Firehelm raised both Imoen and Tenya neither of whom were very impressed by Ajantis' insistance upon fighting honourably. The party then sold the loot from the Section HQ which raised their gold supply to 170,000 gp. They bought some containers to make inventory control easier but the woman who sold all of them at the FAI has disappeared so they don't have a potion bag. The party have been asked to rescue a man from the fields of the dead. He has apparently been kidnapped by orcs.
This is a quest that I haven't done before, so here's hoping that it is interesting. The sandthief ring has now been bought.
'Long-life' Challenge - Wild mage {15} (2nd and final update)
Continuing my recent tradition of 2 update runs the wild mage became the latest to fall by the wayside. I'd made generally pretty good progress into the City and started there by picking up the poison quest. In the Umberlee Temple, Jalantha was killed but rather than leaving I tried to melee the other priestesses as well. I must have got distracted talking to my son and missed an earlier lot of damage as it was a surprise when a critical proved fatal .
Firehelm has readhed the fields of the dead and discovered that though the occupants are different, the terrain is much the same as the valley of the tombs. The first cave was however inaccessible.
Freeing Reedrig turned out to be far easier than expected, probably because the party had buffed themselves before entering the cave where he was held.
The orcs near the stockade were however a different proposition and the party were relieved that none of them was killed. They were however hurt and had to rest for 16 hours to fully recover.
They then freed Pandris Falton and Vanessa.
FRESH EDIT
I've been trying to finish the Field of the Dead quests and can't get into the temple. It will have to wait.
It was now time to challenge the Iron Throne. The top floor of Iron Throne acolytes was wiped out. Some fled down a floor and were killed down there. This caused a merchant to go hostile. However we didn't kill him. Sadly both Imoen and Tenya were killed, so we took them to Aerie to raise them as she does it cheaper than the temples.
They will now have to return to the duke with the information that they have aquired.
Gold is currently just short of 400,000 gp. With so much, the gems are not being sold.
I thought I could squeeze in one more attempt today and try and focus better this time. A random selection of class produced an avenger. That's something I haven't played a lot and I was momentarily tempted to roll again - but stuck with it. Things didn't get off to an auspicious start when I mis-clicked and was bitten by a wolf at the Crossroads, but I soon got into a better rhythm with the avenger special spells making an early appearance. Shoal provided the usual jump-startbefore heading north. Tarnesh failed to break free of a web before an offering to Tenya boosted levels further. The ankheg near her also failed to struggle free from the clutches of 4 webs. Due to having low strength I'm using darts as a missile weapon, which means getting caught in my own web would potentially be even more of a threat - though less so after pulling Dushai away to have a nice talk. I intended to watch Drizzt get killed, but was careless in movement and he activated when I came into sight range. Some sirines in Beregost temple were enough for another level and a few little jobs around Beregost pushed the fast-levelling druid to level 6. I tried out call lightning for the first time on Silke - seemed to work well! Following Korax round on a basilisk hunt soon allowed another level - there was no need for Korax to help with Kirian & co though. At Durlag's Tower the battle horrors were helpless to dodge as the lightning, chromatic orbs and staff hits rained down. That was enough for level 8. At that point I was reviewing my shape changing abilities and failed to notice that one of those had cancelled free action from the ring - fortunately I only got stuck briefly against a couple of gnolls. Removing and re-equipping the ring reset the ability (I think it was the fast movement of the spider shape that caused the problem - similar sort of thing to the need to re-equip boots of speed after using free action).
Inside, the ghasts were mainly webbed, though I experimented a bit with other things as well. The fire salamander has the ability to spit 3 fire bolts - they don't do much damage, but may help save resources against some enemies. I wanted to have invisibility before tackling the basilisks on the roof so left them for now.
Zipping through the Cloud Peaks got me close to a 9th level and that was achieved by killing the Doomsayer - I wasted time there though casting lightning on it while in a web (it's immune to electricity) and needed a single wand magic missile to finish it off. Now with invisibility, I used webs to disable the basilisks at Durlags and lightning to finish them off. I also picked up the wisdom tome there, using the Greenstone Amulet for protection.
That rapid injection of XP meant not too much more was needed for a final level and that duly came in the Valley of the Tombs. I still want to get the constitution tome and loot the ankheg nest, but after that I should be about ready to kick on with the main quest.
@Grond0 So far so good. You certainly know the avenger better than I do, which is not at all.
Firehelm had the tome which was to get him into Candlekeep stolen from him. He followed the thief as far as the FAI, but the thief teleported away.
Firehelm looked in the bailey for him but couldn't find him. However he did find the container selling merchant. He bought a couple of containers and enough potions to fill the potion case. He now only has 109 gp left!! Yes he was rather extravagant, but easy come, easy go.
It's bedtime really, but like I said - there was just time to squeeze one more run in today .
At the Lighthouse I got my first instant kill from a chromatic orb. The sirines got stuck in webs and hammered by lightning. The golems struck down some nymphs pretty quickly, but went down themselves just as quick to the 4 APR of a spider shape.
Moving on to the ankheg nest, I decided to try and clear the lot using the spider without summons. It was only hit twice in total by the first 7 ankhegs, but the 8th one struck lucky and its third hit in quick succession killed me just before I could finish it off. So much for playing it safe ...
uh, @Wise_Grimwald if you can't get into Candlekeep isn't that big problem? How you are supposed to get in otherwise and get the main quest going?
It certainly is a big problem, which is why I have been following the thief.
The problem is that I am not sure where he has gone. He headed south from the gate and I caught up with him at the FAI. From there he disappeared again. I guessed that he might have headed towards Candlekeep but didn't find him on that road. I then headed for Beregost and Nashkell.
Heading for Nashkell I triggered the Stone of Askavar quest, but before spending time on that I want that tome back!
I am now going to search the FAI area thoroughly.
I just hope that there are no bugs in the mod that has introduced this problem.
If there are, it could be game breaking.
It has certainly changed the game somewhat.
Another area has appeared on the map called the Northern Citadel. I don't know whether it is somethibg to do with this tome that I need, or if it's to do with the fields of the dead, or perhaps something else entirely.
This mod set-up has certainly got me floundering a bit. (Which I like, just so long as it isn't game breaking)
EDIT
Apparently I should be ambushed again in Beregost. I haven't found the ambush yet though I did trigger the Neera encounter. I helped her but didn't let her join. I'll do that when I've got the book back.
(IF I get the book back)
Does anyone know where you find Zernan in Beregost doing the Vault Quest?
Apparently I should be ambushed again in Beregost. I haven't found the ambush yet though I did trigger the Neera encounter. I helped her but didn't let her join. I'll do that when I've got the book back.
(IF I get the book back)
Does anyone know where you find Zernan in Beregost doing the Vault Quest?
I can't find him anywhere,
Searching, I came up with a post here saying: 3)Return to Nashkel - You finish the Iron Throne building in Baldur's Gate, and talk to Duke Eltan at FF HQ. He gives you the book to go to Candlekeep, and you get transported to the BG Bridge map. Zernan the "scholar of Amn" walks up to you and tries to make a deal for the book. Say no and he will steal it (answer #3 and then answer #2) and ambushes you with his buddies then flees. The chase begins. Goto FAI map, wander over to left middle side of the map. Zernan comes up and talks and ambush number two follows, he flees. Goto Nashkel, he shows up third time with cronies, amush three. Pick up the "undeciphered note", which gives you the clue. Goto Nashkel Fair, on the right side next to the hill (4910x/1845y) there is a mysterious man who comes up and talks. (After several different tries it seems he always goes hostile no matter what answer you give him) Kill him and your journal (not your quest log) should be updated. Goto the Nashkel Mines, a fight ensues outside. Go inside and kill everything - lots of spiders and drow thieves, fighters, and a few mages. Lots of traps that cast poisonous cloud and web. I'm in the middle of it now...
Druid Power - Update 7 Corenature - level 6 fighter/level 7 druid (protagonist) Traveling with: 4 other fighter/druids, including Jaheira plus a totemic druid
The party had little trouble in chapters 5, 6, & 7 except Druidpower died to a lightning bolt trap in Candlekeep Crypts.
We definitely had trouble the final battle! I tried to do a video recording, but apparently my video recording software doesn't like BG in full screen mode, so need to do windowed next time. Because I thought I was recording, I don't have hardly any screenshots, although one screenshot I do have tells quite a bit!
So much happened, it's hard to remember the sequence of events, but the key events were these:
1) Semaj cast a chaos, and only Corenature and Jaheira made their saves. Corenature and Jaheira tried so hard to kill Semaj, but without dispelling arrows we just couldn't do it. 2) Druidpower in his wandering triggered a battle horror trap. There's a cloudkill in the center area, hurting everyone, and we have no where to go except facing Sarevok's cronies or triggering traps. Much of the party is wounded, but we all have wand of heavens and try to kill the battle horror (which we did) 3) Unfortunately by this point, Angelo and Sarevok joined the battle attacking Druidpower who died quickly, and all hell broke loose. Everyone tried wand of heavens on Angelo, but Corenature could see he needed to regroup, so he went invisible, while his brave comrades were all slain by Tazok, Sarevok and Angelo, though the party did manage to slay Angelo before they died. 4) Corenature went to Dais, healed best he could, and tried to haste and storm giant potion, as Sarevok got held by a nymph! 5) Corenature tried to melee Sarevok but was attacking slow and Tazok was killing Corenature. Corenature realized his problem - he forgot to take off his free action ring!!! Corenature removed the ring, saw some haste boots on the ground, picked them up, moved and used a haste potion, which made him faster than the still hasted Sarevok. 6) Corenature was hurt pretty badly by this point, and he knew his only chance was to kite Sarevok, shoot a +2 bullet, run quite a bit, shoot, run, etc. and hope he didn't make a pathing mistake. Incredibly my focus pays off and Corenature and friends move on to Amn!!!
Well, apparently my adventure in Amn is no easier - the game apparently thinks I didn't bother to raise my fallen friends (I had like 74,000 gold) and went all the way to Amn with them dead - quite the shock after Irenicus' torture! And Jaheira is not high enough level to cast Harper's call - hopefully she'll get enough experience in the dungeon to be able to do so, that way our gold is not shot right out of the gate.
Surprise in Amn:
Edit: And to boot, I have no usable weapon at the start - have to find a scimitar somewhere, but need to use summon weapon spells until I do get one...
Apparently I should be ambushed again in Beregost. I haven't found the ambush yet though I did trigger the Neera encounter. I helped her but didn't let her join. I'll do that when I've got the book back.
(IF I get the book back)
Does anyone know where you find Zernan in Beregost doing the Vault Quest?
I can't find him anywhere,
Searching, I came up with a post here saying: 3)Return to Nashkel - You finish the Iron Throne building in Baldur's Gate, and talk to Duke Eltan at FF HQ. He gives you the book to go to Candlekeep, and you get transported to the BG Bridge map. Zernan the "scholar of Amn" walks up to you and tries to make a deal for the book. Say no and he will steal it (answer #3 and then answer #2) and ambushes you with his buddies then flees. The chase begins. Goto FAI map, wander over to left middle side of the map. Zernan comes up and talks and ambush number two follows, he flees. Goto Nashkel, he shows up third time with cronies, amush three. Pick up the "undeciphered note", which gives you the clue. Goto Nashkel Fair, on the right side next to the hill (4910x/1845y) there is a mysterious man who comes up and talks. (After several different tries it seems he always goes hostile no matter what answer you give him) Kill him and your journal (not your quest log) should be updated. Goto the Nashkel Mines, a fight ensues outside. Go inside and kill everything - lots of spiders and drow thieves, fighters, and a few mages. Lots of traps that cast poisonous cloud and web. I'm in the middle of it now...
Does that help?
That helps a lot. I just didn't go far enough south. I would probably have got there eventually but the clues were rather vague to say the least. Another ambush on the Beregost Nashkel road would have been helpful to let players know they were on the right track.
uh, @Wise_Grimwald if you can't get into Candlekeep isn't that big problem? How you are supposed to get in otherwise and get the main quest going?
It certainly is a big problem, which is why I have been following the thief.
The problem is that I am not sure where he has gone. He headed south from the gate and I caught up with him at the FAI. From there he disappeared again. I guessed that he might have headed towards Candlekeep but didn't find him on that road. I then headed for Beregost and Nashkell.
Another area has appeared on the map called the Northern Citadel. I don't know whether it is somethibg to do with this tome that I need, or if it's to do with the fields of the dead, or perhaps something else entirely.
This mod set-up has certainly got me floundering a bit. (Which I like, just so long as it isn't game breaking)
EDIT
Apparently I should be ambushed again in Beregost. I haven't found the ambush yet though I did trigger the Neera encounter. I helped her but didn't let her join. I'll do that when I've got the book back.
(IF I get the book back)
Does anyone know where you find Zernan in Beregost doing the Vault Quest?
I can't find him anywhere,
As far as i remember you do not meet Zernan in Beregost. The order is: FAI->Nashkel (where you kill him)->Carnival (Mysterious Man, near the hill just north of where you find Branwen)->Mines. Zernan may actually not spawn in Nashkel (happened to me once or twice). In which case i'd just CLUA the book in, if i were you. It's a bug and not due to a mistake you made.
Regarding Northern Tales of the Sword Coast: you can easily screw up this mod by doing things in the wrong order.
First go kill the demon in Ulgoth's Beard, if you haven't done so allready. Otherwise Reedrig will not appear in Ulgoth's Beard. Whatever you do, do not kill him when you meet him in the cave of the Fields of the Dead. If you do, you won't be able to finish the mod.
Then do the citadel quest, this will point you to the next area. You should also talk to Nadalin at the Docks in Baldur's Gate. This will open up another area for you.
After that, it gets even more confusing;-) I have a pretty detailed walkthrough of the mod, if you don't mind the spoilers.
I killed Zernan in Nashkel and then went to the carnival. The battle there was slightly difficult. It would have been fine if I had metagamed it.
Then entered the mines and the traps caused the deaths of Tenya and Imoen.
One problem
Not enough gold to raise both of them.
I hope that I have enough loot to solve that problem.
EDIT
I did.
The party killed a swarm of kobolds to the north of the Carnival area. 28 Gnome stikkas brought in enough gold to raise Imoen.
They returned to the mine. Imoen checked for traps and disarmed it. They picked up their gear and left.
Clearly with the mine being so unforgiving the first quest to solve must be the Stone of Askavar. The other will have to wait. Askavar should bring enough gold as a buffer and by the time they return Tenya might be able to raise the dead.
Durlag's is also looking enticing.
I have found a bug in the Tenya mod. When she is killed she loses the extra spell slots that her undroppable ring should give her. She loses them when she levels up too.
@Wise_Grimwald You'll need to do Durlag's anyway, if you want to do Northern Tales of the Sword Coast. The final battles of NTotSC are challenging, to put it mildly. It's a very unforgiving mod, simply doing things in the wrong order can get you instakilled. Be warned. I really recommend reading a walkthrough.
Normally, Irenicus' dungeon is pretty routine - but not this go around. Jaheira and Corenature were getting hit hard in the dungeon, but weren't hitting hard back. We used up huge amount of heal potions. Ilyich nearly ended the run, Jaheira died, and Corenature only escaped by a haste potion. Looting was a big problem, as my rule is no bag of holding unless solo.
Once Corenature was alone, his priority was to get out of the dungeon, and loot any high value items if can be done safely. Corenature rested a ton, and only his mass of summons enabled him to escape the dungeon alive. He intentionally did not engage the mages in the dungeon, as he probably would have died. For the trapped posts, he skirted the edge of the area to not trip them.
He was relieved to escape the dungeon. Unfortunately, Jaheira still wasn't high enough to use Harper's call to get my groupmates back, and I didn't want to lose so much gold to resurrect them. So what to do?
This is what I did to get Jaheira high enough: 1) We solved circus problem, very carefully 2) Got hit with Suni Suna ambush - was difficult, but Corenature managed to get both miscast magic and insects on the mage, and that enabled victory. 3) Avenged Wellyn and returned his bear.
We rested/raised/equipped - finally at long last, Corenature's friends are re-united with him!
So, last time we tried and failed to kill Kangaxx using PfU scrolls. On the assumption that the demi-lich would only use imprisonment, Inspiro could protect himself with spell immunity, while Laraum could use the simmy from Vhailor's Helm to provide PfM.
Inspiro was still a level short of being able to cast 5th level spells though, so we looked around for other things to do in the area. Laraum indulged himself in his favorite pastime of slicing mages in order to get entry to the Harpers' compound to find 'Montaron'. After completing that he headed for Rayic Gethras, but found a bunch of mephits blocking the way. Without elemental protections he was taking damage fast, so Inspiro had the huge joy of dropping a skull trap on top of his companion while proclaiming loudly that was done for purely logical reasons. He did learn the protection from magic energy scroll found there, so he might actually be able to protect Laraum against skull traps in a few more levels (if he remembers to do so of course ). Upstairs, Laraum successfully dispelled Rayic and his life was measured in bare seconds after that.Mae'Var's assassins then failed to make much impression on Laraum. We'd already started the Fallen Paladins quest and, though Inspiro could now cast a 5th level spell, he decided to complete that next. A skull trap there didn't make too much impression on the paladins and Laraum got low on HPs - taking a couple of minor healing potions towards the end of the battle. Inspiro didn't yet know Spell Immunity and therefore led the way to the Graveyard, where Pai'Na had taken the poor decision to hide not only the desired scroll, but some headgear for Inspiro as well.I think Inspiro's only been learning just over half his attempted spells in this run, which with an intelligence starting at 18 and boosted by tome to 19 is extremely poor. He did succeed with Spell Immunity though to set up an attempt on Kangaxx.
As we weren't totally sure PfM would work in v2.5, Inspiro led the way and soaked up imprisonment attempts from Kangaxx while hacking away with Daystar. Everything seemed to be going smoothly when Kangaxx's morale broke and he tried to run, but found Inspiro in his path - he lashed out physically to try and push him aside and managed to paralyze the skald . Suddenly things were not going smoothly at all, as Inspiro's Spell Immunity wouldn't last long and it wouldn't be pleasant if Kangaxx then recovered his morale when next to him. Fortunately Inspiro regained control before Kangaxx did and moved over to the door while passing Daystar to Laraum to have a go. Even after taking an oil of speed he found it difficult to hit the fleeing demi-lich, but eventually Kangaxx recovered his senses and settled in to trying (and failing) to imprison Laraum. There were no more glitches and Laraum was able to grab the Ring of Gaxx. With the extra AC benefit and regeneration he will be even more of a menace to evil everywhere next time ...
Inspiro, Skald 14, 75 HPs (incl. 6 from ioun stone), 134 kills (+149 in BG1) Laraum, Inquisitor 10, 133 HPs (incl. 5 from helm; 10 from bracers), 174 kills (+313 in BG1), 3 deaths
Trio Update Yeldon - cleric/ranger, protagonist (corey_russell) Denko - dark moon monk (Gate70) Keras - kensai (Grond0)
The Trio is still going. This group hits hard, but having glass cannons in the party that almost never use heal potions means the glass cannons died 3 times this session.
We did however make a lot of ground:
1) The party went to get the Ankheg armor in Nashkel but Denko got slaughtered in a nasty bandit archer ambush, and even Keras barely escaped alive. After raising him, we did in fact make it to Nashkel and get that armor. 2) Yeldon was thinking the bracers of dexterity might be nice for Keras, except one problem: Kensais can't use bracers. Yeldon was going eventually to buy the full plate so we went that route anyways, of course helping the boy with his lost dog problem, dealing with Kaldo and Krumm for the dryad, and returning a dead cat to a little girl. No problems at the Gnoll fortress. 3) A stop was made by the Xvart Village to get the magical flail for Yeldon. The glass cannons came close to dying, but they managed to hang on and stay alive. 4) By this point, the party was tough enough to take on the Basilisks - at least that's what Yeldon thought. However, we ran into trouble before we had even made it to the basilisks map, as the party got separated on the Beregost Temple map and had enemies everywhere. The party eventually found each other and rather than face maybe 2 dozen enemies we zoned out of there. 5) Yeldon was the lead man on the basilisk map, but he doesn't know Grond0's and Gate70's usual plan of attack, so had to be talked through it. For the very first basilisk Gate70 attacked too soon and got petrified. Luckily Keras had a StF scroll and we used that to put Denko back in action. 6) We were almost done killing all basilisks on the map, when Yeldon got spotted by Mutamutin. To protect his friends, Yeldon got in the basilisk's face, but this meant his friends had to deal with Mutamutin on their own. They couldn't quite do it, and Keras fell, although by this point Yeldon came to the rescue and helped finish off Mutamutin. 7) Yeldon was able to loot all of Keras equipment (not that a Kensai carries much of that) and the party raised their friend at Beregost Temple.
It was decided to heal up by resting at the Jovial Juggler. We saved our session there, to be continued next week.
The druids continue their quest. At one point we had a lot of gold and splurged for the hill giant belt and Fortress Shield for April - this way at least one party member can carry good armor loot, as well as party's armor if people die. But it made us poor again.
* Mencar's gang - we used our best summons, guided by Farsight spell (love that spell) to guide them to the enemies, especially take out their mage quick (which they did). Then the party assisted and it was a nice mop up - the full plate was welcome upgrade for the party.
* Jaheira's curse - Jaheira got cursed early thanks to us helping Renfeld, so we battled Ployer and his mage goons. We did max buffs, but insect plague was the main reason of our victory.
* Hendak & Slaver ship - thanks to our summons mostly and our insects, this went pretty well, although the traps were a big pain. Here's a screenie of our battle with the slaver wizards and their friends:
* Captain Dennis - we did max buffs and our best offensive spells and summons, but extremely difficult even so. Two party members died. But it was worth it, as all fighter/druids now wear full plate.. We raised our fallen, equipped, then tried to catch the Tanner.
* Tanner/rune assassins - interesting enough, the traps did far more damage than the rune assassins, and in fact the traps nearly killed Druidpower, though he barely managed to hold together.
The party has arrived in Trademeet. Our primary goal here is to get good druid weapons as well as the Shield of Harmony, The quest continues!
@Wise_Grimwald You'll need to do Durlag's anyway, if you want to do Northern Tales of the Sword Coast. The final battles of NTotSC are challenging, to put it mildly. It's a very unforgiving mod, simply doing things in the wrong order can get you instakilled. Be warned. I really recommend reading a walkthrough.
Thanks for your advice. Firehelm has now finished the Stone of Askavar Quest. Do you recommend Durlag or going down into Nashkel Mines again first?
My run had been optimized towards getting a strong canon party. My planning did serve me well, and I started on solid ground. But the actual execution of the gameplay didnt work well.
It did go well in the beginning. Protection from undead on Khalid wielding the Harrower +1 is not a bad combo.
But my fight against the mercenaries and Korlaszs posse didnt play out as hoped and planned:
Khalid had to drink from Durlags goblet, Dynaheir died and Minsc almost died. But thanks to the flaming fist healer we pulled through.
Back at the ducal palace Korlasz gave me A brief scare when she broke out and caught me on my heals and alone
In the end she died. The rest of the city went well though.
At the first camp I ended in more problems. The gargantuan spiders killed Minsc and Safana - and the party was in need of constant care and healing. Thank God for Mizhena.
The minor fight at the bridge again caught me by surprise and it nearly ended my run.
The parley saved the run... nuff said.
Pushing my luck I decided to do the dwarves of Dumathion quest. Minsc only died 3 times and Dynaheir once. Ok was left with 1 digit HP for the second and third time in SoD so things werent to pretty..
The lich was no big deal thanks to the secret revealed.
I was kean on adding Jaheira and Voghlin. Things did improve after that, but the minimaps where you are waylaid and the troll caves did cost us some casualties.
In the end Ok reached level 9 and GM in daggers. a sweat spot for a kensai
The spider cave by the temple of bhall was easily cleared
My overconfidence did cost me in the end. The young sleeping dragon should be no problem for a level 9 kensai with GM in daggers... but it was. The dragon woke, and advanced on my character... and endes the run. Back to scratch
Ps. @Wise_Grimwald I would do Durlags before Nashkel. The fights in the mine is pretty hard as I recall
@StummvonBordwehr Very sad. At least you died fighting a dragon. Nothing to be ashamed of. I remember once being killed by a kobold! That WAS embarassing!
Thanks for the advice.
IF I survive Dulag's I will then have the option of the "Return to Nashkel Mines" or "The Drizzt Saga."
Anything give you the idea that I like making things difficult?
Probably a good thing that the experience cap is higher than the norm of 161,000. I haven't even got to that figure yet though.
@Wise_Grimwald You'll need to do Durlag's anyway, if you want to do Northern Tales of the Sword Coast. The final battles of NTotSC are challenging, to put it mildly. It's a very unforgiving mod, simply doing things in the wrong order can get you instakilled. Be warned. I really recommend reading a walkthrough.
Thanks for your advice. Firehelm has now finished the Stone of Askavar Quest. Do you recommend Durlag or going down into Nashkel Mines again first?
I'd go for Durlag's Tower, then Drizzt Saga, probably skipping the lich, if i was doing a no reload. You can easily cheese the last boss of Drizzt Saga. After finishing Durlag's and Drizzt Saga you're basically a demigod. You'll still want to be a bit careful in NTotSC though. There's a very, very nasty trap which will instakill your party if you don't have the right key.
Firehelm returned to Durlag's and gave the wine to Love. Sadly his usual method of weakening the warders didn't work. Clearly EE has changed the game somewhat. Firehelm led three of the warders into the cloudkill area before quaffing an invisibility potion. Whilst there was some invulnerability in the past it was not total and usually some of the warders were brought to the brink of death. Now they all appear to be totally invulnerable to it. Meanwhile Avarice had sneaked up on Imoen and he kiled her before being killed himself.
However one of the warders had on his body a girdle of hill giant strength which was given to Ajantis as the weakest tank.
The party returned to civilisation to raise Imoen and now they are set to return.
The party continues to make great progress. We have completed Umar Hills quest, D'Arnise Keep, Trademeet, 1st Level of Watcher's Keep, among others.
Before engaging Tarnor the Hatchetman's gang, we had buffed all of us with death ward and chaotic commands, as well as summoned 5 fire elementals. The elementals tried their best to assassinate Gaius (they couldn't). Then the party moved up, put up 5 entangles, then hit the enemy with dooms, plague of insects and lots of the basic insects, as well as replenishing our summons as they died. The battle raged a while, but Tarnor's gang was unable to kill a single druid.
At D'Arnise Keep, we used the blackblood club and lots of flame blades to kill the trolls. Since the fighter/druids all have full plate, the trolls weren't too much trouble. We had a summoned army against Torgal, and he could not stand against us
The main reason we stopped by Watcher's Keep is we wanted the Crimson Dart so we had a +3 ranged weapon. We had purchased a storm giant potion from roger, plus Corenature's DUHM was able to get the dart. While here, we destroyed everything 1st level. Was surprised but our fire elementals were abl to kill one guardian golem on their own, taking only one casualty.
We will tackle Windspear Hills next, then we'll take on the Planar Sphere. The party is extremely powerful now, with good defensive spells and huge army of summons. I know I have to be careful though, as it would take is one bit of carelessness to put my party at risk, we still have relatively poor saves as half-elves.
Firehelm's party has defeated the four areas that should send him to the chess board. However it isn't happening. Any ideas? The correct number of invisible stalkers was killed and just to make sure I saved the game in the area where they occur.
To be doubly certain, I cast dispell invisibility.
Is there some variable that I can change in EE Keeper to make the teleportation work correctly?
I have returned again and again to those areas to ensure that the hostile creatures are all dead.
I don't want to use "MoveToArea" as the characters wouldn't end up in the correct places.
I didn't talk to Ike before going to Durlag's. Would that make a difference?
Apparently @Wise_Grimwald many people have had trouble being teleported to the chessboard in EE as evidenced by this thread. The thread claims loading from the auto-save worked for one person, don't know if that will work for you.
I didn't talk to Ike before going to Durlag's. Would that make a difference?
Not at all. My BGT install has the trigger on the master area that leads to the elemental realms, but in the EE, the script that does that is in the Cold room for some odd reason. I am not sure how the EE works, but if
these conditions are met, you will be teleported. The conditions are that all of the following creatures are dead: Air Aspect, Phoenix Soldier, Kaldran the Bear and Fission Slime.
Is there some variable that I can change in EE Keeper to make the teleportation work correctly?
SPRITE_IS_DEADAIRASPEC, SPRITE_IS_DEADKALDRAN, SPRITE_IS_DEADPHOENIX and SPRITE_IS_DEADJELLSPA should all be at least 1. If they all exist and are nonzero, you could try setting them back to 1 and going back to the Cold room, since at least in v2.3 that's where the check is made, unless this works in some other way I am not aware of.
Comments
Firehelm raised both Imoen and Tenya neither of whom were very impressed by Ajantis' insistance upon fighting honourably. The party then sold the loot from the Section HQ which raised their gold supply to 170,000 gp. They bought some containers to make inventory control easier but the woman who sold all of them at the FAI has disappeared so they don't have a potion bag. The party have been asked to rescue a man from the fields of the dead. He has apparently been kidnapped by orcs.
This is a quest that I haven't done before, so here's hoping that it is interesting. The sandthief ring has now been bought.
Continuing my recent tradition of 2 update runs the wild mage became the latest to fall by the wayside. I'd made generally pretty good progress into the City and started there by picking up the poison quest. In the Umberlee Temple, Jalantha was killed but rather than leaving I tried to melee the other priestesses as well. I must have got distracted talking to my son and missed an earlier lot of damage as it was a surprise when a critical proved fatal .
Firehelm has readhed the fields of the dead and discovered that though the occupants are different, the terrain is much the same as the valley of the tombs. The first cave was however inaccessible.
Freeing Reedrig turned out to be far easier than expected, probably because the party had buffed themselves before entering the cave where he was held.
The orcs near the stockade were however a different proposition and the party were relieved that none of them was killed. They were however hurt and had to rest for 16 hours to fully recover.
They then freed Pandris Falton and Vanessa.
FRESH EDIT
I've been trying to finish the Field of the Dead quests and can't get into the temple. It will have to wait.It was now time to challenge the Iron Throne. The top floor of Iron Throne acolytes was wiped out. Some fled down a floor and were killed down there. This caused a merchant to go hostile. However we didn't kill him. Sadly both Imoen and Tenya were killed, so we took them to Aerie to raise them as she does it cheaper than the temples.
They will now have to return to the duke with the information that they have aquired.
Gold is currently just short of 400,000 gp. With so much, the gems are not being sold.
I thought I could squeeze in one more attempt today and try and focus better this time. A random selection of class produced an avenger. That's something I haven't played a lot and I was momentarily tempted to roll again - but stuck with it. Things didn't get off to an auspicious start when I mis-clicked and was bitten by a wolf at the Crossroads, but I soon got into a better rhythm with the avenger special spells making an early appearance.
Shoal provided the usual jump-startbefore heading north. Tarnesh failed to break free of a web before an offering to Tenya boosted levels further. The ankheg near her also failed to struggle free from the clutches of 4 webs.
Due to having low strength I'm using darts as a missile weapon, which means getting caught in my own web would potentially be even more of a threat - though less so after pulling Dushai away to have a nice talk.
I intended to watch Drizzt get killed, but was careless in movement and he activated when I came into sight range.
Some sirines in Beregost temple were enough for another level and a few little jobs around Beregost pushed the fast-levelling druid to level 6. I tried out call lightning for the first time on Silke - seemed to work well!
Following Korax round on a basilisk hunt soon allowed another level - there was no need for Korax to help with Kirian & co though.
At Durlag's Tower the battle horrors were helpless to dodge as the lightning, chromatic orbs and staff hits rained down. That was enough for level 8. At that point I was reviewing my shape changing abilities and failed to notice that one of those had cancelled free action from the ring - fortunately I only got stuck briefly against a couple of gnolls. Removing and re-equipping the ring reset the ability (I think it was the fast movement of the spider shape that caused the problem - similar sort of thing to the need to re-equip boots of speed after using free action).
Inside, the ghasts were mainly webbed, though I experimented a bit with other things as well. The fire salamander has the ability to spit 3 fire bolts - they don't do much damage, but may help save resources against some enemies. I wanted to have invisibility before tackling the basilisks on the roof so left them for now.
Zipping through the Cloud Peaks got me close to a 9th level and that was achieved by killing the Doomsayer - I wasted time there though casting lightning on it while in a web (it's immune to electricity) and needed a single wand magic missile to finish it off.
Now with invisibility, I used webs to disable the basilisks at Durlags and lightning to finish them off. I also picked up the wisdom tome there, using the Greenstone Amulet for protection.
That rapid injection of XP meant not too much more was needed for a final level and that duly came in the Valley of the Tombs.
I still want to get the constitution tome and loot the ankheg nest, but after that I should be about ready to kick on with the main quest.
Avenger L10, 72 HPs, 177 kills
Firehelm had the tome which was to get him into Candlekeep stolen from him. He followed the thief as far as the FAI, but the thief teleported away.
Firehelm looked in the bailey for him but couldn't find him. However he did find the container selling merchant. He bought a couple of containers and enough potions to fill the potion case. He now only has 109 gp left!! Yes he was rather extravagant, but easy come, easy go.
Previous updates:
It's bedtime really, but like I said - there was just time to squeeze one more run in today .
At the Lighthouse I got my first instant kill from a chromatic orb. The sirines got stuck in webs and hammered by lightning. The golems struck down some nymphs pretty quickly, but went down themselves just as quick to the 4 APR of a spider shape.
Moving on to the ankheg nest, I decided to try and clear the lot using the spider without summons. It was only hit twice in total by the first 7 ankhegs, but the 8th one struck lucky and its third hit in quick succession killed me just before I could finish it off. So much for playing it safe ... It's certainly a strong performer - multiple webs are so vicious . Though of course any character is only as strong as the player managing it .
The problem is that I am not sure where he has gone. He headed south from the gate and I caught up with him at the FAI. From there he disappeared again. I guessed that he might have headed towards Candlekeep but didn't find him on that road. I then headed for Beregost and Nashkell.
Heading for Nashkell I triggered the Stone of Askavar quest, but before spending time on that I want that tome back!
I am now going to search the FAI area thoroughly.
I just hope that there are no bugs in the mod that has introduced this problem.
If there are, it could be game breaking.
It has certainly changed the game somewhat.
Another area has appeared on the map called the Northern Citadel. I don't know whether it is somethibg to do with this tome that I need, or if it's to do with the fields of the dead, or perhaps something else entirely.
This mod set-up has certainly got me floundering a bit. (Which I like, just so long as it isn't game breaking)
EDIT
Apparently I should be ambushed again in Beregost. I haven't found the ambush yet though I did trigger the Neera encounter. I helped her but didn't let her join. I'll do that when I've got the book back.(IF I get the book back)
Does anyone know where you find Zernan in Beregost doing the Vault Quest?
I can't find him anywhere,
3)Return to Nashkel - You finish the Iron Throne building in Baldur's Gate, and talk to Duke Eltan at FF HQ. He gives you the book to go to Candlekeep, and you get transported to the BG Bridge map. Zernan the "scholar of Amn" walks up to you and tries to make a deal for the book. Say no and he will steal it (answer #3 and then answer #2) and ambushes you with his buddies then flees. The chase begins. Goto FAI map, wander over to left middle side of the map. Zernan comes up and talks and ambush number two follows, he flees. Goto Nashkel, he shows up third time with cronies, amush three. Pick up the "undeciphered note", which gives you the clue. Goto Nashkel Fair, on the right side next to the hill (4910x/1845y) there is a mysterious man who comes up and talks. (After several different tries it seems he always goes hostile no matter what answer you give him) Kill him and your journal (not your quest log) should be updated. Goto the Nashkel Mines, a fight ensues outside. Go inside and kill everything - lots of spiders and drow thieves, fighters, and a few mages. Lots of traps that cast poisonous cloud and web. I'm in the middle of it now...
Does that help?
Corenature - level 6 fighter/level 7 druid (protagonist)
Traveling with: 4 other fighter/druids, including Jaheira plus a totemic druid
The party had little trouble in chapters 5, 6, & 7 except Druidpower died to a lightning bolt trap in Candlekeep Crypts.
We definitely had trouble the final battle! I tried to do a video recording, but apparently my video recording software doesn't like BG in full screen mode, so need to do windowed next time. Because I thought I was recording, I don't have hardly any screenshots, although one screenshot I do have tells quite a bit!
So much happened, it's hard to remember the sequence of events, but the key events were these:
1) Semaj cast a chaos, and only Corenature and Jaheira made their saves. Corenature and Jaheira tried so hard to kill Semaj, but without dispelling arrows we just couldn't do it.
2) Druidpower in his wandering triggered a battle horror trap. There's a cloudkill in the center area, hurting everyone, and we have no where to go except facing Sarevok's cronies or triggering traps. Much of the party is wounded, but we all have wand of heavens and try to kill the battle horror (which we did)
3) Unfortunately by this point, Angelo and Sarevok joined the battle attacking Druidpower who died quickly, and all hell broke loose. Everyone tried wand of heavens on Angelo, but Corenature could see he needed to regroup, so he went invisible, while his brave comrades were all slain by Tazok, Sarevok and Angelo, though the party did manage to slay Angelo before they died.
4) Corenature went to Dais, healed best he could, and tried to haste and storm giant potion, as Sarevok got held by a nymph!
5) Corenature tried to melee Sarevok but was attacking slow and Tazok was killing Corenature. Corenature realized his problem - he forgot to take off his free action ring!!! Corenature removed the ring, saw some haste boots on the ground, picked them up, moved and used a haste potion, which made him faster than the still hasted Sarevok.
6) Corenature was hurt pretty badly by this point, and he knew his only chance was to kite Sarevok, shoot a +2 bullet, run quite a bit, shoot, run, etc. and hope he didn't make a pathing mistake. Incredibly my focus pays off and Corenature and friends move on to Amn!!!
I hope BG 2 fares better lol.
Surprise in Amn:
Edit:
And to boot, I have no usable weapon at the start - have to find a scimitar somewhere, but need to use summon weapon spells until I do get one...
Regarding Northern Tales of the Sword Coast: you can easily screw up this mod by doing things in the wrong order.
First go kill the demon in Ulgoth's Beard, if you haven't done so allready. Otherwise Reedrig will not appear in Ulgoth's Beard. Whatever you do, do not kill him when you meet him in the cave of the Fields of the Dead. If you do, you won't be able to finish the mod.
Then do the citadel quest, this will point you to the next area. You should also talk to Nadalin at the Docks in Baldur's Gate. This will open up another area for you.
After that, it gets even more confusing;-) I have a pretty detailed walkthrough of the mod, if you don't mind the spoilers.
Thanks for the information.
I killed Zernan in Nashkel and then went to the carnival. The battle there was slightly difficult. It would have been fine if I had metagamed it.
Then entered the mines and the traps caused the deaths of Tenya and Imoen.
One problem
Not enough gold to raise both of them.
I hope that I have enough loot to solve that problem.
EDIT
I did.The party killed a swarm of kobolds to the north of the Carnival area. 28 Gnome stikkas brought in enough gold to raise Imoen.
They returned to the mine. Imoen checked for traps and disarmed it. They picked up their gear and left.
Clearly with the mine being so unforgiving the first quest to solve must be the Stone of Askavar. The other will have to wait. Askavar should bring enough gold as a buffer and by the time they return Tenya might be able to raise the dead.
Durlag's is also looking enticing.
I have found a bug in the Tenya mod. When she is killed she loses the extra spell slots that her undroppable ring should give her. She loses them when she levels up too.
Corenature - half-elf fighter/druid, Protagonist
April, Naturesfury, Natureswrath - half-elf fighter/druids (dead)
Druidpower - half-elf totemic druid (dead)
Traveling with: Jaheira
Normally, Irenicus' dungeon is pretty routine - but not this go around. Jaheira and Corenature were getting hit hard in the dungeon, but weren't hitting hard back. We used up huge amount of heal potions. Ilyich nearly ended the run, Jaheira died, and Corenature only escaped by a haste potion. Looting was a big problem, as my rule is no bag of holding unless solo.
Once Corenature was alone, his priority was to get out of the dungeon, and loot any high value items if can be done safely. Corenature rested a ton, and only his mass of summons enabled him to escape the dungeon alive. He intentionally did not engage the mages in the dungeon, as he probably would have died. For the trapped posts, he skirted the edge of the area to not trip them.
He was relieved to escape the dungeon. Unfortunately, Jaheira still wasn't high enough to use Harper's call to get my groupmates back, and I didn't want to lose so much gold to resurrect them. So what to do?
This is what I did to get Jaheira high enough:
1) We solved circus problem, very carefully
2) Got hit with Suni Suna ambush - was difficult, but Corenature managed to get both miscast magic and insects on the mage, and that enabled victory.
3) Avenged Wellyn and returned his bear.
We rested/raised/equipped - finally at long last, Corenature's friends are re-united with him!
We will try to free Hendak next.
Inspiro (human skald, Grond0); Laraum (human inquisitor, Gate70)
Previous updates:
https://forums.beamdog.com/discussion/comment/999191/#Comment_999191
https://forums.beamdog.com/discussion/comment/1000717/#Comment_1000717
https://forums.beamdog.com/discussion/comment/1001346/#Comment_1001346
https://forums.beamdog.com/discussion/comment/1002202/#Comment_1002202
https://forums.beamdog.com/discussion/comment/1003027/#Comment_1003027
So, last time we tried and failed to kill Kangaxx using PfU scrolls. On the assumption that the demi-lich would only use imprisonment, Inspiro could protect himself with spell immunity, while Laraum could use the simmy from Vhailor's Helm to provide PfM.
Inspiro was still a level short of being able to cast 5th level spells though, so we looked around for other things to do in the area. Laraum indulged himself in his favorite pastime of slicing mages in order to get entry to the Harpers' compound to find 'Montaron'. After completing that he headed for Rayic Gethras, but found a bunch of mephits blocking the way. Without elemental protections he was taking damage fast, so Inspiro had the huge joy of dropping a skull trap on top of his companion while proclaiming loudly that was done for purely logical reasons. He did learn the protection from magic energy scroll found there, so he might actually be able to protect Laraum against skull traps in a few more levels (if he remembers to do so of course ). Upstairs, Laraum successfully dispelled Rayic and his life was measured in bare seconds after that.Mae'Var's assassins then failed to make much impression on Laraum.
We'd already started the Fallen Paladins quest and, though Inspiro could now cast a 5th level spell, he decided to complete that next. A skull trap there didn't make too much impression on the paladins and Laraum got low on HPs - taking a couple of minor healing potions towards the end of the battle.
Inspiro didn't yet know Spell Immunity and therefore led the way to the Graveyard, where Pai'Na had taken the poor decision to hide not only the desired scroll, but some headgear for Inspiro as well.I think Inspiro's only been learning just over half his attempted spells in this run, which with an intelligence starting at 18 and boosted by tome to 19 is extremely poor. He did succeed with Spell Immunity though to set up an attempt on Kangaxx.
As we weren't totally sure PfM would work in v2.5, Inspiro led the way and soaked up imprisonment attempts from Kangaxx while hacking away with Daystar. Everything seemed to be going smoothly when Kangaxx's morale broke and he tried to run, but found Inspiro in his path - he lashed out physically to try and push him aside and managed to paralyze the skald . Suddenly things were not going smoothly at all, as Inspiro's Spell Immunity wouldn't last long and it wouldn't be pleasant if Kangaxx then recovered his morale when next to him. Fortunately Inspiro regained control before Kangaxx did and moved over to the door while passing Daystar to Laraum to have a go. Even after taking an oil of speed he found it difficult to hit the fleeing demi-lich, but eventually Kangaxx recovered his senses and settled in to trying (and failing) to imprison Laraum. There were no more glitches and Laraum was able to grab the Ring of Gaxx. With the extra AC benefit and regeneration he will be even more of a menace to evil everywhere next time ...
Inspiro, Skald 14, 75 HPs (incl. 6 from ioun stone), 134 kills (+149 in BG1)
Laraum, Inquisitor 10, 133 HPs (incl. 5 from helm; 10 from bracers), 174 kills (+313 in BG1), 3 deaths
Yeldon - cleric/ranger, protagonist (corey_russell)
Denko - dark moon monk (Gate70)
Keras - kensai (Grond0)
The Trio is still going. This group hits hard, but having glass cannons in the party that almost never use heal potions means the glass cannons died 3 times this session.
We did however make a lot of ground:
1) The party went to get the Ankheg armor in Nashkel but Denko got slaughtered in a nasty bandit archer ambush, and even Keras barely escaped alive. After raising him, we did in fact make it to Nashkel and get that armor.
2) Yeldon was thinking the bracers of dexterity might be nice for Keras, except one problem: Kensais can't use bracers. Yeldon was going eventually to buy the full plate so we went that route anyways, of course helping the boy with his lost dog problem, dealing with Kaldo and Krumm for the dryad, and returning a dead cat to a little girl. No problems at the Gnoll fortress.
3) A stop was made by the Xvart Village to get the magical flail for Yeldon. The glass cannons came close to dying, but they managed to hang on and stay alive.
4) By this point, the party was tough enough to take on the Basilisks - at least that's what Yeldon thought. However, we ran into trouble before we had even made it to the basilisks map, as the party got separated on the Beregost Temple map and had enemies everywhere. The party eventually found each other and rather than face maybe 2 dozen enemies we zoned out of there.
5) Yeldon was the lead man on the basilisk map, but he doesn't know Grond0's and Gate70's usual plan of attack, so had to be talked through it. For the very first basilisk Gate70 attacked too soon and got petrified. Luckily Keras had a StF scroll and we used that to put Denko back in action.
6) We were almost done killing all basilisks on the map, when Yeldon got spotted by Mutamutin. To protect his friends, Yeldon got in the basilisk's face, but this meant his friends had to deal with Mutamutin on their own. They couldn't quite do it, and Keras fell, although by this point Yeldon came to the rescue and helped finish off Mutamutin.
7) Yeldon was able to loot all of Keras equipment (not that a Kensai carries much of that) and the party raised their friend at Beregost Temple.
It was decided to heal up by resting at the Jovial Juggler. We saved our session there, to be continued next week.
Corenature - half-elf fighter/druid (protagonist)
Traveling with: April, Naturesfury, Natureswrath - half-elf fighter druids & Druidpower - totemic druid
The druids continue their quest. At one point we had a lot of gold and splurged for the hill giant belt and Fortress Shield for April - this way at least one party member can carry good armor loot, as well as party's armor if people die. But it made us poor again.
* Mencar's gang - we used our best summons, guided by Farsight spell (love that spell) to guide them to the enemies, especially take out their mage quick (which they did). Then the party assisted and it was a nice mop up - the full plate was welcome upgrade for the party.
* Jaheira's curse - Jaheira got cursed early thanks to us helping Renfeld, so we battled Ployer and his mage goons. We did max buffs, but insect plague was the main reason of our victory.
* Hendak & Slaver ship - thanks to our summons mostly and our insects, this went pretty well, although the traps were a big pain. Here's a screenie of our battle with the slaver wizards and their friends:
* Captain Dennis - we did max buffs and our best offensive spells and summons, but extremely difficult even so. Two party members died. But it was worth it, as all fighter/druids now wear full plate.. We raised our fallen, equipped, then tried to catch the Tanner.
* Tanner/rune assassins - interesting enough, the traps did far more damage than the rune assassins, and in fact the traps nearly killed Druidpower, though he barely managed to hold together.
The party has arrived in Trademeet. Our primary goal here is to get good druid weapons as well as the Shield of Harmony, The quest continues!
Ok 93 - final update
My run had been optimized towards getting a strong canon party. My planning did serve me well, and I started on solid ground. But the actual execution of the gameplay didnt work well.It did go well in the beginning. Protection from undead on Khalid wielding the Harrower +1 is not a bad combo.
But my fight against the mercenaries and Korlaszs posse didnt play out as hoped and planned:
Khalid had to drink from Durlags goblet, Dynaheir died and Minsc almost died.
But thanks to the flaming fist healer we pulled through.
Back at the ducal palace Korlasz gave me A brief scare when she broke out and caught me on my heals and alone
The rest of the city went well though.
At the first camp I ended in more problems. The gargantuan spiders killed Minsc and Safana - and the party was in need of constant care and healing. Thank God for Mizhena.
The minor fight at the bridge again caught me by surprise and it nearly ended my run.
The parley saved the run... nuff said.
Pushing my luck I decided to do the dwarves of Dumathion quest. Minsc only died 3 times and Dynaheir once. Ok was left with 1 digit HP for the second and third time in SoD so things werent to pretty..
The lich was no big deal thanks to the secret revealed.
I was kean on adding Jaheira and Voghlin. Things did improve after that, but the minimaps where you are waylaid and the troll caves did cost us some casualties.
In the end Ok reached level 9 and GM in daggers. a sweat spot for a kensai
The spider cave by the temple of bhall was easily cleared
My overconfidence did cost me in the end.
The young sleeping dragon should be no problem for a level 9 kensai with GM in daggers... but it was. The dragon woke, and advanced on my character... and endes the run. Back to scratch
Ps. @Wise_Grimwald
I would do Durlags before Nashkel. The fights in the mine is pretty hard as I recall
Thanks for the advice.
IF I survive Dulag's I will then have the option of the "Return to Nashkel Mines" or "The Drizzt Saga."
Anything give you the idea that I like making things difficult?
Probably a good thing that the experience cap is higher than the norm of 161,000. I haven't even got to that figure yet though.
However one of the warders had on his body a girdle of hill giant strength which was given to Ajantis as the weakest tank.
The party returned to civilisation to raise Imoen and now they are set to return.
Corenature - half-elf fighter/druid (protagonist)
Traveling with: April, Naturesfury, Jaheira, Natureswrath - half-elf fighter druids & Druidpower - totemic druid
The party continues to make great progress. We have completed Umar Hills quest, D'Arnise Keep, Trademeet, 1st Level of Watcher's Keep, among others.
Before engaging Tarnor the Hatchetman's gang, we had buffed all of us with death ward and chaotic commands, as well as summoned 5 fire elementals. The elementals tried their best to assassinate Gaius (they couldn't). Then the party moved up, put up 5 entangles, then hit the enemy with dooms, plague of insects and lots of the basic insects, as well as replenishing our summons as they died. The battle raged a while, but Tarnor's gang was unable to kill a single druid.
At D'Arnise Keep, we used the blackblood club and lots of flame blades to kill the trolls. Since the fighter/druids all have full plate, the trolls weren't too much trouble. We had a summoned army against Torgal, and he could not stand against us
The main reason we stopped by Watcher's Keep is we wanted the Crimson Dart so we had a +3 ranged weapon. We had purchased a storm giant potion from roger, plus Corenature's DUHM was able to get the dart. While here, we destroyed everything 1st level. Was surprised but our fire elementals were abl to kill one guardian golem on their own, taking only one casualty.
We will tackle Windspear Hills next, then we'll take on the Planar Sphere. The party is extremely powerful now, with good defensive spells and huge army of summons. I know I have to be careful though, as it would take is one bit of carelessness to put my party at risk, we still have relatively poor saves as half-elves.
Will keep at it.
To be doubly certain, I cast dispell invisibility.
Is there some variable that I can change in EE Keeper to make the teleportation work correctly?
I have returned again and again to those areas to ensure that the hostile creatures are all dead.
I don't want to use "MoveToArea" as the characters wouldn't end up in the correct places.
I didn't talk to Ike before going to Durlag's. Would that make a difference?
The conditions are that all of the following creatures are dead: Air Aspect, Phoenix Soldier, Kaldran the Bear and Fission Slime. SPRITE_IS_DEADAIRASPEC, SPRITE_IS_DEADKALDRAN, SPRITE_IS_DEADPHOENIX and SPRITE_IS_DEADJELLSPA should all be at least 1. If they all exist and are nonzero, you could try setting them back to 1 and going back to the Cold room, since at least in v2.3 that's where the check is made, unless this works in some other way I am not aware of.
Try this:
Can I ask about the rules of this thread? Am I able to post a No-Reload run even if I have a heavily modded version of the game?