welcome to yet another "Let's Play" thread by my hand. This time the story is about Lenno Luckyhand, a mischievous but certainly not evil Halfling Swashbuckler.
Lenno was given his surname by the Candlekeep Watchers he often invites in the evenings to have a few ales with him and to play some cards at Winthrop’s Inn. Unlike the Watchers, Lenno himself isn’t a big drinker, but he’ll make sure that his friends’ cups are never empty. At the end of the day, the gold always goes to Lenno, much to his inebriated friends’ amusement. Little did they know, when they named him Luckyhand, that Lenno wouldn’t rely on luck in order to prevail. Let us say that Swifthand would have been a more appropriate surname for our little Swashbuckler friend.
Thanks to his buoyant and carefree nature and to his charisma, Lenno is generally well-liked with Candlekeep’s residents and visitors alike. He would get into trouble time and again for not complying with a task or for vexing the priests with fellow mischief-maker Imoen, but never anything serious.
Lenno’s high CHA is reflected in an attractive appearance, a disarming smile, and most of all his vivaciousness that makes people love his company. His high CHA doesn’t make him a strong leader though. He’s undisciplined, he’s more likely to turn his back on problems than to try and solve them, and he can be very indecisive and capricious. These traits are aspects of his CN alignment. He gives little thought to either law or morals. Laws are artificial, uncalled for and gratuitous rules of the game of life according to Lenno. He doesn’t see why he should abide by them. When it comes to morals, Lenno certainly isn’t immoral. He is no ruthless power-hungry climber that strives to fulfil his ambitions at all costs. He also wouldn’t inflict physical suffering upon others unless his own physical wellbeing is at stake. On the other hand he has no scruples about larceny, smuggling, or swindle. As a matter of fact he finds those activities quite thrilling.
Lenno has below average WIS, and can therefore be naïve in his dealing with others. His naïveté (susceptibility to what others tell him), combined with his CN alignment may make him commit good or even evil deeds at times or otherwise act in ways that aren't normally like him.
He has always dreamt of forming his own band of likeminded adventuring scoundrels, so that’s what he hopes to accomplish upon leaving Candlekeep.
The idea of this run is to play a full party, using rogues only throughout the entire trilogy. I’ve edited a number of NPCs in both games. Kagain (Fighter/Thief), Viconia (Cleric/Thief), Aerie (Bard), and Valygar (Fighter->Thief) have become eligible party members. I’ve kitted many of the game’s original rogues, but that’s something you can read about if/when I recruit them. I’ve also kitted Kivan into a Stalker and I’ve decided that even though a Stalker is technically not a rogue, he is eligible as well since Clint Eastwood Kivan, especially with the Stalker kit, feels sufficiently roguey to me.
I’ve read the AD&D Complete Thief’s Handbook for inspiration, not only for Lenno's sake, but also to flesh out the NPCs. The book for example mentions six basic motivations for being a rogue: fame (or infamy), greed, justice, loyalty, survival, and whim. Another motivation could be laziness. Lenno will mostly be motivated by whim (he’s a bit of thrill-seeker) and to a lesser extent by fame (he’ll like it if people recognize him as ‘that dashing young Swashbuckler you’d like to be your friend’) and by laziness. Other NPCs will have different motivations, which will make for interesting party discussions. For example Yoshimo’s basic motivation will be (geas-incited) loyalty, whereas Kagain is obviously motivated by greed, and Kivan by justice.
The book also gives a number of sample rogue archetypes: Artist (who engages in thievery for the challenge or aesthetic pleasure), Desperado (outlaw), Folk Hero (‘Robin Hood’), Kleptomaniac, Mobster (raised in crime), Professional (mercenary), Street Urchin/Victim of Circumstances, Trickster, and Vigilante. The book’s definition of Trickster is a bit broad to my taste, it encompasses both Charlatan and Thrill-Seeker archetypes. I’d like to see these two as separate archetypes. Again, different archetypes will more or less go with different game characters. Kagain and Yoshimo will be typical Professionals, Viconia is a Desperado, Coran could be a Folk Hero or Artist, Kivan and Valygar make great Vigilantes, Alora could be the party’s Kleptomaniac, Eldoth and Jan Jansen Charlatans, Montaron a Mobster or Street Urchin, and and Lenno will be a Thrill Seeker.
The characters’ different motivations and personalities will play a part in the course the party takes. The NPCs won’t be Lenno’s minions; they’re going to have a say in things.
Self-imposed rules:
- Rogues (and Stalkers) only
- Minimal reload (i.e. no-reload until Charname dies for the first time)
- NPCs may be resurrected, the first time with no consequences, but subsequent resurrections will have them lose one point of CON each time.
- Core difficulty, with max hit points for all creatures in the game.
- If a party member leaves or is dismissed, they receive a portion of the party’s gold proportionate to the number of party members at that time. They also get to keep their equipment.
- Once Lenno has party members to take into account, decisions on where to go, how to deal with a given situation etc, shall be taken democratically. If no logical RP outcome can be found, I’ll roll the dice. (Props to @Lemernis for this approach.)
***
When he got up this morning one of the Candlekeep priests told Lenno that he was to leave Candlekeep with his foster father Gorion. The priest also gave him some spare gold from the old sage to buy some equipment from Winthrop for their trip. It was a meager sum though, so Lenno decided to increase his funds a bit by visiting the inn’s guest chambers. It yielded him a bit of extra gold, a potion of clarity, a silver necklace, a star diopside gemstone and a flamedance ring. Lenno couldn’t fence the jewellery or the gem to Winthrop. He would surely be found out. Thus he kept the items in his pockets for now, so he could sell them elsewhere. From the gold he had acquired he bought himself a suit of studded leather armor, a buckler and three sets of throwing daggers, Lenno’s weapon of choice.
He then left the inn and made a round to do a couple of chores and to say his goodbyes. Hung-over Fuller, one of Lenno’s drinking buddies, was particularly generous, rewarding him with an enchanted dagger for merely fetching him a quarrel of crossbow bolts. At the Infirmary he talked the Priest of Oghma into giving him a free healing potion, and he stole another from one of the cabinets. In the Bunkhouse an assassin tried to kill our young Swashbuckler for motives unbeknownst to him, but much to his own surprise Lenno reacted quite astutely, taking out his throwing daggers and, after some running around, slaying his foe with them. It was only after the battle was fought, that Lenno took the time to think about what had happened. It made him feel uneasy, in spite of his carefree self. He hurried to Gorion, hoping to leave Candlekeep sooner rather than later. Gorion seemed even more eager to leave, so that’s what they did.
They didn’t get very far however, as they were ambushed in the evening by a huge man in heavy armor and three minions. Gorion urged Lenno to flee, and tried to take them all on. He slew two ogres and put a priestess to sleep, but the many spells he cast at the armored figure didn’t stop, let alone fell, the latter. Things started to look grim when Gorion proceeded to attack the warrior with his dagger. Before Lenno could do anything to distract him, the brute slew Gorion with his mighty great sword.
Lenno fled the scene and remained hidden all night without resting. The area held other dangers than the warrior and his priestess, namely Gibberlings and wolves, but they were taken care off with his throwing daggers.
The next morning Lenno’s emotional state was comprised of a mix of grief for the loss of his foster father and excitement about the prospect of exploring the wide open world without the confining presence of Gorion. The least he could do, he decided, was to return to Candlekeep, not to stay but to tell the Keeper of the Portal what had happened, and to arrange for Gorion’s burial. On the way he ran into Imoen who had somehow snuck out of Candlekeep to follow him. He welcomed her company, at least for the time being.
***
Lenno was given his surname by the Candlekeep Watchers he often invites in the evenings to have a few ales with him and to play some cards at Winthrop’s Inn. Unlike the Watchers, Lenno himself isn’t a big drinker, but he’ll make sure that his friends’ cups are never empty. At the end of the day, the gold always goes to Lenno, much to his inebriated friends’ amusement. Little did they know, when they named him Luckyhand, that Lenno wouldn’t rely on luck in order to prevail. Let us say that Swifthand would have been a more appropriate surname for our little Swashbuckler friend.
Thanks to his buoyant and carefree nature and to his charisma, Lenno is generally well-liked with Candlekeep’s residents and visitors alike. He would get into trouble time and again for not complying with a task or for vexing the priests with fellow mischief-maker Imoen, but never anything serious.
Lenno’s high CHA is reflected in an attractive appearance, a disarming smile, and most of all his vivaciousness that makes people love his company. His high CHA doesn’t make him a strong leader though. He’s undisciplined, he’s more likely to turn his back on problems than to try and solve them, and he can be very indecisive and capricious. These traits are aspects of his CN alignment. He gives little thought to either law or morals. Laws are artificial, uncalled for and gratuitous rules of the game of life according to Lenno. He doesn’t see why he should abide by them. When it comes to morals, Lenno certainly isn’t immoral. He is no ruthless power-hungry climber that strives to fulfil his ambitions at all costs. He also wouldn’t inflict physical suffering upon others unless his own physical wellbeing is at stake. On the other hand he has no scruples about larceny, smuggling, or swindle. As a matter of fact he finds those activities quite thrilling.
Lenno has below average WIS, and can therefore be naïve in his dealing with others. His naïveté (susceptibility to what others tell him), combined with his CN alignment may make him commit good or even evil deeds at times or otherwise act in ways that aren't normally like him.
He has always dreamt of forming his own band of likeminded adventuring scoundrels, so that’s what he hopes to accomplish upon leaving Candlekeep.
The idea of this run is to play a full party, using rogues only throughout the entire trilogy. I’ve edited a number of NPCs in both games. Kagain (Fighter/Thief), Viconia (Cleric/Thief), Aerie (Bard), and Valygar (Fighter->Thief) have become eligible party members. I’ve kitted many of the game’s original rogues, but that’s something you can read about if/when I recruit them. I’ve also kitted Kivan into a Stalker and I’ve decided that even though a Stalker is technically not a rogue, he is eligible as well since Clint Eastwood Kivan, especially with the Stalker kit, feels sufficiently roguey to me.
I’ve read the AD&D Complete Thief’s Handbook for inspiration, not only for Lenno's sake, but also to flesh out the NPCs. The book for example mentions six basic motivations for being a rogue: fame (or infamy), greed, justice, loyalty, survival, and whim. Another motivation could be laziness. Lenno will mostly be motivated by whim (he’s a bit of thrill-seeker) and to a lesser extent by fame (he’ll like it if people recognize him as ‘that dashing young Swashbuckler you’d like to be your friend’) and by laziness. Other NPCs will have different motivations, which will make for interesting party discussions. For example Yoshimo’s basic motivation will be (geas-incited) loyalty, whereas Kagain is obviously motivated by greed, and Kivan by justice.
The book also gives a number of sample rogue archetypes: Artist (who engages in thievery for the challenge or aesthetic pleasure), Desperado (outlaw), Folk Hero (‘Robin Hood’), Kleptomaniac, Mobster (raised in crime), Professional (mercenary), Street Urchin/Victim of Circumstances, Trickster, and Vigilante. The book’s definition of Trickster is a bit broad to my taste, it encompasses both Charlatan and Thrill-Seeker archetypes. I’d like to see these two as separate archetypes. Again, different archetypes will more or less go with different game characters. Kagain and Yoshimo will be typical Professionals, Viconia is a Desperado, Coran could be a Folk Hero or Artist, Kivan and Valygar make great Vigilantes, Alora could be the party’s Kleptomaniac, Eldoth and Jan Jansen Charlatans, Montaron a Mobster or Street Urchin, and and Lenno will be a Thrill Seeker.
The characters’ different motivations and personalities will play a part in the course the party takes. The NPCs won’t be Lenno’s minions; they’re going to have a say in things.
Self-imposed rules:
- Rogues (and Stalkers) only
- Minimal reload (i.e. no-reload until Charname dies for the first time)
- NPCs may be resurrected, the first time with no consequences, but subsequent resurrections will have them lose one point of CON each time.
- Core difficulty, with max hit points for all creatures in the game.
- If a party member leaves or is dismissed, they receive a portion of the party’s gold proportionate to the number of party members at that time. They also get to keep their equipment.
- Once Lenno has party members to take into account, decisions on where to go, how to deal with a given situation etc, shall be taken democratically. If no logical RP outcome can be found, I’ll roll the dice. (Props to @Lemernis for this approach.)
***
When he got up this morning one of the Candlekeep priests told Lenno that he was to leave Candlekeep with his foster father Gorion. The priest also gave him some spare gold from the old sage to buy some equipment from Winthrop for their trip. It was a meager sum though, so Lenno decided to increase his funds a bit by visiting the inn’s guest chambers. It yielded him a bit of extra gold, a potion of clarity, a silver necklace, a star diopside gemstone and a flamedance ring. Lenno couldn’t fence the jewellery or the gem to Winthrop. He would surely be found out. Thus he kept the items in his pockets for now, so he could sell them elsewhere. From the gold he had acquired he bought himself a suit of studded leather armor, a buckler and three sets of throwing daggers, Lenno’s weapon of choice.
He then left the inn and made a round to do a couple of chores and to say his goodbyes. Hung-over Fuller, one of Lenno’s drinking buddies, was particularly generous, rewarding him with an enchanted dagger for merely fetching him a quarrel of crossbow bolts. At the Infirmary he talked the Priest of Oghma into giving him a free healing potion, and he stole another from one of the cabinets. In the Bunkhouse an assassin tried to kill our young Swashbuckler for motives unbeknownst to him, but much to his own surprise Lenno reacted quite astutely, taking out his throwing daggers and, after some running around, slaying his foe with them. It was only after the battle was fought, that Lenno took the time to think about what had happened. It made him feel uneasy, in spite of his carefree self. He hurried to Gorion, hoping to leave Candlekeep sooner rather than later. Gorion seemed even more eager to leave, so that’s what they did.
They didn’t get very far however, as they were ambushed in the evening by a huge man in heavy armor and three minions. Gorion urged Lenno to flee, and tried to take them all on. He slew two ogres and put a priestess to sleep, but the many spells he cast at the armored figure didn’t stop, let alone fell, the latter. Things started to look grim when Gorion proceeded to attack the warrior with his dagger. Before Lenno could do anything to distract him, the brute slew Gorion with his mighty great sword.
Lenno fled the scene and remained hidden all night without resting. The area held other dangers than the warrior and his priestess, namely Gibberlings and wolves, but they were taken care off with his throwing daggers.
The next morning Lenno’s emotional state was comprised of a mix of grief for the loss of his foster father and excitement about the prospect of exploring the wide open world without the confining presence of Gorion. The least he could do, he decided, was to return to Candlekeep, not to stay but to tell the Keeper of the Portal what had happened, and to arrange for Gorion’s burial. On the way he ran into Imoen who had somehow snuck out of Candlekeep to follow him. He welcomed her company, at least for the time being.
***
Post edited by Blackraven on
19
Comments
I agree that the forum is full of interesting stuff, and I expect that my time will be about equeally divided between reading/commenting on here, writing the playthrough and actually playing the game. In other words, I suppose progress will be slow...
I love reading people's playthroughs so I'd encourage you to write and share one if you can make the time for it.
// 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]
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~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: v13_120121
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v19
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v19
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v19
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v19
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v19
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v19
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v19
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v19
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v19
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v19
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v19
~SETUP-UB.TP2~ #0 #12 // Item Restorations: v19
~SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v19
~SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v19
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v19
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v19
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v19
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v19
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v19
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v19
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v19
~SETUP-UB.TP2~ #0 #22 // Justifier Kit: v19
~SETUP-UB.TP2~ #0 #23 // Feralan Kit: v19
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v19
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v20
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v20
~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v20
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v20
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v20
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v20
~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v20
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v20
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v20
~BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v20
~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v20
~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #3 // Creature & Area Improvements -> Boss Improvements Only
~SETUP-D0QUESTPACK.TP2~ #0 #4 // Alternative Harper/Xzar Plot
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Extended Reynald Sequence
~SETUP-D0QUESTPACK.TP2~ #0 #6 // Intrigue In The Copper Coronet
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Rahul Kanakia's Potion Quest
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Revised Hell Trials
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement
~SETUP-D0QUESTPACK.TP2~ #0 #11 // Saving Sanik In Brynnlaw
~SETUP-D0QUESTPACK.TP2~ #0 #12 // Burglary Of The Bookkeeper
~SETUP-D0QUESTPACK.TP2~ #0 #13 // New Fate For The Dryads' Acorns
~SETUP-D0QUESTPACK.TP2~ #0 #14 // The Tragedy Of Besamen
~SETUP-D0QUESTPACK.TP2~ #0 #15 // Further Slaver Involvement
~SETUP-D0QUESTPACK.TP2~ #0 #16 // Sending The Solamnic Knights Home
~SETUP-D0QUESTPACK.TP2~ #0 #17 // Nazariel The Lich
~SETUP-D0QUESTPACK.TP2~ #0 #18 // Reward Negotiation
~SETUP-D0QUESTPACK.TP2~ #0 #19 // Infernal Thievery
~SETUP-ALORA.TP2~ #0 #0 // Chosen of Mystra's Alora NPC Mod (Requires Throne of Bhaal): 1.3
~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks, v1, October 20, 2007: v3
~CORAN/SETUP-CORAN.TP2~ #0 #0 // Coran NPC MOD for Baldur's Gate II, v2
~CORAN/SETUP-CORAN.TP2~ #0 #1 // Delete old Coran from the Forest of Tethyr (RECOMMENDED)
~SETUP-KIVAN.TP2~ #0 #0 // Kivan of Shilmista: v13
~SETUP-KIVAN.TP2~ #0 #2 // Select Deheriana's Class -> Wild Mage: v13
~SETUP-KIVAN.TP2~ #0 #5 // Select Kivan's Portrait -> Do Not Install Alternative Portrait for Kivan.: v13
~SETUP-KIVAN.TP2~ #0 #7 // Install ToB Portion of the Mod: v13
~HAERDALISROMANCE/HAERDALISROMANCE.TP2~ #0 #0 // Haer'Dalis Romance (SoA & ToB): v2
~SETUP-HARDTIMES.TP2~ #0 #0 // Hard Times v2 (BGT): 2.4 (BGT)
~SETUP-HARDTIMES.TP2~ #0 #1 // Hard Times: Ulcaster School Encounter: 2.4 (BGT)
~SETUP-OVERSIGHT.TP2~ #0 #0 // Tougher Sendai (ToB Required): 13
~SETUP-OVERSIGHT.TP2~ #0 #1 // Alignment Correction: 13
~SETUP-OVERSIGHT.TP2~ #0 #2 // Class Tweaks/Fixes: 13
~SETUP-OVERSIGHT.TP2~ #0 #3 // Altered Spells: 13
~SETUP-OVERSIGHT.TP2~ #0 #4 // Improved Continuity: 13
~SETUP-OVERSIGHT.TP2~ #0 #5 // Cleric Kits: 13
~SETUP-OVERSIGHT.TP2~ #0 #6 // Monk High Level Abilities: 13
~SETUP-OVERSIGHT.TP2~ #0 #7 // Holy Liberator: 13
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v5
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v5
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #2 // Install Acrobat bard kit: v5
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #3 // Install Chorister bard kit: v5
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #4 // Install Dirgesinger bard kit: v5
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Gypsy bard kit: v5
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v5
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v5
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v5
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v5
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v21
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v21
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v21
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v21
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v21
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v21
~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v21
~SETUP-SCS.TP2~ #0 #3060 // Allow Yeslick to use axes: v21
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v21
~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v21
~SETUP-SCS.TP2~ #0 #3100 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: v21
~SETUP-SCS.TP2~ #0 #3110 // More realistic wolves and wild dogs: v21
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v21
~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v21
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v21
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v21
~SETUP-SCS.TP2~ #0 #4050 // Ease-of-use player AI: v21
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v21
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v21
~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v21
~SETUP-SCS.TP2~ #0 #5033 // Smarter mages -> Mages use spells from BG1 and BG2; mages pre-buff: v21
~SETUP-SCS.TP2~ #0 #5043 // Smarter priests -> Priests use spells from BG1 and BG2; priests pre-buff: v21
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v21
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v21
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v21
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v21
~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v21
~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v21
~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v21
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v21
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v21
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v21
~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v21
~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v21
~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v21
~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v21
~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v21
~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v21
~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v21
~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v21
~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v21
~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v21
~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v21
~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v21
~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v21
~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v21
~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v21
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v21
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3510 // Remove unrealistically helpful items from certain areas: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3540 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3991 // Increase the price of a license to practise magic in Athkatla -> License costs 15,000 gp: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4000 // Increase the price asked by Gaelan Bayle -> Gaelan wants 40,000 gold pieces: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v21
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v21
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6051 // Improved fiends -> Fiends cast spells like normal wizards: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6111 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6122 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids cannot see invisible enemies: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6137 // Add high-level abilities (HLAs) to ToB mages -> All ToB mages who can cast 9th-level spells get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6139 // Add high-level abilities (HLAs) to SoA mages -> All SoA mages who can cast 9th-level spells get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6151 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6161 // Add high-level abilities (HLAs) to ToB priests -> All ToB priests who can cast 7th-level spells get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6171 // Add high-level abilities (HLAs) to SoA priests -> All SoA priests who can cast 7th-level spells get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6181 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6260 // Give Ascension demons SCSII scripts and abilities: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7030 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7065 // Improved Unseeing Eye: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v21
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7111 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v21
~SETUP-ITEMUPGRADE.TP2~ #0 #10 // Shadows Of Amn Item Upgrades -> Revised consistency plus version: v40
~SETUP-ITEMUPGRADE.TP2~ #0 #11 // Throne Of Bhaal Item Upgrades -> Revised consistency plus version: v40
~SETUP-UNDERREP.TP2~ #0 #0 // Underrepresented Items From Icewind Dale 2
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.62
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.62
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.62
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.62
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.62
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.62
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.62
~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.62
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.62
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.62
~TRAP_REV/SETUP-TRAP_REV.TP2~ #0 #0 // Trap Revisions
~NPCKIT/NPCKIT.TP2~ #0 #30 // Improved Specialist Mage Descriptions: v3
~NPCKIT/NPCKIT.TP2~ #0 #31 // Replace Berserker Kit with Battlerager for Dwarves: v3
~NPCKIT/NPCKIT.TP2~ #0 #900 // Add Red Wizard to Edwin's Kit Description: v3
~NPCKIT/NPCKIT.TP2~ #0 #1400 // Give Imoen Adventurer Kit: v3
~NPCKIT/NPCKIT.TP2~ #0 #2100 // Change Korgan's Kit to Battlerager: v3
~NPCKIT/NPCKIT.TP2~ #0 #2200 // Give Mazzy a Proper Truesword of Arvoreen Kit: v3
~NPCKIT/NPCKIT.TP2~ #0 #2300 // Change Minsc's Title to Rashemaar Ranger: v3
~NPCKIT/NPCKIT.TP2~ #0 #2800 // Give Sarevok a Proper Deathbringer Kit: v3
~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads of the Flail of Ages: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield scrolls: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #1100 // Randomise items -> Mode 1: Randomise with in-game scripts. No items are lost: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #9000 // Cespenar can forge SoA items: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants: v6.8
~SETUP-BGTTWEAK.TP2~ #0 #100 // Eldoth reminds of Skie's ransom: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #400 // Add Semaj's Cloak and Upgraded Koveras' Ring of Protection: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #500 // Major locations explored upon visit: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #800 // Import more items into Shadows of Amn (WARNING: This can be considered a cheat): 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #902 // Random activated traps in the pirate cave -> Game-time randomisation: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1000 // Bags of the Sword Coast: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1101 // Altered spawns -> TuTu-style levelled spawns: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1200 // Arkion reacts to player's reputation: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1400 // More bandit scalps: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1700 // Salk's Pen-and-Paper ruleset corrections: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1801 // Import more NPCs into Shadow of Amn: Branwen: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1802 // Import more NPCs into Shadow of Amn: Eldoth: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1803 // Import more NPCs into Shadow of Amn: Kagain: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1805 // Import more NPCs into Shadow of Amn: Sharteel: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1806 // Import more NPCs into Shadow of Amn: Skie: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1808 // Import more NPCs into Shadow of Amn: Yeslick: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2100 // Exotic Weapons For Taerom: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2200 // Item BG1-ification: Price changes: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2202 // Item BG1-ification: Lore changes: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2300 // Disable hostile reaction after charm: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2400 // Enemy items shatter: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2700 // Put Sword of Chaos +2 in Sarevok's inventory: 11 (5 Feb 12)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1050 // Gradual Drow Item Disintegration: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, PnP Druid/Cleric Spell Table Only: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v12
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #117 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can only be scribed at inns and strongholds: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #150 // PnP Fiends -> Mod-added fiends are not affected: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #160 // PnP Undead: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice of Elemental Princes: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.03
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.03
~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls
~1PP/1PP.TP2~ #0 #103 // 1ppv4: Extended palette entries -> Full install (recommended)
~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes
~1PP/1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP/1PP.TP2~ #0 #200 // 1ppv4: Core content patches
~1PP/1PP.TP2~ #0 #203 // 1ppv4: Restored flame sword animations
~1PP/1PP.TP2~ #0 #205 // 1ppv4: Legacy Shields
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #4 // Joinable NPCs more closely match the player character's experience -> On initial joining and rejoining: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #55 // Dudleyfix for BG1 NPCs: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #60 // Fix BG1 NPC spells and innate abilities: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #100 // Update game references to NPC classes/kits: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #210 // Change Anomen's knighthood reward/penalty -> Wisdom +1 on passing; Constitution +1 on failing: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1201 // Aerie: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1218 // Ajantis Ilvastarr: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1219 // Alora: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1221 // Coran: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1222 // Dynaheir: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1223 // Eldoth Kron: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1224 // Faldorn: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1225 // Garrick: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1205 // Haer'Dalis: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1206 // Imoen: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1207 // Jaheira: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1226 // Kagain: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1227 // Khalid: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1228 // Kivan: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1229 // Montaron: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1231 // Safana: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1232 // Shar-Teel Dosan: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1233 // Skie Silvershield: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1234 // Tiax: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1214 // Valygar Corthala: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1215 // Viconia De'Vir: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1235 // Xan: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #2250 // Deheriana: v1.9
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v9.0.2
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #1 // Worldmap for Throne of Bhaal -> Use new Worldmap for Throne of Bhaal as well: v9.0.2
~SETUP-BGTMUSIC.TP2~ #0 #1 // Baldur's Gate Trilogy - Music -> Hybrid Baldur's Gate/Shadows of Amn/Throne of Bhaal Music
~SETUP-THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: 3.7
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2
As to appealing shorties I think that portraits of good-looking male gnomes and female dwarves are hardest to come by. I only ever found one suitable BG portrait of a female dwarf and she had an unattractive expression and sideburns that would make Neil Young proud....
He seems to be a fine chap indeed. Nice backstory, nice picture, nice stats, nice concept. I like it all.
And I would dare say that playing a whole party is of course what BG is made for. Solo runs can be fun, they can be hard or easy based on the character build, they can be a useful experience but one thing for me is certain: party members interactions and relations, group strategies, classes/kits RP-ing is the shining diamond of BG.
@MacHurto: thanks mate! I hope to be as successful with Lenno as you are with David How did he fare against the Mind Flayers?
@Gotural: thank you too! This is supposed to be a RP-heavy adventure, so I'm happy that you appreciate my effort to make it a dtailed story I'm quite eager to see Proesis in action in Amn btw. Will you continue your game anytome soon? Or do you want to complete the entirety SoA/ToB first with your Blackguard?
@bengoshi: thanks to you as well It's going to be minimal reload, so Lenno should make it to ToB. (Game crashes and have been a risk though in my latest games, see Aya the Avenger and Grynne the Wizard Slayer, so I'll keep my fingers crossed.)
***
Back on the Lion’s Way Lenno and Imoen met two travellers, a human Necromancer called Xzar and a halfing Fighter/Assassin named Montaron. The wizard especially was quite friendly and offered Lenno a healing potion. He proposed that the four of them travel together to Nashkel to conclude some business the pair had down there. Imoen advised against it, but Lenno readily accepted both the potion and the proposal. He wanted to see the world and Nashkel would be as fine a first stop as any. [I haven’t forgotten that this is supposed to be a rogues-only run, but it’s also a heavily role-played playthrough. I’m not going to strip Xzar naked and send him to fight a bear. I’ll find a graceful way to get rid of him somewhere. While he ‘s in the party he won’t cast any spells, fight or do anything else but absorb XP.] Besides, Lenno saw a potential partner in Montaron and wanted to get to know the Halfling better. If the Assassin proved to be a worthy companion in the next few days, Lenno would try to persuade him to join him. Perhaps it would be wise he thought, to travel with Xzar and Montaron to Nashkel as they had requested. Quid pro quo, surely accompanying them all the way south would be worth more than a single healing potion. Imoen however wanted to meet two of Gorion’s friends that Lenno had told her were waiting for them at the Friendly Arm Inn, according to Gorion. He had come to regret telling Imoen about those people, for because of it, he and Imoen would most likely go separate ways sometime soon he reckoned. Hours later, near the crossroads between the Friendly Arm Inn to the north and Beregost to the south, the party met a red robed old man who seemed to know more about Lenno, and Imoen for that matter, than he would make believe. He was friendly enough, so Lenno responded in kind.
At Lenno’s instigation the party explored the area. As Imoen kept talking about going to the Friendly Arm Inn, he had decided he would part with her at the earliest convenient moment. Ideally he’d leave her there and then, but he didn’t want her to get killed all by herself in the wild. The party then ran into a lone stranger. A handsome man, with a good sense of style and ditto manners. Traits that Lenno greatly appreciated in a man or a woman.
‘Gentlemen, gentlewomen. May I introduce myself? I am Eldoth Kron. May I say how pleasant it is to meet such beautiful people wandering these woods?’
This man’s voice was ambrosia to Lenno. And he had some interesting things to say. First he offered the party to share some top quality wine with him. He also took a lute from his pack to play a few songs, but Montaron protested. This could draw the attention of bandits or monsters they were ill-prepared to face. The others agreed. Eldoth put his dark hair into a pony tail and came up with an interesting business proposition: they would free Eldoth’s girlfriend from the clutches of her affluent father who wouldn’t let his daughter go voluntarily, and once they had the girl with them, they would blackmail the father, apparently the wealthiest man in the city of Baldurs Gate, a Duke.
Lenno was thrilled with this scheme. These were exactly the kind of adventures he had always hoped to get himself involved in. He tried to convince Xzar and Montaron that this was an opportunity they couldn’t forgo. The two weren’t pleased with Lenno going back on his word to accompany them to Nashkel, but they were swayed by Lenno’s enthusiasm, the prospect of wealth and Lenno’s promise that they would travel to Nashkel immediately after having rescued Eldoth’s girl. Thus Eldoth was welcomed into the party.
As you can see I gave Eldoth the Acrobat kit. He comes proficient in daggers and shortbows (so he can use his poisoned arrows).
ACROBAT: As entertainers, most Acrobats are typically found accompanying carnivals or circuses, although a troupe of Acrobats can put on a remarkable show all by themselves. The often perform in large taverns or in clubs, using their arts to draw in the crowd and captivate them long enough for the proprietor to drain their purses. Acrobats are flashy and love to show off their skills; whatever they do, they like to do with a sense of style and a flair for the dramatic. Acrobats sometimes become cat burglars extraordinaire, and they are also useful adventuring allies, as they can squeeze into places where others cannot go without the aid of magic. Their skill at avoiding traps and other dangers also makes them excellent scouts.
Advantages:
- +1 bonus to Armor Class
- +1 bonus to Armor Class vs. missiles every 8 levels
- May place up to 2 proficiency points in slings, darts and daggers
Disadvantages:
- May only place proficiency points in weapons a thief can use
- May not wear armor heavier than Studded Leather
- Only has one-half normal lore value
Lenno was delighted with this state of affairs. What made it even better was that he could now leave Imoen safely behind at the Friendly Arm Inn, where they would surely stop to rest.
On their way Montaron proved to have a keen eye for details. Lenno saw him pick up a gold ring he found on top of a rock. [This is where the Ring of Protection +1 is located in vanilla BG. However, the Hard Times mod replaces it with a mere gold ring. I played heads or tails to decide whether Monty would notice the ring.] Montaron wanted to keep the trinket for himself, but Lenno would have nothing of it. ‘Loot belongs to the party,’ he pointed out. Cursing under his breath, Montaron reluctantly handed the ring over to Lenno so that the latter could store it with the other gems and jewellery. The Swashbuckler wondered how his fellow halfling would have reacted if more valuable, magically enchanted treasure had been at stake. He learnt here that he would have to be careful in his dealings with the Assassin.
Further to the north the party ran into an ogre. Eldoth observed that none of them would stand a chance against the huge monster, but Lenno’s throwing daggers and Imoen’s and his arrows would bring the slow ogre down if they manoeuvered carefully. The beast might have some valuable treasure, he added. The party unanimously decided to proceed thusly. They saw little risk as they could always outrun the ogre if they had to. That didn’t turn out to be necessary as Eldoth’s plan worked smoothly. It was Eldoth who finally felled the ogre with a critical hit (for 10 damage). So far none of Lenno’s companions had made as profound an impression on him as Eldoth. The Acrobat was intelligent, composed, classy and capable of playing his part in battle.
On the monster’s corpse they found two belts, a suit of Splint Mail armor that Montaron would don while on the road, and some gold.
After an uneventful trek of about 8 hours the party reached the Friendly Arm Inn. It looked more like a fortress than an inn, but the guards confirmed them that they were at the right place. Montaron, ever observant, drew the party’s attention to a wizard that seemed to be waiting impatiently for someone to arrive. He asked if anyone knew the wizard. None of them did. Montaron then told the party he would cover most of his face with his hood and walk past the mage, ostensibly to enter the Inn. In reality however he would linger at the doorstep. If the mage meant any trouble to the party when they were to enter the inn, Montaron would attack with a backstab. This turned out to be a wise strategy. As soon as the wizard spotted Lenno, he addressed him and said he was going to kill him. Montaron’s killing backstab prevented the wizard from doing Lenno any harm.
Inside the Friendly Arm Inn the party received no warm welcome from the owner Bentley Mirrorshade when he saw Eldoth. Mirrorshade almost had them removed by the guards, but Eldoth managed to calm him. It turned out that during an earlier stay at the Inn Eldoth had broken his promise to perform for the public and stolen some of Bentley’s best wines. In the end the party was allowed to stay in the most basic rooms, but Bentley wouldn’t trade any goods with them. Lenno wasn’t disappointed with what Eldoth had done to Bentley, that’s part of the trade, but he what did disappoint him was that Eldoth hadn’t told him anything before they entered the inn.
Lenno checked the second and third floors for any valuables, but most rooms were occupied. He did meet a gnome, Unshey. Apparently one of the belts they had found on the ogre’s corpse south of the Friendly Arm Inn belonged to her. He returned the belt to her, as he saw no use for it, and was rewarded with 95 GP. [The XP made Eldoth reach level2.] When he returned with some minor loot from his visit to the guest rooms, he saw Imoen chatting with two Elves or Half-Elves, Gorion’s friends: Khaild, a Fighter/Mage and Jaheira, a Druid. They wanted to travel to Nashkel with him, but Lenno explained he had business in Baldur’s Gate. The pair was willing to take in Imoen though. Thus they parted ways, for the time being at least.
[I wanted to sell Imoen’s wand before before leaving her behind and giving her her share of the party’s gold. Now that Bentley wouldn’t deal with them, Lenno had little choice but to leave Imoen with her wand and potions.]
The party of four left the Friendly Arm Inn to continue their journey to Baldur’s Gate. Just north of the inn they ran in to five hobgoblins. Montaron in his splint mail took them on in melee while Eldoth and Lenno attacked with their ranged weapons. The hobgoblins fell without injuring any of the companions. [Lenno reached level 2 here.] Lenno picked up their bastard swords to sell them later. He also found a Flamedance ring he would sell. Further north they met three farmers who asked them to slay an Umberlee priestess for a rather lacklustre reward. This seemed to be a job for Montaron. He wasn’t overly excited due to the underwhelming reward, but as they were going that way anyway, he agreed to get the job done. They continued their way staying close to a lake, because according to one of the farmers the area housed many ankhegs, dangerous beasts, and they were least likely to be found near the water. Four of five hours later, the party arrived at the bridge to Baldur’s Gate. When they wanted to enter the city, they were told by a guard that the gate was to remain closed to protect the city from bandits. This seemed to be a rather rigorous measure. The party had dealt with two or three bandits before. They didn’t seem to be a plague by any means. Either way, the gate remained closed. Neither Montaron’s threats nor Lenno’s and Eldoth’s charms would sway the guard. Disappointed, the party set out to search for the evil priestess of Umberlee. When they found her, she turned out to be nothing but a child. She did have clerical powers though, and didn’t hesitate to attack the party. A good hit by Montaron made her change her mind. She told Lenno that the same farmers who wanted her dead had taken a bowl from her mother and killed her.
Lenno, an orphan himself, was touched by the girl’s plight. He told the others that he wouldn’t have the girl killed. His companions weren’t as moved as Lenno but they agreed to have a word with the treacherous farmers. The farmers pretty much confessed to their crime, and gave Lenno the bowl when pressured to do so. They turned hostile, causing Montaron and Eldoth to attack. The farmers fell soon after, and Lenno found a seemingly enchanted Flail on one of them. He took it with him as payment. He returned the bowl to the girl, who was less grateful than he would have expected, but maybe much kindness could not be expected of her in the first place, having recently lost her mother. [This gave the party a decent XP boost, though none of the companions levelled up. This will have to wait until Beregost.]
The party travelled south, this time with the intention of making it to Nashkel. Eldoth was willing to remain with the party. There was not much else for him to do, and so far his time with the party had been pleasant and profitable.
They are now in the area north of Beregost, where they just slew a wolf. They’ll probably rest for a day or maybe two in Beregost, and will then move on to Nashkel.
Now concerning your run, I was impressed by the quality of your roleplay, not only for your Charname, but for your entire party aswell (when Eldoth wants to play a few songs for example). There is a realistic feeling attached to your run, you don't hesitate to push Montaron and Eldoth in the light which is very refreshing and your setup is amazing ! What's mod makes the conversation between the party and Bentley happening ? And the kits look very nice too !
Hmm well you said it youself: if you want to do Proesis on SCS you'd do well to continue with your Blackguard on SCS as well. You'll need the metagame knowledge. I hope you have the patience for it.
Who are your party members?
I think one of the SCS components is called "Improved Athkatla Guards", so yes they're a lot tougher, but once you'll have your rep restored they won't bothet you anymore. And once you have some better equipment, you'll be very hard to beat as a warrior. You'll still have to be very careful with enemy mages though.
As regards your own party mages, you could also take Jan Jansen along as a backup mage behind Edwin. Jan isn't evil but he's morally very flexible... I think he might only leave the party if you reach a reputation of 1 or 2. So once you have your rep up, you could have him in your party. You could do a couple of quests to get a better reputation. The Circus Tent quest, and the Slaver Stockade will get you +3 reputation points. Of course you couald also go to a temple and pay.
Regarding my playthrough, thank you so much for reading. I'm aware that the updates are quite long and they have less "action" (fighting) than normally, so they won't interest everyone, but for me it's very refreshing to play this way, with both charname's and NPCs' personalities kind of fleshed out. Normally I race through the game (especially when solo'ing) and I don't give much thought to what NPCs might think, as if they're robots. But now decisions have to be agreed on by the party members. And Lenno is a bit naive and impressionable so Eldoth's wit and Monty's fighting prowess make a big impact hehe.
The conversation between Bentley and Eldoth must have been part of the BG1 NPC pack (which I think will soon be available for BGEE). The kits are from the Song & Silence mod. It offers various nice kits that aren't overpowered. A very nice mod for this playthrough, just as the Rogue Rebalancing mod. Also interesting for Proesis by the way...
Anyway the problem with Xzar and Monty has solved itself in a very bizarre way, as I'll explain later today, or tomorrow...
Your written chapters are very enjoyable to read, and you make great use of screenshots from the NPC Project to illustrate your story, weaving them in seamlessly.
@BelgarathMTH This. You pinpointed exactly how I feel about reading peoples' playthroughs (especially the RP parts). You mentioned once that you also wrote a number of BG-novelizations. I scrolled through your discussions, but couldn't find anything. Do you have them online somewhere? Thank you so much for your appreciative words and for taking the time to read. I know these detailed journals aren't everyone's taste, so it's nice to see people interested in them. I'll try to keep it up.
There's one of my runs posted here, starting a little more than halfway down the page:
http://forum.baldursgate.com/discussion/14574/baldur-s-gate-series-and-icewind-dale-series-minimal-reload-challenge-spoiler-warning/p11
It's hard to follow, because there are three or four other people posting their runs simultaneously. I kind of like this new trend with people posting their runs in their own single threads, because it makes it so much easier to follow one particular run.
Anyway, I played Todek the Barbarian, leader of the Nordic Warriors. I didn't journalize all of it, but I did journalize a lot of it in character. It was one of my favorite and most fun runs.
I have a couple of old journal runs buried in the archives over in @CharlestonianTemplar 's and @SapphireIce101 's old minimal reload thread at the Bioware boards, but I just dug around over there, and I couldn't find my best journal from, I think it was Summer 2012. I did it in the style of a Star Trek captain's log.
I look forward to more installments here in yours.
(I think that on the Bioware Forums only the No-Reload threads are still pretty active. Besided the forum has changed.)
Thanks!
The party didn’t have any trouble reaching Beregost, but the same could not be said of their stay in Beregost. Weary after their trek from the Friendly Arm Inn they followed the directions they were given by Golin Vend, a friendly sort, to Beregost’s nicest inn: Feldepost’s. When they entered the inn, they were accosted and threatened by a conspicuously inebriated man named Marl, who seemed to hold all adventurers responsible for the death of his adventurer son. Eldoth and Lenno managed to subtly talk some sense into the heart-stricken man, so that the party could finally relax and get some rest, but Montaron thought otherwise. He somehow saw reason to undo Eldoth’s and Lenno’s work, and to attack the unarmed man right in front of the innkeeper and the Gods know how many townspeople. Lenno, Eldoth, and even Xzar distanced themselves from Montaron. Not because the Halfling wouldn’t need any help, but rather because none of them wanted to be associated with the frenzied Halfling at that moment. After Montaron went as far as to kill a friend of Marl’s, Lenno dismissed him from the party. The Swashbuckler would have nothing of the Assassin’s cruelty and unnecessary violence, notwithstanding the latter’s usefulness and achievements for the party. Xzar remained loyal to his companion but he seemed to understand Lenno’s motives, so he wasn’t dismayed by Lenno's decision. What happened then was as curious as it was sad. Marl proceeded to give Eldoth, who hadn’t done anything to rouse the drunk, a serious beating and he even followed Lenno outside. There a fight took place which had Lenno stab his unrelenting attacker in self-defense, unintentionally killing the man.
The events had the party’s reputation plummet [to 4], but Lenno and Eldoth weren’t aware of this. They thought they had saved their reputation by immediately dissociating themselves from Montaron when he attacked Marl. Besides the people at Feldepost’s had observed how Eldoth had refused to fight Marl and the harlots outside the inn had seen Lenno act in self-defense against the drunk. [The only good thing that came out of all this, was that it had both Eldoth and Lenno reach level 3.]
They rested for a long time, about 16 hours, so that Eldoth could recover from the bruises he got from Marl. After that, the two brainstormed over their next move. Eldoth was eager to leave but Lenno, not as cautious as his more experienced friend, wanted to “explore” the town’s many homes and the other inns besides Feldepost’s. The Halfling argued that the incident with Montaron actually constituted a golden opportunity: if he would operate carefully, Lenno could rob the entire town blind at night and people would suspect evil and cruel Montaron rather than him the next morning, especially if they were willing to raise their reputation by helping some of the townspeople with a few minor favors. The idea pleased Eldoth, but he insisted in coming along with Lenno for some reason. In the end they came up with the following. In the evening the two of them would enter the townspeople’s homes. If the residents were asleep or away from home, Lenno would take what treasure he could find, but if they were to bump into any residents, they would greet them under the pretext of offering them their services, any services really, to earn some gold and some goodwill with the people. Thus the two recouped some of the party gold they had given Xzar after their split-up. They also fetched a book for Firebead Elvenhair and they promised a worried woman, Mirianne, to look out for any signs of her husband whom she hadn’t had tidings of for a long time since he had gone on a business trip. In one of the houses they had quite the shock when they encountered four huge spiders that didn’t hesitate to attack them. They fled outside, but the spiders pursued them. However, in the streets of Beregost the odds were in the companions’ favor. They had enough room to manoeuver to kill all four of them with ranged attacks. Eldoth took the corpse of the biggest spider to extract its toxins to create poisons for his arrows. Inside the home, Lenno stole a pair of boots he put on and some decent wine (much to wine buff Eldoth’s satisfaction).
At the Jovial Juggler Inn the companions spoke with a battered paladin who asked them to avenge him against the half-ogres that had injured him southwest of Beregost, and with Gurke the Dwarf who told them he had lost his Cloak of Non-Detection to a number of tasloi in the Cloakwood of all places. If he’d had a tail, Lenno would have wagged it upon hearing Gurke’s story. He’d be willing to go to great pains to acquire that cloak. A trip to the Cloakwood would certainly be worth it he reckoned, and even Eldoth (who had no real use for such a cloak) pointed this out to Lenno.
Their nightly visit to the Thunderhammer Smithy was a disappointment. During the day, just before closing time, they had met the renowned blacksmith, Taerom Fuiruim, and perused his goods. Fuiruim had some very good weapons, armor and other items for sale. But at night, all the good stuff appeared to be stored away somewhere secret. Even the locked chests held nothing but mundane weaponry.
In the early morning they donated some gold at the Temple of Lathander [not enough to gain any reputation points as it turned out; one of my mods raises the amounts of gold required to increase one’s reputation, and I don’t know those amounts]. A haughty Lathandrite told them that there was a 5000 GP bounty on the head of the mad Cleric Bassilus, a name to remember. The companions then travelled four hours west to the High Hedge which, according to one of the townspeople, housed a wizard who had magical items for sale. The area held many dangers: wild dogs, spiders, gnolls, and skeletons. Lenno snuck past them, unnoticed. The wizard, Thalantyr, was very unwelcoming. Initially he wouldn’t deal with Lenno and Eldoth, which to them was a sign that they could safely sell their loot from Beregost. People wouldn’t come to Thalantyr unless they really, really had to, and then only if they actually managed to make it past the area’s dangerous creatures. From the proceeds they bought a bag of holding.
From the High Hedge the duo travelled north, to the Cloakwood, where some tasloi hunting yielded a silvery white cloak, quite possibly Gurke’s Cloak of Non-Detection. The companions travelled to the Friendly Arm Inn and had the cloak identified by Gellana Mirrorshade who, unlike her husband Bentley, was quite amiable. It was indeed the Cloak of Non-Detection. Lenno draped it over his shoulders and clasped it tight. He wss by no means intent on returning it to Gurke anytime soon. At the inn a female gnome named Landrin recognized Lenno’s boots as hers. She explained to him that it was her house that had been infested with spiders in Beregost. She was thankful that Lenno and Eldoth had cleared the place and after some negotiating Lenno returned her boots and her (by that time only half-full) bottle of wine to her for about 300 GP. On the second floor, Lenno got busted at a careless attempt to empty a chest, but he managed to evade being held by the guards and hurried downstairs. Lenno and Eldoth swiftly made their way outside. They resolved not to return to the inn for at least a fortnight or two.
The companions are now south of Beregost. They slew two ogrillons there. One of them had a letter from Mirianne's husband. When they returned the letter she rewarded them with a Ring of the Princes. Further south in they managed to avoid a confrontation with three heavily armored Flaming Fist enforcers, by outrunning them. They’ll probably continue their way south for now.
I'll definitely be going for Safana, but I'm not sure about Tiax (although what you said about his Ghast sounds very appealing...)
But do you have the ghast attack before or after Silke goes hostile? Because I think in my setup (SCS v21) she insta-casts a string of protective spells at the start of the battle (Stoneskin, Mirror Image, Shield, Improved Invisibility) that would make it difficult for the ghast to hit her.
It's different if you just attack her when she's neutral, but I won't do such a thing unless there is a very good RP reason.