The thing I'm most worried about is Melissan attacking under a Timestop: Baroque's memorized 3 PfMW as an attempted counter. Our buffs are pretty much the same as Sendai, except Baroque only casts one Improved Haste on Mazzy. Sebastian and Sarevok will fend for themselves, Sarevok using GWW to up his attacks anyways. Sebastian will be using Hardiness + Armor of Faith to get near 100% physical resistances.
Here we go.
First combat is nothing noticeable: we swarm her, and that's that. The first GWW from Sarevok is used, and a Critical Strike from Mazzy.
Jan sets up two traps, and we get a couple summons off the ground before assaulting the first pool. We have a Magical Sword, a Shambling Mound, an Aerial Servant, and a Skeletal warrior. The pool fight itself is nothing too tricky, and we prepare for the next battle. Alina casts Regeneration onto Sarevok, and Baroque starts off with a Teleport Field and PfMW. I forgot which iteration of Amellysan this is, so I'm somewhat worried.
And I'm right to be worried, apparently: this is Demon Summoner Amelyssan with Timestop. Sarevok dies at the very end of it, and there's still a Death Tyrant alive. Mazzy starts a Smite immediately, locking down the Death Tyrant and killing it in two hits. Jan tosses the Rod of Resurrection to Alina: she's the only one with >11 Wisdom whose aura is clear right now, and resurrects Sarevok. We re-equip him minus his armor, and he immediately quaffs a Potion of Superior Healing. The Shambling Mound is Petrified, Jan is Stunned, so Baroque moves over to use Methilid's Harp to un-stun him. Sebastian is still tanking, using his aura mostly to drink potions now, and eventually the summons are cleared and we have enough time to focus-fire Amelyssan down.
Now that I remember that she can instantly kill undead, I summon all of mine to assault the second pool alone. Almost all of them die, but that's pretty good for us. We replenish with two Greater Air Elementals and a Stone Golem and lay down two more traps. By process of elimination, this is the teleporting Amelyssan. We get her down to Injured before she teleports, and she uses a Timestop up there to do... nothing. The Slayer Shadows are killed rather quickly, and Amelyssan makes her way back to the right to be killed once again.
The last pool battle. This is a mess, honestly: Sebastian equips the Reflection Shield to not die to vorpal arrows, and the Fallen Solar is pulled towards us. But it manages to get off a Heal at Near Death, and Sebastian is Charmed. Baroque doesn't have Magic Flute ready as he should have (Rogue Rebalancing Bard HLA), that would allow him to dispel the Charm. The other 4 focus down the Fallen Solar, and kill it before it heals again. Fortunately, Sebastian is attacking a Magic Sword and doing nothing to it. Somehow, the Magic Sword and a Maralith are all unconscious, so Alina fires at the Maralith while the rest of the party is slowly kiting clockwise up the map. Oh, Sarevok gets Charmed too. Baroque uses two aura uses to get the flute and using it on Sarevok, and the monsters fall quickly after that. One more use on Sebastian gets us all back to full, ready to engage Amelyssan for the final time. Jan dumps the last of his traps, and we have Alina's Deva and two Mountain Bears and Kitthix for the final fight. Baroque uses all his remaining Improved Haste spells on Mazzy and Sebastian, and Sebastian uses Endurance of Ilmater, Armor of Faith, and Hardiness.
The last fight is surprisingly easy. Amelyssan focused on our summons, killing both the Deva and a Mountain Bear, but that's not nearly enough. Sebastian isn't even touched in this fight.
And I'm off with another run, I guess. This will be using the ruleset devised by the parallel thread "75 roll no-reload/no-resurrection..." I'm unsure whether I should post in both, just post it there, or post it here. I'll do it here for now. The rules: I must use an unedited roll adding up to 75. No Raise Dead or Resurrection. I'm including this across the two games, so if someone dies in BG1, either they are unrecruitable or there are other consequences in BG2. If Quayle dies, Aerie is unrecruitable. If Edwin dies, he is obviously unrecruitable and the Mae'var questline is locked. If Khalid dies, Jaheira in unrecruitable. If Xzar or Montaron die, the Harper Hold quests are unavailable. If Dynaheir dies, Minsc is unrecruitable. If Faldorn dies, Trademeet is closed off and Cernd is unrecruitable. If Imoen dies in BG1, the game ends. That... might be it? There might be something if Coran dies or something, but that'll lock me out of such a small area of BG2 it's not even noticeable.
Weidu:
// 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] ~SETUP-WEIDU.TP2~ #0 #0 // 24200 ~SETUP-BWS.TP2~ #0 #0 // 20161130 - Updated by agb1 (installation started Sun 11/05/2017) ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v15 ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v15 ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v14 ~SOA/SETUP-SOA.TP2~ #0 #1 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> BP-BGT Worldmap version: all areas added to worldmap (requires BP-BGT Worldmap): 2.0 ~AC_QUEST/SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.00b_160119 BWP Fix ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.8 ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.8 ~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v22.8 ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22.8 ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22.8 ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.8 ~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6 ~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1 ~NEERA/NEERA.TP2~ #0 #3 // How much time would you like between talks (approximately)? -> 1 hour: v1.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.1 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v3 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4050 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility ~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.1 ~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #0 // Area Patcher: ALPHA 16 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #1000 // Main -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #2000 // Followers -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #3000 // BG1NPC -> Vanilla: 0.71 // Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
Pretty much vanilla + SCS. No Item Revisions, no Divine Remix, no Rogue Rebalancing. A few quest mods are also in there.
And so I can't subvert the challenges intentions with liberal usage of potions or magical items, and also because I think the tactical options with this kit are really unique, here's my Charname:
The rules: I must use an unedited roll adding up to 75. No Raise Dead or Resurrection. I'm including this across the two games, so if someone dies in BG1, either they are unrecruitable or there are other consequences in BG2. ... And so I can't subvert the challenges intentions with liberal usage of potions or magical items, and also because I think the tactical options with this kit are really unique, here's my Charname:
Has anyone noticed that we've been adding on a whole lot of ridiculously hard bonus rules lately? Because when you think about, even a no-reload run with no restrictions or mods is unreasonably hard.
OK. Beggar and co have made their second start and just gone past their previous mark. Things have been pretty straight-forward so far, but death is always waiting just round the corner .
Unlike @semiticgod I've only got SCS as a mod affecting anything in BG1, so there was no problem in killing Shoal - blindness setting her up for a fatal encounter with shaman summons. Those summons have most often been used to kill things, though Seeking Sword (which is vicious at low levels) is a good alternative. Spell damage (magic missile / magic stone) has been much more rarely used to date, with traps being another option though hardly used so far.
Various tasks around Beregost included killing a few spiders and finishing a blinded Karlat off with a nice critical. Then, timing travel to avoid ambushes, I went down to Nashkel (Beggar casting an envious eye on the ankheg armor there) where the Amazing Oopah proved to have fewer lives than a cat. I also killed an innocent in order that Beggar would pick up LMD as a Bhaal power.
Heading north to the FAI, sleep saved Arabelle and an ogre also went for a nap. On arrival, Tarnesh was commanded and blinded before for once the girdle of piercing was handed back to its original owner.
North again and ankhegs fell to the same sort of tactics - command is an automatic success against them and they don't have much chance of saving against follow-up sleep or blind (leaving them pretty helpless against summons). The first of the ankhegs in the nest allowed everyone to level up. There are potential dangers from bandits spawning near the nest and ankhegs ambushing when you try to rest, potentially followed by a travel ambush (though it's usually possible to run away from the ankhegs and try and rest again in the same area). I did have to leave the map once, but wasn't ambushed and the rest of the nest and the external area were cleared in due course.
They got a reward from Tenya for returning a bowl to her and successfully prevented her getting away with her trophy - giving everyone the chance to level up again. Skint took protection from petrification as her 3rd 1st level pick and that meant basilisk time. The sorcerers successfully blinded the 4 basilisks to the south with the last of their spells before Pauper used his Seeking Sword to chop the first three of those down: shamanic summons then did the 4th (they can be petrified, but typically attack from outside blinded sight range).
The basilisks to the north are easier as they're far enough apart to be tackled in several batches, so there's not the same degree of danger of running out of blindness spells. With the separated ones dealt with, Korax was recruited and eventually managed to paralyse Mutamin. Another level was close, but summons nibbling Korax was not quite enough, so a few gnolls had to be sliced up to make the difference. Both sorcerers took invisibility, to make it easier for the group to travel safely in areas where ambushes can't reliably be avoided. With the extra level I decided to take on Kirian's party. Peter and then Lindin were blinded before the other two were badly damaged by a couple of traps and command and magic missiles helped take them down. There was a first use of Writhing Fog there. In unmodded BGEE that can kill most enemies as there are few things that react to the damage. However, with SCS enemies will try and move out of the fog, so you need to either use disablers or give them a target to keep them inside.
By the time they got around to going after Lindin they were out of attacking options other than spirit summons - and they were not effective due to Lindin's running around while blinded. Hence there was a quick rest before searching him out again. Beggar, Totemic Druid - L4, 36 HPs, 2 kills Pauper, Priest of Helm - L4, 33 HPs, 46 kills, 0 deaths Hardup, Shaman - L4, 32 HPs, 1 kill, 0 deaths Washout, Bounty Hunter - L5, 34 HPs, 1 kill, 0 deaths Aspire, Sorcerer - L4, 23 HPs, 0 kills, 0 deaths Skint, Sorcerer - L4, 22 HPs, 8 kills, 0 deaths
@Grond0: Very tightly-controlled work, as always. I hadn't thought much about the Shaman's powers; only its high AC and vulnerability to missile weapons. But I've underestimated the value of the Shaman's dance. I take it you're starting the dance just out of enemy sight range and then using Blindness to keep the enemy focused on the spirit critters? That's quite brilliant; I would not have thought of it. Blindness' 4-hour duration probably synergizes great with the Shaman's unlimited albeit unreliable summons.
My run has been much more loose and chaotic, as it usually is. I've been dodging mod-introduced critters and I farmed a lot of ankhegs in lieu of performing typical quests, which is how I got to level 3.
Have you had much trouble resting? Without a Shaman to provide consistent summons, my party becomes more or less helpless once it runs low on spells and I've had to rest next to area transitions so I can flee if necessary.
Did you have much trouble against the basilisks? Korax has 16 HP in my install and is pretty much useless, so I used a Spirit Snake to distract the basilisks while my cleric used Seeking Sword--I'm pretty sure both Greater and Lesser Basilisks have poison attacks in my install, so I was afraid that my cleric might die if she got poisoned more than once.
What are your spell picks? I notice none of your screenshots show the icon for the Shield spell, which I thought would be important because of bandit ambushes and such.
Do you have many plans for your Bounty Hunter? By now it should have 100 in Set Traps and can wipe out herds of enemies with a single trap. Have you considered using the blind thief trick? I assume you haven't, but it's really quite fun.
@Grond0: Very tightly-controlled work, as always. I hadn't thought much about the Shaman's powers; only its high AC and vulnerability to missile weapons. But I've underestimated the value of the Shaman's dance. I take it you're starting the dance just out of enemy sight range and then using Blindness to keep the enemy focused on the spirit critters? That's quite brilliant; I would not have thought of it. Blindness' 4-hour duration probably synergizes great with the Shaman's unlimited albeit unreliable summons.
Not all enemies run around when blinded, so often it's possible to blind a target first and then move the shaman up to dance nearby. If they are runners when blinded then (like with Lindin) spirit summons may not be ideal as they tend to attack from outside sight range and hence another method is needed to keep the enemy static (like command or sleep). It annoys me a bit that party members can't attack disabled enemies with their fists - if they could summons would have been used rather less.
Have you had much trouble resting? Without a Shaman to provide consistent summons, my party becomes more or less helpless once it runs low on spells and I've had to rest next to area transitions so I can flee if necessary.
I agree you will have needed to rest more than me. As I play so much solo I'm used to frequent resting and normally do that next to an area transition if there's a danger of ambush (I'll often arrange to need a rest on arrival at somewhere like Nashkel or FAI where resting is safe anyway though).
Did you have much trouble against the basilisks? Korax has 16 HP in my install and is pretty much useless, so I used a Spirit Snake to distract the basilisks while my cleric used Seeking Sword--I'm pretty sure both Greater and Lesser Basilisks have poison attacks in my install, so I was afraid that my cleric might die if she got poisoned more than once.
The only potential difficulty for me would have been if I failed to blind the 4 southern basilisks that all support each other (the medusae in your installation add an extra complication though). Once blinded, shaman summons could kill them pretty quickly (taking advantage of the +4 melee bonus) - I mainly used Seeking Sword on the ones in the south to confirm my feeling that it would possible to kill 3 of them before that expired. I nearly always save Korax for Mutamin rather than attack other basilisks with him - he has a high rate of success for me in that contest when guided in by a stealthed character (the availability of stealth is another significant benefit of the bounty hunter).
What are your spell picks? I notice none of your screenshots show the icon for the Shield spell, which I thought would be important because of bandit ambushes and such.
Bandit ambushes can easily be avoided just by travelling at the right time, but there are some other archer ambushes that can't - hence why I wanted to get up to 4th level for the sorcerers and get invisibility before travelling too far. First level spells for the sorcerers so far are magic missile x 2, blindness x 2, sleep and protection from petrification.
Do you have many plans for your Bounty Hunter? By now it should have 100 in Set Traps and can wipe out herds of enemies with a single trap. Have you considered using the blind thief trick? I assume you haven't, but it's really quite fun.
I've left set traps at 95 for now as the dexterity tome will probably be used for the last 5%. I would expect traps to be used more later in the run, but I haven't felt the need for them much yet. I haven't decided yet whether I'll resort to a blinded thief if things are looking tricky .
@Grond0 said... I've left set traps at 95 for now as the dexterity tome will probably be used for the last 5%.
If you are doing a poverty run, would you be allowed to loot the DEX tome? Wouldn't you only be able to pick up quest items, and that's not a quest I know of...
@Grond0: You may want to saturate Mulahey's lair with traps, since you can rest there safely. I wouldn't want to face a Hold Person spell in an area filled with kobolds and skeletons.
I'm currently at the Cloakwood mines at levels 5, 6, and 7, and once again, my mods make things complicated. Call Woodland Beings is badly nerfed in my install--the twin dryads basically do nothing but cast Charm Person spells, and while that'll probably be great for the mines, having Confusion and Hold Monster and Mass Cure on a single nymph would be much better.
One of my mods adds a bunch of Black Talon Elites and Black Talon Generals to the fight with Drasus, but a couple scripting quirks made a lot of our traps unnecessary: our summons engaged the Black Talons, Kysus went hostile but not his friends, and then, when Kysus was alone, Genthore attacked him and killed him because Genthore was blue and Kysus was red. Kysus' script didn't allow him to fight Genthore because Genthore was blue, so he just sat there while Genthore axed him. I then hit Genthore with Doom and Charm Person or Mammal and used him to finish off his friends.
Unfortunately, we've got a problem with Hareishan. I considered sneaking past her, but I'm sure I'll need to go back past her in order to rest in a safe place, and we don't have enough Invisibility spells (only one sorcerer knows it and we don't yet have Invisibility 10' Radius) to get past her unless I keep two of my sorcerers from breaking invisibility. So I need to take down Hareishan.
But she comes with two Skeleton Lords with 60 HP apiece and incredibly high stats, and both of them cast uninterruptible Lightning Bolt spells, multiple times, in narrow hallways where a single one could easily prove fatal.
I only have two level 4 spell slots for Protection from Lightning, and while both our spirit animals and skeletons are immune to electricity, I don't know if they can handle the melee pressure. And I'm hesitant to start the fight, since I might send those Skeleton Lords wandering around if I fail to kill them and have to retreat and rest.
I'll probably need multiple rests for the enemy party before Davaeorn. One of them fires Arrows of Detonation, but fortunately his buddies are dumb enough to get in the way.
If you are doing a poverty run, would you be allowed to loot the DEX tome? Wouldn't you only be able to pick up quest items, and that's not a quest I know of...
Don't you just hate those people who actually read what you write .
@Grond0: You may want to saturate Mulahey's lair with traps, since you can rest there safely. I wouldn't want to face a Hold Person spell in an area filled with kobolds and skeletons.
Mulahey can be silenced, so should be no threat to my party. Davaeorn also should be easier - partly because I can make everyone invisible to rest and partly as I don't have the same mod complications as you.
@Grond0: You mean, rest in between bouts with Davaeorn, with or without leaving his area? I never actually considered running away from Davaeorn if things didn't go well--wouldn't the incoming guards still be there when you got back from resting?
@semiticgod the guards will still be there. In fact if you rest outside Davaeorn's area the guards will congregate by the entrance. That's a problem if you're visible, but if invisible or stealthed the guards will immediately run to surround Davaeorn - making them easy to kill with area damage.
The powerful assassins in Candlekeep were no match for me. Neither was Tarnesh due to the benefits of being an Inquisitor. Tenya was another matter as she cast rigid thinking on me which caused me to attack her after she had yielded. She went hostile so I fled, hoping to be able to charm her later and explain that my actions were unintentional. I acquired the bowl from Sonner but then decided that his actions were totally unacceptable and slew him and his friends in the hope that Tenya would be satisfied. As I headed to Nashkel, picking up a cheap piece of jewelery on the way, I was attacked by a winter wolf and killed it.
In Nashkel I ended up being attacked by both Greywolf and Zargos Flintblade simultaneously. The guards at the mine were most helpful in weakening them, but I was the one that struck the final blow in each case. Being an Inquisitor meant that Zordral was no problem either. I helped Rufie, killed Vax and Zal and then helped a dryad and Drienne before returning to High Hedge where I tried to help Mellicamp but failed. I then tried to help a werewolf, but failed at that also. From there I headed to the coast and killed some sirines. An ankheg hunt was next on the agenda. Whilst I was eventually successful, they did from time to time do me serious harm.
I then helped Drizzt against some gnolls, but then discovered that he was no hero at all when he failed to help me against Jemby!! I was left on my own to face the rest of the assassins with her also. This was hurtful in more than one way as well as they seriously hurt me. Near the temple vampyric wolves were less of a problem and neither were the rest of the pack. A little to the East I must admit that I provoked Kirian and his buddies into attacking me and I felt slightly guilty afterwards when they were all slain. I had fewer qualms about killing the medusae and basilisks nearby who were aided by Mutamin who also died.
@Wise_Grimwald: Why halberds? I confess I've essentially never used them. I always thought shields were too important in BG1 and dual-wielding too important in BG2 to use two-handed weapons unless they had special effects like Spider's Bane or Lilarcor.
@Wise_Grimwald: Why halberds? I confess I've essentially never used them. I always thought shields were too important in BG1 and dual-wielding too important in BG2 to use two-handed weapons unless they had special effects like Spider's Bane or Lilarcor.
Because I've never tried them before, and because my portrait virtually demands it. In my set-up there are +2 halberds in Durlag's which makes them feasible. I am currently using the +1 halberd from the cave near the dryad. It is quite a good weapon though clearly there are easier choices. If she fails I will do another run sometime with weapon skills which make it easier. I usually have flails and long swords or axes as +3 weapons are available in both flails and axes and varscona is a decent sword.
Her next points can be in two-handed swords. She can then use spiders' bane. She is a paladin and therefore in Amn there is an excellent sword available. I don't expect to get there, but I like a bit of variety in my runs.
With reputation having crept back up to 9 I decided it was time to lower it a bit again. Out of habit I went to do that against Bentan, though the normal prize there of a scroll of PfM was not relevant this time. It was a similar story on the other side of the map as Meilum's bracers were left for a lucky kobold to find. Greywolf fell to magic missiles and a couple of traps (I didn't want to blind him as he runs around quickly and is likely to activate other enemies). I normally sell the emeralds, but couldn't do that in the poverty run - so Oublek got a bargain with those.
The Opera proceeded through the Cloakwood, essentially always reserving 2nd level sorcerer spells so that the party had the option of resting or travelling invisibly. Caldo & Krumm became the first victims for hold person there (unlike sleep, held people can be attacked with fists so are quick to finish off). The Cloakwood didn't produce much XP, so I went looking for richer sources at Durlag's Tower. Using an invisible blocker, the initial battle horrors were quickly magic missiled to death. Shamanic summons pulled all the skeletons on the lefthand wall to the end to be magic missiled - along with another battle horror (though that was finished off with some Writhing Fog). On the other side the doom guard was blocked in to allow that to be killed without resting after finishing off the skeletons. Inside the Tower the ghasts were mainly split up and killed with magic missiles. On the way up the Tower Washout's 70% in find traps was sufficient to disarm the trap leading onto the roof. Here a lesser basilisk realises it needs to switch to melee, but can't work out why it's unable to move. Similar things happened to the greater basilisks, though with the use of a couple of traps each as magic missiles alone weren't enough to kill them. That left everyone close to another level and the remaining ghasts in the Upper Tower tipped them over. There was a nasty moment first though when a spirit summons bumped my invisible blocker out of the way and allowed a ghast to paralyse Hardup. Fortunately the ghast was almost dead already and a magic missile finished it off to provide the final XP needed to level up (everyone getting good rolls there). Before leaving they also trapped Riggilo in a cage - his invisibility being countered by Washout's new detect illusion ability. A first use of web held a wolf pack at the Beregost Temple area in place while they were being dealt with. While in the region, Silke found the traps under her feet too hot to handle. I also aimed to pick up some more quick XP from Beregost Temple itself. Traps laid there immediately killed 2 of the sirines as well as Kelddath. Outside, more pre-laid traps killed another sirine and the last one failed to complete an attempted charm. Beggar, Totemic Druid - L6, 54 HPs, 2 kills Pauper, Priest of Helm - L5, 43 HPs, 52 kills, 0 deaths Hardup, Shaman - L5, 41 HPs, 3 kills, 0 deaths Washout, Bounty Hunter - L6, 42 HPs, 16 kills, 0 deaths Aspire, Sorcerer - L5, 29 HPs, 21 kills, 0 deaths Skint, Sorcerer - L5, 28 HPs, 21 kills, 0 deaths
What mod allows you to play a Dwarven paladin? Even though Azuth is a strange choice for a dwarf to worship. There must be some story there.
I wish I knew. It's one that lowers the charisma required for paladins I think. This has the drawback of not having charisma boosted to 17, but it means that any race can be a paladin. The reason for my choice of Azuth is simply that on my menu I can't access a straightforward inquisitor otherwise that would have been my choice. Here are the options that I have:
Here is my Weidu log. You might be able to guess the mod from it.
The reason why she follows Azuth is that he feels that dwarves have suffered as a result of their phobia concerning magic. She wants to be able to influence other dwarves so that their fear of magic becomes more rational rather than just being instinctive with the result that some of them actually begin to practice the arcane arts themselves.
Back at Shoal's area, sleep pacified most of the ogre clan while spirit lions ate them. A final sirine managed to last long enough to kill both lions and make use of a couple of reserve traps. On the hunt for more sirines the Lighthouse was the next stop. Spirit lions and traps did most of the damage there as Washout failed to dispel any illusions. Pauper got the chance for the final blow of the contest though after the last sirine was lured away from lots of hobgoblin archers. Sil's group could be attacked more easily and failed to even disable a lion. Inside the cave golems fell victim to traps. Heading back to civilisation, the Doomsayer was shot down. Brage seemed annoyed when Laryssa was webbed and killed, but after being blinded and charmed was happy to provide a lift back to Nashkel. Neira was silenced there (her script then preventing her from even trying to defend herself).
The last of the southern areas to be investigated was the Valley of the Tombs. The Revenant reacted a bit quicker than I expected there and actually managed to hit Pauper - but paid for that indignity a moment later. The ghasts all died behind an invisible wall before I turned to Narcillicus. Even though my ability to hit mustard jellies was pretty limited I decided to have a go at that and the Seeking Sword cut through their defences nicely. After resting, a couple of invisible spirit snakes poisoned Narcillicus and he didn't survive a follow-up volley of magic missiles. More exploring was done without finding any problems. I was a bit miffed though that Drizzt didn't recognise the fact that my summons killed more of the gnolls than he did. However, I let him go anyway as his equipment had no value for once. Bassilus failed to complete a spell - eventually dying to the dreaded magic stone (which has claimed a surprising number of victims in this run for a 1d4 damage spell). Melicamp had plenty of skulls to choose from and successfully completed his transformation. With most of the encounters left either low value or potentially dangerous I decided it was time to go to the Nashkel Mine. The kobolds were left alone on the way, though I tested moving a single sorcerer near the kobold shaman (in case he had an oracle spell) before sending everyone past. Mulahey then went silently to his grave. I had intended to kill an innocent before resting, but forgot to do so and got CLW for Beggar's second Bhaal power. Nimbul was then another silent victim. Tranzig went hostile without the need to actually see anyone and successfully countered silence with vocalize. However, he was unable to detect an invisible blocker and was already almost dead from attacks by summons when he triggered a trap just outside his door. I travelled around invisibly for a while without triggering one of the SCS ambushes, but eventually Molkar turned up to try his luck. I felt that group should be relatively easy for the Opera so didn't run away. Web did a good job at stemming their initial rush and they didn't last long against summons and magic missile. I got a lift to the Bandit Camp with Raiken and persuaded Tazok to leave me alone. Fighting there seemed like it would be a bit too dangerous, so I decided to just risk the lightning trap instead. Perhaps the obvious way to deal with that would have been for Beggar to level up to level 7 and provide complete protection , but I prefer to have everyone level up together. So instead Pauper used Aid and Armor of Faith to give himself a little bit more margin when going in under sanctuary. In the event he only took one lot of lightning damage and hence survived comfortably. I rested at the Camp and was annoyed to find that I'd again got an undesired Bhaal power. I had killed an innocent after the last one, but also picked up a couple of quest rewards since then and they'd pushed reputation back up to 10. Slow poison is a perfectly decent pick as a power for this type of group - except that Beggar already gets that as a second level spell where there's not much competition for a spell pick .
A bit more travelling saw them bump into the amazons. Given the potential there for one-shot backstabs I decided to just run away this time.
On arrival at the second Cloakwood area I was hoping that phase spiders would arrive in dribs and drabs - but with 5 of them turning up I had to run. Coming back again there was initially only 1 and things were looking good - when suddenly 2 more turned up and blocked Beggar in to a small space. That looked like bad news and Beggar was indeed quickly poisoned and then failed to cure himself. He did manage to create just enough space though so that when relieving forces arrived they could convince the spiders to move away far enough to allow Beggar to get out and receive a cure in the nick of time from Hardup. Beggar took the adrenalin rush from that close shave out on a spider by using call lightning for the first time. I didn't relax even after all the initial spiders were dead - and a good job too as another one teleported in right next to Beggar.
With nearly all the phase spiders gone, it was easy enough to clear the exterior of the area. Traps were then used on Centeol's guards - the XP from that allowing everyone to level up again. Beggar, Totemic Druid - L7, 59 HPs, 6 kills Pauper, Priest of Helm - L6, 52 HPs, 65 kills, 0 deaths Hardup, Shaman - L6, 51 HPs, 4 kills, 0 deaths Washout, Bounty Hunter - L7, 49 HPs, 34 kills, 0 deaths Aspire, Sorcerer - L6, 33 HPs, 43 kills, 0 deaths Skint, Sorcerer - L6, 32 HPs, 43 kills, 0 deaths
@Grond0: Brilliant work with Invisibility. I picked Invisibility just to ensure safety during resting and ambushes and to give me an escape option in a run without Potions of Invisibility--I hadn't considered the tactical possibilities for invisible walls.
After Beggar's near-death in the second area of the Cloakwood I took no chances on the way to the mine. Skull traps, webs and lightning made short work of Drasus & co.
Inside the mine Hareishan's guards were mainly killed by traps laid round a corner. Left on her own Hareishan's spells were mainly wasted on skeleton warriors and she was mobbed.
After going down to the next level invisibly, summons cleared the entrance to allow an easy retreat if necessary. Moving on down to Davaeorn the guard was blinded before Washout cleared the traps away. A spirit bear dragged the battle horrors back to be magic missiled before I decided not to try to use the guard to kill Davaeorn (that can be done without activating him using Algernon's Cloak, but I didn't think that a basic charm would last long enough). I wasn't sure if a spirit bear would activate Davaeorn, but it did and I nearly paid for that when Hardup was caught in his sequencer. He just survived a sunfire aimed at the bear and fortunately Davaeorn didn't use a detection spell on him. After waiting for all the guards to arrive I rested and then used skull traps to thin them out a bit. After successfully resting in the same area (so things don't heal) round the corner traps killed the rest of Davaeorn's guards. A succession of summons then drained Davaeorn's spells until suddenly he'd had enough.
Before flooding the mine, this time I remembered there was something else I should be doing and killed a helpless cook. Beggar duly picked up a Bhaal horror ability before moving on to Baldur's Gate. I worked through most of the encounters there - one exception was I spoke with the wrong character to Nadine and lost the chance to help her. Most of the time enemies stood no chance, but there was a bit of interest in the fight with Jardak - his butler had used up Washout's traps and Jardak resisted all disabling spells. I therefore resorted to an invisible cage and shamanic summons, which has been used pretty sparingly recently.
XP comes quite quickly in the City, so everyone was able to level up once more after talking to Scar and, with the extra oomph that provided, I decided I would have a go at the Iron Throne. My expectation was that with traps, summons and area effect spells the enemies would go down pretty quickly. The first thing I did after resting on the roof was send Washout down to set traps. Regrettably I'd forgotten that while all the original cast up there start neutral, the 2 invisible backstabbers added by SCS begin as enemies. That became obvious immediately when Washout was informed he couldn't set a trap with enemies about. At that stage I could have run for it, but that would have made the battle messy and I wasn't sure if the enemy had been able to focus on Washout (who had immediately tried to retreat behind a pillar). One of the sorcerers came down with the intention of using invisibility on Washout and that looked like it was going to be possible when there was a long delay. However, just as I was about ready to move Washout anyway the text box finally told me that he was being targeted. He tried to move, but the attack came in with virtually no delay. I don't think those backstabbers have particularly high damage, so Washout's 54 HPs seemed likely to allow him to survive. However, he was hit by a high value critical, for a grand total of 54 HPs . My immediate reaction was to end the run there, but I just quickly attacked with the remaining 5 characters to get a feel for whether I had been too rash in taking on that combat. Despite lacking dispel illusion and traps and not bothering to optimise tactics the others were still able to win handily so I think it was reasonable to fight.
When I play full parties of the same character class I normally have a house rule that they have to maintain a full party, which was why I had decided to end the run. However, while writing this report up I decided I didn't really need to apply that rule to this party so was minded to continue with the aim of getting my cleric to 9th level in order to raise Washout. I restarted the game to load my save up - and realised I'd quit without saving after the Iron Throne battle, so any restart will have to be from Candlekeep ...
@Grond0: Those punishing rules of yours... I would have dismissed the failure to save as a reasonable mistake (why would you have saved at that point anyway?), then re-fought the Iron Throne fight to proceed as before. I hope your next run goes better.
My party also suffered a death. After considering my options for dealing with the Skeleton Lords, I eventually decided to simply move on without them. It meant that, in order to safely leave the area and rest, I would have to never let more than four characters, including my sorcerer with Invisibility, break invisibility in the next area, or else I wouldn't be able to sneak past Hareishan's goons. Fortunately, Hamadryads, Spirit Lions, Spirit Snakes, and skeletons were enough to deal with the various melee grunts in the area.
We waited out Natasha's MGOI and one of the dryads managed to charm her, allowing us to waste all of her remaining spells. I didn't bother with the ogre mage; it would have required a rest.
The mod enemies in the next area include a backstabber, a fighter, an archer with a few Arrows of Detonation, and a mage. I went out to spy on the enemies, only to have the mage use a divination spell to render everyone in the party visible. There was no way we could have slipped past Hareishan without party-wide invisibility, so we had to rest in the previous, unsafe area.
When we returned, the mod enemies had vanished from their normal places. Instead, they had teleported over to Davaeorn, which meant I had to fight all of them simultaneously.
I sent out all of my summons just to see how much they could do on their own. They didn't do much good, so I rested and returned, only to see the same lack of progress: my critters just couldn't take down the Battle Horrors before the mod fighters killed. I almost got hit by a stray Lightning Bolt, but was able to flee the area just in time, since I positioned one of my sorcerers in just the right position to leave the area almost instantly.
Pre-set traps killed some newly-spawned guards on our next try, but Davaeorn teleported next to us, blocking the exit with his guards. We baited out his Detect Invisibility spell, scouted out the remaining area, found the mod mage was safely tucked away in a corner, and discovered that we could leave via the southwestern exit as well, though it required lots of backtracking to get back to Davaeorn.
Even more guards had spawned by the time we got back, but we holed up in the southwest, summoned some critters, and one of our sorcerers, the one with Invisibility, used Magic Missiles on the Battle Horrors, finally allowing us to take one down (it helped a lot that the mod fighters and spawned guards were not helping the Battle Horrors). The mod mage's MGOI ran out and a dryad charmed him, allowing us to remove the last of the mod enemies as well as the second Battle Horror.
We left via the southwest, backtracked, and returned from the northeast (you can't go back the same way when leaving via the southwest exit). We sent in summons, Davaeorn blew up his own guards, and we started wearing him down. All the while, I had a sorcerer guiding our summons.
Until I foolishly inched him a little bit further and he failed two saves in a row against Davaeorn's Web spell. Davaeorn cast a divination spell and we lost the only sorcerer who could cast Invisibility.
I waited out the last of his buffs and decided to engage Davaeorn despite having no summons left. My Dragon Disciple slapped Davaeorn, breaking invisibility, and disrupted his next spell with their breath weapon. Davaeorn's magic resistance helped him shrug off some of our Acid Arrow spells, but we finally managed to do him in using the Seeking Sword.
Right after Davaeorn died, my sorcerers hit level 6, and Charname now has Invisibility 10' Radius, so we can continue. But it takes 225,000 XP to get my cleric to level 9, so unless I do a lot of dangerous side quests, I won't be able to get my third sorcerer back until the starting dungeon of SoD, where that Flaming Fist cleric should resurrect him automatically.
I'm not sure I'll have enough firepower to handle Sarevok without all three sorcerers.
With her current levels and equipment, Iloïnen was easily able to hammer and sling down any kobolds opposing her in the Nashkel mines. I buffed up and simply attacked Mulahey until he was dead:
Back in Nashkel, Rasaad actually stole the Nimbul kill from me with an impressive crit!
The bandit camp was cleared by Iloïnen and four skeletons (plus resting), some hold person and command spells and buffs for the main tent:
Drasus' mages couldn't deal with my summons and payed the prize:
Davaeorn was thwarted by a protection from magic scroll, though Iloïnen quickly killed his battle horrors first:
In the city of Baldur's Gate, I picked up the famous helm, the tome of dexterity, wisdom and finally intelligence:
I didn't want Iloïnen to kill Quenash for her cloak - she's a ranger, after all. So I charmed the prostitute and lured Larze downstairs - it was a very unfortunate accident:
I picked up any remaining items and potions in the city that could at least be slightly useful to me (like the Shield of the Falling Stars) before luring the Iron Throne thugs downstairs into my waiting skeleton army. Iloïnen buffed up and killed the ones still remaining upstairs. Gardush was last, though I don't remember how I actually got him into this position - I propably just forgot about his existence and he followed me all the way to the back:
Candlekeep was very simple: The only thing of note was Iloïnen using protection spells to ward against fire and electricity in order to avoid trap damage and using a cloud giant strength potion + DUHM to get both tomes. I walked past any further opponents using sanctuary, as I had long since hit the experience cap (during the bandit camp battle, I think).
Tomorrow, I will report on the BG1 endgame and Korlasz' Tomb - that should get us caught up to where we're currently at.
Comments
Update 1
Update 2
Update 3,
BG1 end
Update 4, SoA start
Update 5
Update 6
Update 7
Update 8,
SoA end
Update 9,
ToB start
Update 10
Update 11
The thing I'm most worried about is Melissan attacking under a Timestop: Baroque's memorized 3 PfMW as an attempted counter. Our buffs are pretty much the same as Sendai, except Baroque only casts one Improved Haste on Mazzy. Sebastian and Sarevok will fend for themselves, Sarevok using GWW to up his attacks anyways. Sebastian will be using Hardiness + Armor of Faith to get near 100% physical resistances.
Here we go.
First combat is nothing noticeable: we swarm her, and that's that. The first GWW from Sarevok is used, and a Critical Strike from Mazzy.
Jan sets up two traps, and we get a couple summons off the ground before assaulting the first pool. We have a Magical Sword, a Shambling Mound, an Aerial Servant, and a Skeletal warrior. The pool fight itself is nothing too tricky, and we prepare for the next battle. Alina casts Regeneration onto Sarevok, and Baroque starts off with a Teleport Field and PfMW. I forgot which iteration of Amellysan this is, so I'm somewhat worried.
And I'm right to be worried, apparently: this is Demon Summoner Amelyssan with Timestop. Sarevok dies at the very end of it, and there's still a Death Tyrant alive. Mazzy starts a Smite immediately, locking down the Death Tyrant and killing it in two hits. Jan tosses the Rod of Resurrection to Alina: she's the only one with >11 Wisdom whose aura is clear right now, and resurrects Sarevok. We re-equip him minus his armor, and he immediately quaffs a Potion of Superior Healing. The Shambling Mound is Petrified, Jan is Stunned, so Baroque moves over to use Methilid's Harp to un-stun him. Sebastian is still tanking, using his aura mostly to drink potions now, and eventually the summons are cleared and we have enough time to focus-fire Amelyssan down.
Now that I remember that she can instantly kill undead, I summon all of mine to assault the second pool alone. Almost all of them die, but that's pretty good for us. We replenish with two Greater Air Elementals and a Stone Golem and lay down two more traps. By process of elimination, this is the teleporting Amelyssan. We get her down to Injured before she teleports, and she uses a Timestop up there to do... nothing. The Slayer Shadows are killed rather quickly, and Amelyssan makes her way back to the right to be killed once again.
The last pool battle. This is a mess, honestly: Sebastian equips the Reflection Shield to not die to vorpal arrows, and the Fallen Solar is pulled towards us. But it manages to get off a Heal at Near Death, and Sebastian is Charmed. Baroque doesn't have Magic Flute ready as he should have (Rogue Rebalancing Bard HLA), that would allow him to dispel the Charm. The other 4 focus down the Fallen Solar, and kill it before it heals again. Fortunately, Sebastian is attacking a Magic Sword and doing nothing to it. Somehow, the Magic Sword and a Maralith are all unconscious, so Alina fires at the Maralith while the rest of the party is slowly kiting clockwise up the map. Oh, Sarevok gets Charmed too. Baroque uses two aura uses to get the flute and using it on Sarevok, and the monsters fall quickly after that. One more use on Sebastian gets us all back to full, ready to engage Amelyssan for the final time. Jan dumps the last of his traps, and we have Alina's Deva and two Mountain Bears and Kitthix for the final fight. Baroque uses all his remaining Improved Haste spells on Mazzy and Sebastian, and Sebastian uses Endurance of Ilmater, Armor of Faith, and Hardiness.
The last fight is surprisingly easy. Amelyssan focused on our summons, killing both the Deva and a Mountain Bear, but that's not nearly enough. Sebastian isn't even touched in this fight.
Baroque chooses to stay mortal.
Fin.
The rules: I must use an unedited roll adding up to 75.
No Raise Dead or Resurrection. I'm including this across the two games, so if someone dies in BG1, either they are unrecruitable or there are other consequences in BG2.
If Quayle dies, Aerie is unrecruitable.
If Edwin dies, he is obviously unrecruitable and the Mae'var questline is locked.
If Khalid dies, Jaheira in unrecruitable.
If Xzar or Montaron die, the Harper Hold quests are unavailable.
If Dynaheir dies, Minsc is unrecruitable.
If Faldorn dies, Trademeet is closed off and Cernd is unrecruitable.
If Imoen dies in BG1, the game ends.
That... might be it? There might be something if Coran dies or something, but that'll lock me out of such a small area of BG2 it's not even noticeable.
Weidu:
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-WEIDU.TP2~ #0 #0 // 24200
~SETUP-BWS.TP2~ #0 #0 // 20161130 - Updated by agb1 (installation started Sun 11/05/2017)
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v15
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v15
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v15
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v15
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v15
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v14
~SOA/SETUP-SOA.TP2~ #0 #1 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> BP-BGT Worldmap version: all areas added to worldmap (requires BP-BGT Worldmap): 2.0
~AC_QUEST/SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.00b_160119 BWP Fix
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.8
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1
~NEERA/NEERA.TP2~ #0 #3 // How much time would you like between talks (approximately)? -> 1 hour: v1.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4050 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.1
~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #0 // Area Patcher: ALPHA 16
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #1000 // Main -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #2000 // Followers -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #3000 // BG1NPC -> Vanilla: 0.71
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
Pretty much vanilla + SCS. No Item Revisions, no Divine Remix, no Rogue Rebalancing. A few quest mods are also in there.
And so I can't subvert the challenges intentions with liberal usage of potions or magical items, and also because I think the tactical options with this kit are really unique, here's my Charname:
Picture from Ralein from DeviantArt.
Previous run
OK. Beggar and co have made their second start and just gone past their previous mark. Things have been pretty straight-forward so far, but death is always waiting just round the corner .
Unlike @semiticgod I've only got SCS as a mod affecting anything in BG1, so there was no problem in killing Shoal - blindness setting her up for a fatal encounter with shaman summons. Those summons have most often been used to kill things, though Seeking Sword (which is vicious at low levels) is a good alternative. Spell damage (magic missile / magic stone) has been much more rarely used to date, with traps being another option though hardly used so far.
Various tasks around Beregost included killing a few spiders and finishing a blinded Karlat off with a nice critical. Then, timing travel to avoid ambushes, I went down to Nashkel (Beggar casting an envious eye on the ankheg armor there) where the Amazing Oopah proved to have fewer lives than a cat. I also killed an innocent in order that Beggar would pick up LMD as a Bhaal power.
Heading north to the FAI, sleep saved Arabelle and an ogre also went for a nap. On arrival, Tarnesh was commanded and blinded before for once the girdle of piercing was handed back to its original owner.
North again and ankhegs fell to the same sort of tactics - command is an automatic success against them and they don't have much chance of saving against follow-up sleep or blind (leaving them pretty helpless against summons). The first of the ankhegs in the nest allowed everyone to level up. There are potential dangers from bandits spawning near the nest and ankhegs ambushing when you try to rest, potentially followed by a travel ambush (though it's usually possible to run away from the ankhegs and try and rest again in the same area). I did have to leave the map once, but wasn't ambushed and the rest of the nest and the external area were cleared in due course.
They got a reward from Tenya for returning a bowl to her and successfully prevented her getting away with her trophy - giving everyone the chance to level up again.
Skint took protection from petrification as her 3rd 1st level pick and that meant basilisk time. The sorcerers successfully blinded the 4 basilisks to the south with the last of their spells before Pauper used his Seeking Sword to chop the first three of those down: shamanic summons then did the 4th (they can be petrified, but typically attack from outside blinded sight range).
The basilisks to the north are easier as they're far enough apart to be tackled in several batches, so there's not the same degree of danger of running out of blindness spells. With the separated ones dealt with, Korax was recruited and eventually managed to paralyse Mutamin. Another level was close, but summons nibbling Korax was not quite enough, so a few gnolls had to be sliced up to make the difference. Both sorcerers took invisibility, to make it easier for the group to travel safely in areas where ambushes can't reliably be avoided. With the extra level I decided to take on Kirian's party. Peter and then Lindin were blinded before the other two were badly damaged by a couple of traps and command and magic missiles helped take them down. There was a first use of Writhing Fog there. In unmodded BGEE that can kill most enemies as there are few things that react to the damage. However, with SCS enemies will try and move out of the fog, so you need to either use disablers or give them a target to keep them inside.
By the time they got around to going after Lindin they were out of attacking options other than spirit summons - and they were not effective due to Lindin's running around while blinded. Hence there was a quick rest before searching him out again.
Beggar, Totemic Druid - L4, 36 HPs, 2 kills
Pauper, Priest of Helm - L4, 33 HPs, 46 kills, 0 deaths
Hardup, Shaman - L4, 32 HPs, 1 kill, 0 deaths
Washout, Bounty Hunter - L5, 34 HPs, 1 kill, 0 deaths
Aspire, Sorcerer - L4, 23 HPs, 0 kills, 0 deaths
Skint, Sorcerer - L4, 22 HPs, 8 kills, 0 deaths
My run has been much more loose and chaotic, as it usually is. I've been dodging mod-introduced critters and I farmed a lot of ankhegs in lieu of performing typical quests, which is how I got to level 3.
Have you had much trouble resting? Without a Shaman to provide consistent summons, my party becomes more or less helpless once it runs low on spells and I've had to rest next to area transitions so I can flee if necessary.
Did you have much trouble against the basilisks? Korax has 16 HP in my install and is pretty much useless, so I used a Spirit Snake to distract the basilisks while my cleric used Seeking Sword--I'm pretty sure both Greater and Lesser Basilisks have poison attacks in my install, so I was afraid that my cleric might die if she got poisoned more than once.
What are your spell picks? I notice none of your screenshots show the icon for the Shield spell, which I thought would be important because of bandit ambushes and such.
Do you have many plans for your Bounty Hunter? By now it should have 100 in Set Traps and can wipe out herds of enemies with a single trap. Have you considered using the blind thief trick? I assume you haven't, but it's really quite fun.
I agree you will have needed to rest more than me. As I play so much solo I'm used to frequent resting and normally do that next to an area transition if there's a danger of ambush (I'll often arrange to need a rest on arrival at somewhere like Nashkel or FAI where resting is safe anyway though).
The only potential difficulty for me would have been if I failed to blind the 4 southern basilisks that all support each other (the medusae in your installation add an extra complication though). Once blinded, shaman summons could kill them pretty quickly (taking advantage of the +4 melee bonus) - I mainly used Seeking Sword on the ones in the south to confirm my feeling that it would possible to kill 3 of them before that expired. I nearly always save Korax for Mutamin rather than attack other basilisks with him - he has a high rate of success for me in that contest when guided in by a stealthed character (the availability of stealth is another significant benefit of the bounty hunter).
Bandit ambushes can easily be avoided just by travelling at the right time, but there are some other archer ambushes that can't - hence why I wanted to get up to 4th level for the sorcerers and get invisibility before travelling too far. First level spells for the sorcerers so far are magic missile x 2, blindness x 2, sleep and protection from petrification.
I've left set traps at 95 for now as the dexterity tome will probably be used for the last 5%. I would expect traps to be used more later in the run, but I haven't felt the need for them much yet. I haven't decided yet whether I'll resort to a blinded thief if things are looking tricky .
I've left set traps at 95 for now as the dexterity tome will probably be used for the last 5%.
If you are doing a poverty run, would you be allowed to loot the DEX tome? Wouldn't you only be able to pick up quest items, and that's not a quest I know of...
I'm currently at the Cloakwood mines at levels 5, 6, and 7, and once again, my mods make things complicated. Call Woodland Beings is badly nerfed in my install--the twin dryads basically do nothing but cast Charm Person spells, and while that'll probably be great for the mines, having Confusion and Hold Monster and Mass Cure on a single nymph would be much better.
One of my mods adds a bunch of Black Talon Elites and Black Talon Generals to the fight with Drasus, but a couple scripting quirks made a lot of our traps unnecessary: our summons engaged the Black Talons, Kysus went hostile but not his friends, and then, when Kysus was alone, Genthore attacked him and killed him because Genthore was blue and Kysus was red. Kysus' script didn't allow him to fight Genthore because Genthore was blue, so he just sat there while Genthore axed him. I then hit Genthore with Doom and Charm Person or Mammal and used him to finish off his friends.
Unfortunately, we've got a problem with Hareishan. I considered sneaking past her, but I'm sure I'll need to go back past her in order to rest in a safe place, and we don't have enough Invisibility spells (only one sorcerer knows it and we don't yet have Invisibility 10' Radius) to get past her unless I keep two of my sorcerers from breaking invisibility. So I need to take down Hareishan.
But she comes with two Skeleton Lords with 60 HP apiece and incredibly high stats, and both of them cast uninterruptible Lightning Bolt spells, multiple times, in narrow hallways where a single one could easily prove fatal.
I only have two level 4 spell slots for Protection from Lightning, and while both our spirit animals and skeletons are immune to electricity, I don't know if they can handle the melee pressure. And I'm hesitant to start the fight, since I might send those Skeleton Lords wandering around if I fail to kill them and have to retreat and rest.
I'll probably need multiple rests for the enemy party before Davaeorn. One of them fires Arrows of Detonation, but fortunately his buddies are dumb enough to get in the way.
Mulahey can be silenced, so should be no threat to my party. Davaeorn also should be easier - partly because I can make everyone invisible to rest and partly as I don't have the same mod complications as you.
A new run with Hrothgara, an Inquisitor of Azuth.
The powerful assassins in Candlekeep were no match for me.
Neither was Tarnesh due to the benefits of being an Inquisitor. Tenya was another matter as she cast rigid thinking on me which caused me to attack her after she had yielded. She went hostile so I fled, hoping to be able to charm her later and explain that my actions were unintentional. I acquired the bowl from Sonner but then decided that his actions were totally unacceptable and slew him and his friends in the hope that Tenya would be satisfied. As I headed to Nashkel, picking up a cheap piece of jewelery on the way, I was attacked by a winter wolf and killed it.
An ankheg hunt was next on the agenda. Whilst I was eventually successful, they did from time to time do me serious harm.
I then helped Drizzt against some gnolls, but then discovered that he was no hero at all when he failed to help me against Jemby!! I was left on my own to face the rest of the assassins with her also.
This was hurtful in more than one way as well as they seriously hurt me. Near the temple vampyric wolves were less of a problem and neither were the rest of the pack. A little to the East I must admit that I provoked Kirian and his buddies into attacking me and I felt slightly guilty afterwards when they were all slain. I had fewer qualms about killing the medusae and basilisks nearby who were aided by Mutamin who also died.
Her next points can be in two-handed swords. She can then use spiders' bane. She is a paladin and therefore in Amn there is an excellent sword available. I don't expect to get there, but I like a bit of variety in my runs.
Also, halberds are a great choice for dwarves. That and 2H great axes.
Previous updates
With reputation having crept back up to 9 I decided it was time to lower it a bit again. Out of habit I went to do that against Bentan, though the normal prize there of a scroll of PfM was not relevant this time. It was a similar story on the other side of the map as Meilum's bracers were left for a lucky kobold to find. Greywolf fell to magic missiles and a couple of traps (I didn't want to blind him as he runs around quickly and is likely to activate other enemies). I normally sell the emeralds, but couldn't do that in the poverty run - so Oublek got a bargain with those.
The Opera proceeded through the Cloakwood, essentially always reserving 2nd level sorcerer spells so that the party had the option of resting or travelling invisibly. Caldo & Krumm became the first victims for hold person there (unlike sleep, held people can be attacked with fists so are quick to finish off).
The Cloakwood didn't produce much XP, so I went looking for richer sources at Durlag's Tower. Using an invisible blocker, the initial battle horrors were quickly magic missiled to death. Shamanic summons pulled all the skeletons on the lefthand wall to the end to be magic missiled - along with another battle horror (though that was finished off with some Writhing Fog). On the other side the doom guard was blocked in to allow that to be killed without resting after finishing off the skeletons.
Inside the Tower the ghasts were mainly split up and killed with magic missiles. On the way up the Tower Washout's 70% in find traps was sufficient to disarm the trap leading onto the roof. Here a lesser basilisk realises it needs to switch to melee, but can't work out why it's unable to move. Similar things happened to the greater basilisks, though with the use of a couple of traps each as magic missiles alone weren't enough to kill them. That left everyone close to another level and the remaining ghasts in the Upper Tower tipped them over. There was a nasty moment first though when a spirit summons bumped my invisible blocker out of the way and allowed a ghast to paralyse Hardup. Fortunately the ghast was almost dead already and a magic missile finished it off to provide the final XP needed to level up (everyone getting good rolls there). Before leaving they also trapped Riggilo in a cage - his invisibility being countered by Washout's new detect illusion ability.
A first use of web held a wolf pack at the Beregost Temple area in place while they were being dealt with. While in the region, Silke found the traps under her feet too hot to handle. I also aimed to pick up some more quick XP from Beregost Temple itself. Traps laid there immediately killed 2 of the sirines as well as Kelddath. Outside, more pre-laid traps killed another sirine and the last one failed to complete an attempted charm.
Beggar, Totemic Druid - L6, 54 HPs, 2 kills
Pauper, Priest of Helm - L5, 43 HPs, 52 kills, 0 deaths
Hardup, Shaman - L5, 41 HPs, 3 kills, 0 deaths
Washout, Bounty Hunter - L6, 42 HPs, 16 kills, 0 deaths
Aspire, Sorcerer - L5, 29 HPs, 21 kills, 0 deaths
Skint, Sorcerer - L5, 28 HPs, 21 kills, 0 deaths
Here are the options that I have:
Here is my Weidu log. You might be able to guess the mod from it.
The reason why she follows Azuth is that he feels that dwarves have suffered as a result of their phobia concerning magic. She wants to be able to influence other dwarves so that their fear of magic becomes more rational rather than just being instinctive with the result that some of them actually begin to practice the arcane arts themselves.
Previous updates
https://forums.beamdog.com/discussion/comment/915887/#Comment_915887
Back at Shoal's area, sleep pacified most of the ogre clan while spirit lions ate them. A final sirine managed to last long enough to kill both lions and make use of a couple of reserve traps.
On the hunt for more sirines the Lighthouse was the next stop. Spirit lions and traps did most of the damage there as Washout failed to dispel any illusions. Pauper got the chance for the final blow of the contest though after the last sirine was lured away from lots of hobgoblin archers. Sil's group could be attacked more easily and failed to even disable a lion. Inside the cave golems fell victim to traps.
Heading back to civilisation, the Doomsayer was shot down. Brage seemed annoyed when Laryssa was webbed and killed, but after being blinded and charmed was happy to provide a lift back to Nashkel. Neira was silenced there (her script then preventing her from even trying to defend herself).
The last of the southern areas to be investigated was the Valley of the Tombs. The Revenant reacted a bit quicker than I expected there and actually managed to hit Pauper - but paid for that indignity a moment later. The ghasts all died behind an invisible wall before I turned to Narcillicus. Even though my ability to hit mustard jellies was pretty limited I decided to have a go at that and the Seeking Sword cut through their defences nicely. After resting, a couple of invisible spirit snakes poisoned Narcillicus and he didn't survive a follow-up volley of magic missiles.
More exploring was done without finding any problems. I was a bit miffed though that Drizzt didn't recognise the fact that my summons killed more of the gnolls than he did. However, I let him go anyway as his equipment had no value for once. Bassilus failed to complete a spell - eventually dying to the dreaded magic stone (which has claimed a surprising number of victims in this run for a 1d4 damage spell). Melicamp had plenty of skulls to choose from and successfully completed his transformation.
With most of the encounters left either low value or potentially dangerous I decided it was time to go to the Nashkel Mine. The kobolds were left alone on the way, though I tested moving a single sorcerer near the kobold shaman (in case he had an oracle spell) before sending everyone past. Mulahey then went silently to his grave.
I had intended to kill an innocent before resting, but forgot to do so and got CLW for Beggar's second Bhaal power. Nimbul was then another silent victim. Tranzig went hostile without the need to actually see anyone and successfully countered silence with vocalize. However, he was unable to detect an invisible blocker and was already almost dead from attacks by summons when he triggered a trap just outside his door.
I travelled around invisibly for a while without triggering one of the SCS ambushes, but eventually Molkar turned up to try his luck. I felt that group should be relatively easy for the Opera so didn't run away. Web did a good job at stemming their initial rush and they didn't last long against summons and magic missile.
I got a lift to the Bandit Camp with Raiken and persuaded Tazok to leave me alone. Fighting there seemed like it would be a bit too dangerous, so I decided to just risk the lightning trap instead. Perhaps the obvious way to deal with that would have been for Beggar to level up to level 7 and provide complete protection , but I prefer to have everyone level up together. So instead Pauper used Aid and Armor of Faith to give himself a little bit more margin when going in under sanctuary. In the event he only took one lot of lightning damage and hence survived comfortably.
I rested at the Camp and was annoyed to find that I'd again got an undesired Bhaal power. I had killed an innocent after the last one, but also picked up a couple of quest rewards since then and they'd pushed reputation back up to 10. Slow poison is a perfectly decent pick as a power for this type of group - except that Beggar already gets that as a second level spell where there's not much competition for a spell pick .
A bit more travelling saw them bump into the amazons. Given the potential there for one-shot backstabs I decided to just run away this time.
On arrival at the second Cloakwood area I was hoping that phase spiders would arrive in dribs and drabs - but with 5 of them turning up I had to run. Coming back again there was initially only 1 and things were looking good - when suddenly 2 more turned up and blocked Beggar in to a small space. That looked like bad news and Beggar was indeed quickly poisoned and then failed to cure himself. He did manage to create just enough space though so that when relieving forces arrived they could convince the spiders to move away far enough to allow Beggar to get out and receive a cure in the nick of time from Hardup. Beggar took the adrenalin rush from that close shave out on a spider by using call lightning for the first time. I didn't relax even after all the initial spiders were dead - and a good job too as another one teleported in right next to Beggar.
With nearly all the phase spiders gone, it was easy enough to clear the exterior of the area. Traps were then used on Centeol's guards - the XP from that allowing everyone to level up again.
Beggar, Totemic Druid - L7, 59 HPs, 6 kills
Pauper, Priest of Helm - L6, 52 HPs, 65 kills, 0 deaths
Hardup, Shaman - L6, 51 HPs, 4 kills, 0 deaths
Washout, Bounty Hunter - L7, 49 HPs, 34 kills, 0 deaths
Aspire, Sorcerer - L6, 33 HPs, 43 kills, 0 deaths
Skint, Sorcerer - L6, 32 HPs, 43 kills, 0 deaths
Previous updates
https://forums.beamdog.com/discussion/comment/915887/#Comment_915887
https://forums.beamdog.com/discussion/comment/915948/#Comment_915948
After Beggar's near-death in the second area of the Cloakwood I took no chances on the way to the mine. Skull traps, webs and lightning made short work of Drasus & co.
Inside the mine Hareishan's guards were mainly killed by traps laid round a corner. Left on her own Hareishan's spells were mainly wasted on skeleton warriors and she was mobbed.
After going down to the next level invisibly, summons cleared the entrance to allow an easy retreat if necessary. Moving on down to Davaeorn the guard was blinded before Washout cleared the traps away. A spirit bear dragged the battle horrors back to be magic missiled before I decided not to try to use the guard to kill Davaeorn (that can be done without activating him using Algernon's Cloak, but I didn't think that a basic charm would last long enough). I wasn't sure if a spirit bear would activate Davaeorn, but it did and I nearly paid for that when Hardup was caught in his sequencer. He just survived a sunfire aimed at the bear and fortunately Davaeorn didn't use a detection spell on him. After waiting for all the guards to arrive I rested and then used skull traps to thin them out a bit. After successfully resting in the same area (so things don't heal) round the corner traps killed the rest of Davaeorn's guards. A succession of summons then drained Davaeorn's spells until suddenly he'd had enough.
Before flooding the mine, this time I remembered there was something else I should be doing and killed a helpless cook. Beggar duly picked up a Bhaal horror ability before moving on to Baldur's Gate. I worked through most of the encounters there - one exception was I spoke with the wrong character to Nadine and lost the chance to help her. Most of the time enemies stood no chance, but there was a bit of interest in the fight with Jardak - his butler had used up Washout's traps and Jardak resisted all disabling spells. I therefore resorted to an invisible cage and shamanic summons, which has been used pretty sparingly recently.
XP comes quite quickly in the City, so everyone was able to level up once more after talking to Scar and, with the extra oomph that provided, I decided I would have a go at the Iron Throne. My expectation was that with traps, summons and area effect spells the enemies would go down pretty quickly. The first thing I did after resting on the roof was send Washout down to set traps. Regrettably I'd forgotten that while all the original cast up there start neutral, the 2 invisible backstabbers added by SCS begin as enemies. That became obvious immediately when Washout was informed he couldn't set a trap with enemies about. At that stage I could have run for it, but that would have made the battle messy and I wasn't sure if the enemy had been able to focus on Washout (who had immediately tried to retreat behind a pillar). One of the sorcerers came down with the intention of using invisibility on Washout and that looked like it was going to be possible when there was a long delay. However, just as I was about ready to move Washout anyway the text box finally told me that he was being targeted. He tried to move, but the attack came in with virtually no delay. I don't think those backstabbers have particularly high damage, so Washout's 54 HPs seemed likely to allow him to survive. However, he was hit by a high value critical, for a grand total of 54 HPs .
My immediate reaction was to end the run there, but I just quickly attacked with the remaining 5 characters to get a feel for whether I had been too rash in taking on that combat. Despite lacking dispel illusion and traps and not bothering to optimise tactics the others were still able to win handily so I think it was reasonable to fight.
When I play full parties of the same character class I normally have a house rule that they have to maintain a full party, which was why I had decided to end the run. However, while writing this report up I decided I didn't really need to apply that rule to this party so was minded to continue with the aim of getting my cleric to 9th level in order to raise Washout. I restarted the game to load my save up - and realised I'd quit without saving after the Iron Throne battle, so any restart will have to be from Candlekeep ...
My party also suffered a death. After considering my options for dealing with the Skeleton Lords, I eventually decided to simply move on without them. It meant that, in order to safely leave the area and rest, I would have to never let more than four characters, including my sorcerer with Invisibility, break invisibility in the next area, or else I wouldn't be able to sneak past Hareishan's goons. Fortunately, Hamadryads, Spirit Lions, Spirit Snakes, and skeletons were enough to deal with the various melee grunts in the area.
We waited out Natasha's MGOI and one of the dryads managed to charm her, allowing us to waste all of her remaining spells. I didn't bother with the ogre mage; it would have required a rest.
The mod enemies in the next area include a backstabber, a fighter, an archer with a few Arrows of Detonation, and a mage. I went out to spy on the enemies, only to have the mage use a divination spell to render everyone in the party visible. There was no way we could have slipped past Hareishan without party-wide invisibility, so we had to rest in the previous, unsafe area.
When we returned, the mod enemies had vanished from their normal places. Instead, they had teleported over to Davaeorn, which meant I had to fight all of them simultaneously.
I sent out all of my summons just to see how much they could do on their own. They didn't do much good, so I rested and returned, only to see the same lack of progress: my critters just couldn't take down the Battle Horrors before the mod fighters killed. I almost got hit by a stray Lightning Bolt, but was able to flee the area just in time, since I positioned one of my sorcerers in just the right position to leave the area almost instantly.
Pre-set traps killed some newly-spawned guards on our next try, but Davaeorn teleported next to us, blocking the exit with his guards. We baited out his Detect Invisibility spell, scouted out the remaining area, found the mod mage was safely tucked away in a corner, and discovered that we could leave via the southwestern exit as well, though it required lots of backtracking to get back to Davaeorn.
Even more guards had spawned by the time we got back, but we holed up in the southwest, summoned some critters, and one of our sorcerers, the one with Invisibility, used Magic Missiles on the Battle Horrors, finally allowing us to take one down (it helped a lot that the mod fighters and spawned guards were not helping the Battle Horrors). The mod mage's MGOI ran out and a dryad charmed him, allowing us to remove the last of the mod enemies as well as the second Battle Horror.
We left via the southwest, backtracked, and returned from the northeast (you can't go back the same way when leaving via the southwest exit). We sent in summons, Davaeorn blew up his own guards, and we started wearing him down. All the while, I had a sorcerer guiding our summons.
Until I foolishly inched him a little bit further and he failed two saves in a row against Davaeorn's Web spell. Davaeorn cast a divination spell and we lost the only sorcerer who could cast Invisibility.
I waited out the last of his buffs and decided to engage Davaeorn despite having no summons left. My Dragon Disciple slapped Davaeorn, breaking invisibility, and disrupted his next spell with their breath weapon. Davaeorn's magic resistance helped him shrug off some of our Acid Arrow spells, but we finally managed to do him in using the Seeking Sword.
Right after Davaeorn died, my sorcerers hit level 6, and Charname now has Invisibility 10' Radius, so we can continue. But it takes 225,000 XP to get my cleric to level 9, so unless I do a lot of dangerous side quests, I won't be able to get my third sorcerer back until the starting dungeon of SoD, where that Flaming Fist cleric should resurrect him automatically.
I'm not sure I'll have enough firepower to handle Sarevok without all three sorcerers.
Previous posts:
With her current levels and equipment, Iloïnen was easily able to hammer and sling down any kobolds opposing her in the Nashkel mines. I buffed up and simply attacked Mulahey until he was dead:
Back in Nashkel, Rasaad actually stole the Nimbul kill from me with an impressive crit!
The bandit camp was cleared by Iloïnen and four skeletons (plus resting), some hold person and command spells and buffs for the main tent:
Drasus' mages couldn't deal with my summons and payed the prize:
Davaeorn was thwarted by a protection from magic scroll, though Iloïnen quickly killed his battle horrors first:
In the city of Baldur's Gate, I picked up the famous helm, the tome of dexterity, wisdom and finally intelligence:
I didn't want Iloïnen to kill Quenash for her cloak - she's a ranger, after all. So I charmed the prostitute and lured Larze downstairs - it was a very unfortunate accident:
I picked up any remaining items and potions in the city that could at least be slightly useful to me (like the Shield of the Falling Stars) before luring the Iron Throne thugs downstairs into my waiting skeleton army. Iloïnen buffed up and killed the ones still remaining upstairs. Gardush was last, though I don't remember how I actually got him into this position - I propably just forgot about his existence and he followed me all the way to the back:
Candlekeep was very simple: The only thing of note was Iloïnen using protection spells to ward against fire and electricity in order to avoid trap damage and using a cloud giant strength potion + DUHM to get both tomes. I walked past any further opponents using sanctuary, as I had long since hit the experience cap (during the bandit camp battle, I think).
Tomorrow, I will report on the BG1 endgame and Korlasz' Tomb - that should get us caught up to where we're currently at.
Enuhal