It's interesting and refreshing to read about the @semiticgod 's playthrough in the EE:) Good luck!
As for your question, @Ygramul , I've always though that those powerful items from Rasaad's areas are to compensate for ... Rasaad himself, while he's still a liability (a low level monk in SoA terms). So I wouldn't use them if not having Rasaad in the group.
I saw Rasaad in your party when you defeated Sarevok, so if Rasaad is in your BG2 party too, I see nothing wrong in having several additional relatively powerful items. It's like the items from the Watcher's Keep, if you go there while still in SoA. Or the items from additional merchants in Athkatla, including the Robe of Vecna and the Simulacrum Helmet.
Are they powerful and sometimes game-changing? Probably yes. Do you use them? It's up to you.
The first thing the adventurers did in Beregost was exploring and meeting everyone in the street - maybe some of them could shed light on a mysterious figure responsible for the Gorion's death.
They decided to start from the place where they previously had been greeted by Golin Vend. One of the first persons Aidahn and his friends met was Neera. She looked scared and needed help from "magical bandits".
It turned out Neera was hunted by a group of mages. Aidahn didn't knew neither Neera nor those people she called "bandits" but it was obvious the bandits wanted Neera to be dead. The gnome decided to protect her.
After what-looked-like-a-wild-surge happened, Aidahn managed to command the thayan wizard to sleep and several rounds were enough to finish him and his 2 bodyguards.
Neera was happy with the outcome but it was obvious the assassins would come back. Imoen advised Neera to go to the Friendly Arm Inn, where Mirrorshades and guards could protect her.
After some further exploration of the town the adventurers found the house of Landrin, an old woman from the 3rd floor of the Friendly Arm Inn who asked to clear her housr from spiders.
Stealthy Minsc attacked 4 spiders that were inside the house and then went outside. The spiders followed, only to fall asleep from an Aidahn's spell. In the process, Khalid got a new level, getting 6 HP.
In the centre of the town Imoen talked to Garrick who said his mistress needed some help. "Another damsel in distress", thought everyone, and followed Garrick. But it turned out it was this mistress who was wrong - somehow instead of having problems she asked Sparkyfibber to kill innocent people. The gnome refused and Silke - this how she was called - immediately attacked.
She saved against Command but failed a save against the Spook spell. But during the Horror effect Silke managed to survive, and immediately after coming back to the normal state casted Mirror Image. It was time to use the wand Imoen found in one of the Beregost houses.
After the second attempt Silke died. She didn't create anything serious, though, only enfeebled Khalid.
Imoen got the 3rd level, this time getting 3 HP and further improving the Open Locks skill.
In one of local taverns the adventurers found another assassin, Karlat. The Command spell worked this time.
After that, Sparkyfibber got a new level as a cleric, getting 1 HP , but more importantly, 1 additional divine spell slot.
Brief update on Selyna Flamewreath the Dragon Disciple:
As per my last update she finished Rasaad's quest (and his romance, apparently, though I have yet to touch much of even Athkatla).
I decided to dump all quest rewards from Rasaad's questline, keeping only the Mirror Image ring for Minsc. (Some of the other stuff is really unbalancing, especially given how easily it is just handed to you.)
Momentarily, I have Anomen in the party again (he seems... cold... toward Selyna; jealous perhaps).
Jan asked us to visit his home.
Afterward, I heard of a paladin of Torm invetigating a cult under the Temple District, which should prove interesting.
--
:: GENERAL REPORT ::
Selyna's party is playing veeery cautiously. (I meta-game to avoid obvious game enders, such as NOT opening a door in the back of a tavern in the Gate District.)
Her choice of "Chaos" as lvl 5 pick, along with Jan casting Malison and Aerie casting Slow or Glitterdust in the opening round of fights, made many encounters very easy.
NOT having SCS "mages insta-cast" option also makes the run reasonably balanced and fun (in return, I don't pre-buff either, except for Stoneskins and Chaotic Commands/Death Ward for Selyna at all times).
It's been so long since I had a BG2 run, it's refreshing not to know where everything is. For example, Jaheira is still using a non-magical scimitar on the front line. (She had to rely on a +2 dagger without being proficient against vampires a few times.)
Selyna is lvl 11, approaching 12. Currently contemplating "Chain Lighning" as her next pick.
We encounter another blurry thief on the way out. I noticed it had vanished earlier on, and assumed we'd have to fight it eventually. With our spells mostly spent, we have very little left to fight with. Sil has to step up and attack with the +2 dagger that the new Hexxat is no longer proficient with. One-handed style gives us some nice criticals, but it only amounts to about a +1 damage boost (an extra 5%) per hit on average.
Once we emerge from the crypts, Anomen decides it's a good time to boast of his battle prowess. He says he totally killed like twenty hundred billion verbeegs, all by himself. We're not impressed, but we humor him.
I decide I want Namarra. Nobody in our party is proficient with long swords, but the Silence 15' Radius ability could come in useful. Unfortunately, I underestimate the Crypt King, who receives a special ability that I've only known to appear in Tactics.
Aerie's aura isn't clear, but she does have a Remove Fear spell memorized, because I neglected to pre-buff with it. We regain control of the party and gain the advantage. Only one disabler is capable of affecting the Crypt King, but it's enough.
Anomen, feeling insecure about the 20 STR vampire lesbian right next to Sil, decides to use his greater seniority in the party to oust his rival.
The bid fails, but I'm not sure I like Hexxat's presumption. Maybe all my runs with Aerie in the party have made me accustomed to sweet party members.
We divest Anomen of his excess trinkets, leaving him only with the items he had when he joined us, and boot him out. I did like his high APR, damage output, and his access to Skeleton Warriors (apparently the little ones are also called Skeleton Warriors in EE), but I don't like his voice, at least not now. Other times I've liked his upbeat attitude about righteousness prevailing, though. Just not today.
Plus, Hexxat is a novelty, and though I'm not sure what good she, as a thief, will be in a Nightmare run where Charname is already dual-classing to thief and we have Jan in the party (I only got Jan for Invisibility 10' Radius, but he might stay for good), I do want to check out the romance. I've heard nothing but bad things about Hexxat, but so far she doesn't seem that objectionable. You know, besides being evil and whatever.
We have way too many scrolls and need to buy some Potions of Genius from the Temple of Oghma in the Docks District to start scribing the scrolls, because I keep forgetting other temples in Athkatla also sell those potions, so we pre-buff with Invisibility 10' Radius, sleep, and walk right into an ambush.
I see something new: not only does the enemy try to dispel our invisibility, as many SCS enemies do; the mage also calls in a spawn.
All enemies in Nightmare mode, again, get an extra 12 levels to all of their classes, which means that Spider Spawn is going to last 23 rounds and conjure a Sword Spider instead of a Giant Spider or Phase Spider. The level difference also renders Dispel Magic largely useless to us, even if we had an un-nerfed Keldorn in the party.
The enemy mage comes over to attack us, with MGOI and Stoneskin already up. Normally this would render her invincible for many rounds, but Jaheira's Nymph lands a Hold Monster spell, which bypasses MGOI and GOI... and lasts 17 rounds thanks to the Nymph's level boost. Jaheira's Insect Plague spell, already in motion, is mostly wasted.
We take the initiative against the mage's allies, layering Greater Malison with Slow.
But since that wasn't enough, Jan also uses Namarra for a Silence 15' Radius spell, and the enemies must deal with a -9 save penalty. They don't do too well against it.
Aerie's own Silence 15' Radius is also a waste. Meanwhile, our summons start to collapse--the enemy is dealing too much damage. Unlike in vanilla, Animate Dead only gives us one Skeleton Warrior in EE, and so our army is very limited. To make sure we don't get overwhelmed, we switch over to hold spells and Horror (which Sil, being blind, can only cast on herself). Hold spells are much more devastating than the Slow we began with, but they also have no save penalty. But with so many at our disposal, we can get a few failed saves.
Notice Jaheira, in bear form, and Sil getting up in Eldarin's face. I don't like his arrows, so I prefer to rush him once his buddies are dead or disabled.
The battle has turned in our favor, but hold spells are temporary and there's a lot of HP to take out before the target will fall. We have to be very careful in our targeting to make sure we're doing enough damage in the right places while we still have automatic hits. Gradually, the area thins.
See Eldarin in the left corner? Jaheira and Sil are gone; a Dire Wolf and Skeleton Warrior have taken their place fighting Eldarin. This is because the wolf and skeleton were busy fighting other enemies, and due to their AI, it's hard to convince them to change targets. Party members, with AI disabled, are more responsive, but they're also more fragile. This means I could only stop Eldarin's arrows with Jaheira and Sil, but I couldn't hold Eldarin down for long unless I sent summons after him and brought Jaheira and Sil out of harm's way. These are the little optimizations that can make a big difference over the course of a long fight.
Damage spells have a place even in Nightmare mode, and not just Flame Arrow and Horrid Wilting (Skull Trap is nerfed to a max 12d6 damage in my SCS install). They might not scale with the enemy's HP, but the damage is still substantial in places.
More importantly, they allow us to hasten the demise of a smaller number of high-risk enemies. If an enemy is pressing on the party and we can't take much more of it, a few quick damage spells can remove the threat, without relying on dicey attack rolls.
Of course, the main reason I use damage spells is because our magic-heavy party (we really do need those summons) is bad with weapons.
Jan finally brings the battle to an end in spider form.
Since we started Tirdir's quest, I decide to visit the Bridge District. I do the skinner quest first, since it's closer. I'm apprehensive about the fight at the bottom of Rejiek Hidesman's house, since the Rift Assassins can target invisible characters. They could kill Sil pretty easily.
But the assassins don't appear, and the Ghasts are the larger threat.
Anomen was the one with Remove Paralysis; Aerie has no such spell. Jaheira is doomed. It's especially painful because Jaheira had only just hit level 9 and gained Harper's Call, and she was the only one who could raise the dead in our party.
There are no Rift Assassins in sight, so Jan turns the party invisible. Our summons alone keep fighting.
But it doesn't work for long. The assassins finally appear and make a point of backstabbing Hexxat, the weakest link thanks to her low HP compared to Sil's and her lack of Stoneskins. I try to keep her alive with potions, but it's hopeless. We won't be able to wait out Jaheira's paralysis and escape with Jaheira alive.
Instead, we flee upstairs, allow Jaheira to fall, and then slip back downstairs and use the quick loot feature to gather her equipment without navigating around the enemies. We raise her at the nearby Temple of Helm, rest up, barely slay Camitis and Reti or whatever his name is--the people who buried alive Tirdir--and report back to Lieutenant Aegisfield, triggering a cutscene introducing Neera.
It's a distraction. A Wild Mage has no place in our party, not in a minimal reload run.
Sil has hit level 9, and therefore dual-classed to thief, investing all of her skill points in hide in shadows and move silently. A blind thief effectively has Hide in Plain Sight at the cost of a stunted field of vision and a -4 penalty to THAC0, which fits in pretty nicely with a Kensai kit, in the scheme of things. Eventually Sil will be regularly doing quintuple damage backstabs at will. It won't make much difference considering how much HP enemies will have, but she will be invisible to almost everything. It's not a high-powered build for Nightmare mode, since backstabs and traps don't scale with enemy HP, but it will be very safe against most monsters.
The Kensai is actually probably the worst fighter kit for such a build, if we're in Nightmare mode and the extra damage makes little difference, but I wanted it anyway.
Later we get ambushed again, the Renfeld ambush, and due to our negligence, Aerie arrives on the screen fully visible, costing us a Potion of Invisibility. But once we're invisible and at a safe distance, our last strategy works well when we get started.
Insect Plague, Confusion, and Silence 15' Radius are all active. But that Skeleton Warrior on the enemy's side is going to be a problem. All enemy Animate Dead spells in this run are going to get the level 15 version, with its 90% magic resistance, various immunities, and strong stats. And we won't be able to turn those things until Aerie is at over 5 million XP--all undead are 12 levels harder to turn in Nightmare mode.
I test out Sil's Hide With No Sight ability while the others are slinging spells. It works.
We wear down the enemies from a safe distance. Sil tries out a backstab.
She's going to be lots of fun to play with, Nightmare mode or no.
That Skeleton Warrior is a big problem, though. It's not going to go down easily, it's not going to get disabled at all, and it's not going to wear off. I could always use Invisibility 10' Radius and wait out the 8 in-game hour duration, but that would be awful. Thankfully, Renfeld speaks to us despite the presence of a lingering enemy.
We gather all the loot--I really love the auto-loot feature--and leave the area, ignoring the skeleton.
Delivering Renfeld means the start of the Harper quest. This means we have to fight Prebek and Sanasha, who will be really dangerous. We're still at very low levels, the fight is in a tight space, and Nightmare mode mages can survive without Stoneskins and their spells last forever. I need a new trick to deal with these two.
We enter while invisible, and Sanasha begins casting a divination spell. Jan waits a second before beginning to cast Invisibility 10' Radius. Sanasha reveals us, allowing Prebek to hit us with Slow, but Sanasha's divination magic is spent, and we all go invisible once more, with a few summons on our side to compensate.
Invisibility 10' Radius allows us to maintain perpetual invisibility while still summoning critters to fight for us. There's a tiny delay, a fraction of a second, in between the time Jan finishes casting the spell and the time when the party actually goes invisible. If Jaheira and Aerie begin cast their summoning spells right after the auto-pause for Jan's spell triggers, they will go invisible just as they begin casting their spells, maintaining invisibility despite casting a hostile spell.
But they have to cast the summoning spells either directly in front of them or directly on top of themselves. Why? Because if they try to cast someplace else, they will spend a fraction of a second turning to face their target, which might mean they begin casting after Jan's next Invisibility 10' Radius spell hits, and so they turn visible for 6 seconds or more.
Once we've confirmed it works, we try it again, and this time, Jaheira starts casting her Call Woodland Beings spell, which would be more costly than her animal summoning spell if it were interrupted.
The enemy proves surprisingly adept at killing our summons.
We have more, though, and Jan has lots of Invisibility 10' Radius spells to make sure we stay safe. Prebek and two goblins collapse, the third goblin fails a save against the Nymph's Mental Domination, and Sanasha is alone.
She tries another divination spell--I thought she was out--so we interrupt it with Melf's Acid Arrow.
By now, we no longer need our invisibility, but I felt like interrupting the spell anyway. Sanasha is under pressure and on the run. Her only defenses are illusion spells, and Jan has a 100% chance of removing all of them every round.
When we finish the Harper quest, Jaheira gets a visit from Meronia and leaves the party. Knowing that we'll have to visit the Sea's Bounty Tavern for the Mae'Var quest, which will trigger the Baron Ployer quest I don't want, I decide to start the Mae'Var quest without Jaheira, only to realize, after fetching Mistress Ada's amulet, that the Sea's Bounty Tavern part of the Mae'Var questline only comes after you kill Rayic Gethras, which I don't think we could do at this level or without Jaheira.
Instead, we wait for Jaheira to come back. We've got a nasty fight ahead of us, though. If things get really bad, it may boil down to Sil hiding in shadows and very slowly trying to backstab the enemies to death, with the rest of her friends lying dead on the floor. We'll just have to see.
After quite some thinking, it is quite obvious to me that I can't give up the addiction called "no-reload". For some bizarre reason the game loses its interest if CHARNAME dies. It is time for a new solo run...
So here it is!
Meet the Avenger Daeryn, another Bhaalspawn of Faerun ready to share her adventures at the Sword Coast (and hopefully in Baldur's Gate hehe). Daeryn is a rather social person. She is well known for her love for animals and nature. Her melee fighting abilities are limited as she hasn't mastered her shapeshifting skills yet. Her skill in darts though is exemplary! She got 1st place at the local Candlekeep's championship "Dart riders", when she hardly managed to surpass "Norkul", a young mage whose fate is unknown...( Norkul's fate ).
At the moment Daeryn is getting ready to leave Candlekeep...destination unknown!
Weapon proficiencies are Darts and sword and shield style. At first I chose darts and clubs, but I think an Avenger should avoid melee fighting before access to shapeshifting. Moreover the leather armor and the buckler offer no protection against missile and piercing damage. I think sword and shield style is the right choice here, else I risk to be dead meat very early in the game. A no-reload is about survival after all.
I did a fresh installation and modification of the game, setting SCS pretty hard. Here is the 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] ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22_20150614 ~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6 ~RECOLOREDBUTTONS/SETUP-RECOLOREDBUTTONS.TP2~ #0 #0 // Recolored character's toolbar buttons (BG:EE) -> Bluish color scheme: v4.0 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #110 // Ajantis Ilvarstarr: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #120 // Alora: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #140 // Coran: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #170 // Eldoth Kron: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #180 // Faldorn: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #190 // Garrick: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #230 // Khalid: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #270 // Quayle: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #280 // Safana: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #290 // Shar-Teel Dosan: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #300 // Skie Silvershield: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #310 // Tiax: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #330 // Xan: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #340 // Xzar: 1.1 ~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #350 // Yeslick Orothair: 1.1 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #100 // FThief1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #110 // FThief2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #120 // F_Barb: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #130 // F_Bard: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #140 // F_Drow: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #150 // F_Fgt01: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #160 // F_Fgt02: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #170 // F_Fgt03: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #180 // F_Fgt04: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #190 // F_Fgt05: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #200 // F_HOrc1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #210 // F_HoW1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #220 // F_HoW2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #230 // F_HoW3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #240 // F_Mage1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #250 // F_Mage2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #260 // F_Mage3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #270 // F_Mage4: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #280 // F_Mage5: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #290 // F_Monk1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #300 // F_Sorc1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #310 // MThief1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #320 // MThief2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #330 // M_Barb: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #340 // M_Bard: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #350 // M_Drow: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #360 // M_Fgt01: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #370 // M_Fgt02: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #380 // M_Fgt03: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #390 // M_Fgt04: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #400 // M_Fgt05: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #410 // M_HOrc1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #420 // M_HoW1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #430 // M_HoW2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #440 // M_HoW3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #450 // M_Mage1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #460 // M_Mage2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #470 // M_Mage3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #480 // M_Mage4: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #490 // M_Mage5: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #500 // M_Monk1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #510 // M_Sorc1: 1.01 ~EE_CONTENT_TWEAKS/EE_CONTENT_TWEAKS.TP2~ #0 #0 // Add EE Items to Shops -> Move EE Items to Shops: v1.0 ~EE_CONTENT_TWEAKS/EE_CONTENT_TWEAKS.TP2~ #0 #3 // Neera -> Tweak Neera's introduction: v1.0 ~SETUP-WANDCASE.TP2~ #0 #0 // Wand Case item for BGEE: v1.0 ~ERG_SILVER_STAFF/ERG_SILVER_STAFF.TP2~ #0 #0 // Erg's Silver Staff: v8 ~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1 ~MSFM.TP2~ #0 #1 // Add circlets: v1.42 ~MSFM.TP2~ #0 #2 // Add Circlet of Revelation: v1.42 ~MSFM.TP2~ #0 #3 // Add inventory animation to circlets: v1.42 ~MSFM.TP2~ #0 #4 // Add robe tweaks -> Add robes with original colorsets: v1.42 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16 ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80 ~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.80 ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 ~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 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3022 // Replace many +1 magical weapons with Fine ones -> Fine weapons are affected by the iron crisis: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.32
Let the story begin
Prologue
Daeryn is ready to leave the "Monk-keep". She wears her leather armor and helmet, carries her buckler, a club and a lot of darts. She also has 137 gold for her journey. Notable moments till now: An assassination attempt..
But the worse part was...
...killing the rats!
"Reevor has overfed the cats again!! " -Daeryn- "5 rats...5 gold pieces, no more no less!"-Reevor-
After a nice sleep to recover her spells, Daeryn headed to Gorion who thought that under the cover of darkness we would be safer in the woods..
but he was wrong
Daeryn is now hiding in the woods, hoping to stay alive. The dawn is especially cruel this morning...
@Mirage Thanks for your kind words. To play and report a RP group playthough is a lot more different if compared to "survive-by-all-means-run". I predict a lot of deaths for members of Aidahn's party because of the insane damage. At least till the majority will have at least 50 HP.
Good luck to Daeryn! Some nice stats there. Take a note that a sword and shield style doesn't work with missile weapons, darts included. Also, it's great to see "improved spiders" and other SCS components Be cautious. Daeryn has 18 WIS to first think and only than act to survive.
@Ygramul Yeah, I too know BG2 a little worse than BG1, so Jaheira fighting with a non-magical club is understandable. Too many deaths in BG1 for no-reload characters...
@semiticgod Nice to see that "hide in plain sight" in the Sil's version works Good luck!
After viziting other houses in Beregost, Aidahn found out that the letter they had found on one of ogrillions on the way to Nashkel was very important for a young lady living in this town, Mirianne. The sword that Imoen took from one of gnolls near the High Hedge, belonged to Perdue, a temperamental halfling in the inn where Karlat was killed. But sadder story had the family amulet of Mr. Colquetle which the party found in the south while going to Nashkel.
Imoen's and Aidahn's old friend from the Candlekeep, Firebeard Elvenhair, now lived in Beregost and asked Aidahn to buy him a book called the History of the Fateful Coin. When entering the Feldepost's Inn, Imoen was approached by Marl, a tough-looking guy.
Using all her natural charisma plus the additional Tome point, Imoen managed to assure Marl that the feeling of an adventure was something that was given upon birth, "the realms call and you go", and that the Aidahn's party had nothing to do with the sad death of Marl's sun.
In the Burning Wizard Inn a little thief, Zhurlong, asked Aidahn to retrieve his boots but in the end of the talk managed to pickpocket Imoen. The girl was so angry that promised to think twice whether she should bring those boots to Zhurlong, or not.
A local blacksmith offered five +1 axes for less than 100 gp. Khalid had to make sure, though, he didn't throw those axes.
After a small rest in the tavern, the party decided to recheck other areas which they only went through a week ago.
To the south of Beregost, the adventurers met a drow, Viconia, who was persecuted by a Flaming Fist officer. Instead of a normal, sane dialogue, the officer refused to do anything rather than attack the whole company. Aidahn and Viconia commanded this soldier to sleep and then, unfortunately, the officer met his death. After that, Jaheira adviced the drow to reside in a cave nearby, where surface dwellers would't chase Viconia.
After dealing with a pack of hobgoblins on this map, Minsc got a new level, which brought 9 HP to him.
Aidahn identified boots found on one of the hobgoblins, and it turned out Zhurlong's boots in fact could help to stay stealthy. Remembering the shorty's behavior, Imoen refused to give them back, and the party decided that these boots would serve Minsc till he improved his stealthy skills with levels.
Then the party went to the north, to the area between Beregost and the Friendly Arm Inn. Here they dealt with several bandits and gibberlings, finding a magical ring in the process. One of the foes was someone who called herself a "Bandit Leader".
On her corpse, the group found something that belonged to one of the most noble families of Baldur's Gate - Silvershields.
Not far away Minsc found a big ogre, of whom they were told by Unshey, an arrogant dwarf woman, in the Friendly Arm inn. The sleep spell worked once again, and it turned out the ogre had 2 girdles, not one.
Then the adventurers decided to return to the Friendly Arm inn, carefully exploring all the neighborhood. Another magical ring was found. The inn provided a safe place for resting, and in 24 hours everyone was examining all the magical items they found: 2 rings of Princess, 1 ring of Wizardy, Girdle of Piercing, Girdle of Sexchange, "Stupifier" mace. They all looked so wonderful, and provided so much usefulness.
Imoen, again, voted for keeping the Girdle of Piercing instead of returning it to the owner. Her argumentation included the danger which enemy arrows provided and the thing that Unshey, a writer, seemed to be busy in the inn creating a new book, so it was likely the girdle could help Aidahn now more than it would do for Unshey. Aidahn agreed, but said that as soon as they found anything similar, they should return the girdle.
The recent exploration brought about 3 000 gp, and it seemed to be a good choice to buy 4 potions of genious and Buckley's Buckler on all this money. The potions could save precious scrolls for 2 mages in the party, while the shield could be used by Aidahn - during the Candlekeep lessons, the gnome learned that his race needed additional constitution for better saving throws.
With the new items, everyone in the party felt much more confidence, this is why when they met a vampiric wolf on the map where the Colquetle's amulet had been found, nobody panicked. Dynaheir used her wand while Minsc and Khalid, improved with the rings of Princess, fought the wolf in melee.
After the fight, Dynaheir reached the second level, getting 3 HP. Dynaheir said she considered both Aidahn and Minsc her friends now, even if she hadn't known the gnome for long.
It was not only bright and easy for the group, though. One bandit rolled a critical against Jaheira and killed her with one hit, just like the ogrillion near the Gnolls' Fortress.
In the morning Daeryn revisited the ambush area to pay her respects to her foster father. She also met Imoen who gave her a magic wand. She was willing to join Daeryn, but she was also obviously scared.. The young druid had a lonely path to follow. Soon after she came across a dramatic scene..
..a messenger was being attacked by a wolf!
In spite her love for animals, she decided to intervene
Daeryn successfully hit it with her darts while kiting in the woods. The wolf is dead. She feels really sad about it..she has to learn a spell to charm animals in the future..or maybe a magic item... Her kind deed has really paid off though. The messenger "Binkos" told her where he hid a diamond of his own - in a big tree's cavity very close. He also gave her a copy of a map he was using! That would help her a lot!! To thank him she cured him with her remaining cure wounds spell.
She had to rest before heading to "Lion's way", according to the map, but she spotted two mysterious guys who were rather talking a lot and loudly, she decided not to approach them. Moreover the FAI didn't seem so friendly at the moment, a keep is too small to get noticed. The town of Beregost was a much better place to lay low. (I want to avoid the bandit ambush, it scares me much more than Tarnesh now)
In Lion's way she came across a raided caravan.
There is obviously some hostile activity in the area...she decided to rest in Beregost and come back to check things out.
Thanks to Binkos' map, she arrived there in no time and knew exactly where to go
Daeryn heard from a town crier about the mad Bassilus..she had to avoid meeting with this crazy priest...for now. She had some unpleasant conversations..
but Beregost felt like home already
I have to pick my fights very carefully. The pathetic armor class makes me worry a lot, especially if I face archers. I have to level up as safely as possible. Elve's Bane seem the ideal item for an Avenger for now, it will compensate a lot for the loss of missile and piercing protection due to the restriction of wearing only leather armor and buckler. And I only have 10hp which it should protect me from 1 hit against a small foe - raccoon bite or something (I think actually 10hp is pretty big - 1d8 as a druid +2 from CON. This and the use of helmet to protect from critical hits seem to be the only defense an avenger has at level 1)
Back to Lion's way..
An ogre attacked Daeryn as soon as she got there.
I don't use the entangle spell. The +3 saves to avoid it make it quite useless
You can't believe what happened afterwards. The ogre - blinded as it was- retreated near the raided caravan where the bandits are located. Blindness is supposed to work for just 1 round, but still no sign of the ogre. I think I will have to come back another time... WAIT there it is
After quite some kiting, the ogre fell. A kobold joined the fight in the meantime but proved no challenge.
See the scroll? it's an invisibility one. The first time the ogre drops something else except the belts for me.
Good news! Elve's bane and level up! Daeryn has now 4 lvl1 spells, 20 hp , AC 2 in physical damage and AC 0 to missile damage thanks to Sword and shield style.
Everything takes longer in Nightmare mode. The XP gains so far have been unimpressive; half of your XP in BG2 comes from quests, not kills. Nightmare mode doesn't put you on a fast track to epic levels; the battles themselves may grant more XP, but they're also far longer.
I took 19 screenshots over the course of the fight with Galvarey. It's a testament to how much bigger the fights are in Nightmare mode: I normally don't get that many screenshots unless it's a late-game fight where everything is falling apart.
First, one nice thing. EE finally fixed a missing period at the end of a sentence.
That always bothered me.
They didn't change the dialogue with Galvarey, however. The favorite color question still has awkward-sounding, unrealistic answers.
Blech.
Anyhoo, we entered while invisible. Two of the enemies decide to simultaneously try to reveal us.
As in the fight with Prebek, I have Jan re-cast Invisibility 10' Radius to keep us safe. But after the divination spells hit and render all of us visible, another hostile spell comes our way, and it's a bad one.
Jan loses his Stoneskin, so we can't expect him to get Invisibility 10' Radius off the ground. We have to flee. Fortunately, there's a narrow hallway to the east we can slip into while the enemies mess with our summons.
The enemy doesn't follow us, so we keep summoning critters from our hiding spot. Hexxat sneaks out to monitor the situation--her stealth abilities are weaker than Sil's, but Sil can't scout due to her blindness--but I pay too little attention to her, and she ends up in danger.
Hexxat has long been very fragile. She's drunk more potions than any other party member. I can't leave her out there. She scurries away and manages to reach safety.
Our summons get worn down, and soon the enemy finds our hiding spot and crowds us up. Jan helps us out, but in the process leaves both of Jaheira's Nymphs very vulnerable.
We run down the hall and enter the main area, switching places with the enemy now crammed into the hallway. Hexxat stays hidden and ventures closer to monitor the situation. It's not good. We're losing our summons.
Jan moves in to cast Greater Malison, and gets charmed in the process, but we do manage to silence the enemy--there are two mages in the group, and both MGOI spells have worn off.
Unfortunately, all of the mages have Vocalize, and cast it immediately. We try again--we have lots of Silence 15' Radius spells thanks to Namarra--and also manage to disable Galvarey.
There's one problem, which I didn't notice at the time: there's one less mage in that image than in the previous one, but none of the enemies died. This means the second mage is walking around the back hallway, and is going to appear behind us when he gets out.
We add on more Hold Person spells, and Jaheira uses her Insect Plague when we're unable to silence the mages.
Nadinal, one of the mages, is still functional, but Galvarey and Kail, a Kensai, are not. Once the charm on Jan wears off, Jan targets Kail with flashers to get automatic hits, but Nadinal makes his saves anyway. We're not sure whether to attack Nadinal with our missile weapons, to disrupt his spells, or attack Kail, to make sure she dies before the hold wears off.
We keep up the pressure and Nadinal falls. Jan is still suffering from Insect Plague, but there's no spells he needs to cast right now.
Finally, Nadinal falls, only for Bessen, the other mage, to appear behind us. Aerie casts Mirror Image to hold off Bessen's attacks. We can't afford to lose Aerie's spellcasting, not when only a single enemy has fallen and we're running out of summons, and even mages can cause problems in melee in Nightmare mode, thanks to their extra APR.
Those wolves are Hexxat's, not Jaheira's. Hexxat can call some wolves once per day (it used to be rats; apparently it upgrades with levels). We briefly lost control of Jan due to Insect Plague's fear effect, but Aerie got him back under control with Remove Fear.
Kail finally dies. As she was a Kensai, her AC was very poor and she took a lot of damage during the first few rounds of combat with our initial summons. She was at Injured by the time we held her. Galvarey remains paralyzed, but I don't know for how much longer. Our summons are surrounding him, but to reduce the chance of his recovery, I assign Jaheira and Hexxat to help bring him down. Aerie keeps Bessen occupied, Jan keeps trying to stun him, and Sil finally starts backstabbing, now that doing so doesn't put her at risk of being targeted.
The Staff Spear is an excellent early game backstabbing weapon, with its 1d8+3 damage, long reach, and staff proficiency (and therefore works well with future Staff of Striking and Staff of the Ram users).
To my dismay, Galvarey recovers. Even 10 rounds of vulnerability and almost all of our pressure on him failed to bring him down. He's still going strong, and starts to cut Jaheira down. Jaheira's AC in bear form is pretty mediocre, and Galvarey hits hard, forcing multiple potion uses. Meanwhile, Sil keeps trying to take down Bessen.
Suddenly, our Nymph charms Galvarey. I didn't know it had any spells left.
Even though I call off everyone attacking him, he still reverts to hostile within a couple of seconds.
It's frustrating to see game-changing effects like charm suddenly vanish for no reason. Nobody hit him with any spells or any weapons. He just suddenly broke out of the charm, which never happens when we get charmed.
Charm or no, Galvarey is close to death. We push him over the brink.
Bessen is left, and is in bad shape. By sheer chance, Jan finally stuns him.
But Iko, the enemy thief, has finally escaped the hallway and joined the fight. Jaheira tries to charm him, to no avail. She mauls him in bear form instead, while Sil deals the final blow to Bessen.
We turn our attention to Iko, who soon fails a save vs. spell, giving Sil a free backstab. No attack roll required.
And no, we didn't get any level ups from that extremely long and taxing fight.
The extra HP, levels, and APR make fights last a lot longer, and disablers--which are notoriously unreliable in no-reload and minimal reload runs--are a lot more important. The Skeleton Warriors have proven less sturdy than I expected. In IWD, you got several Skeletons per casting of Animate Dead, and you could form a sturdy wall of bones in HoF with a couple of low-level spells. But in EE, you only get one, and though it's tougher than a normal Skeleton (and has MR that scales with level!), it's still only one critter, and will not be able to hold off strong enemies for long.
I have two sets of Plate Mail +1, one of which Jaheira wears. I want to sell them both at the same time to get the max price for both of them without having to visit two places, which means we need a replacement for one of them. I want Full Plate Mail for Jaheira, and we can get it from Mencar Pennypincher.
We ambush them this time. The party enters invisible, Hexxat monitors the enemy while hidden, and we send in two War Dogs, two Skeleton Warriors, and one Nymph to deal with the enemy. The first four surround and attack Sorcerous Amon, while the Nymph holds back a moment to make sure Smelly Porkslicer attacks the dogs and skeletons instead of her.
It doesn't work. Shortly after the Nymph appears in the doorway to start her spellcasting, Smelly goes to attack her--maybe because the Cursed Sword of Berserking +3 affects his targeting. Pooky follows after, and casts Slow, followed by Emotion: Hopelessness.
That spell lasts 22 rounds for a level 20 spellcaster like Pooky. I've noticed enemies awaking from Command after being hit, but I don't know if Sil and Aerie will wake up if they get hurt. Jan turns the party invisible once more. Smelly Porkslicer, still berserking and confused, is dumbfounded by the spell, and spends several rounds staring at the wall, while Sorcerous Amon takes a beating from our summons.
Pooky is the next to fall, and with no more spellcasters to deal with, Hexxat can safely wander out to check on the fight without worrying about divination magic. Brennan Risling has long since fled, and so only Mencar and Smelly remain.
Interestingly, when Hexxat goes to check on the next room, Smelly finally goes in to join the fight, as if he didn't notice our summons until Hexxat was able to see them.
Jaheira is out of summoning spells and Aerie is still unconscious, so Hexxat summons some wolves instead, and we layer on disablers from afar. Smelly is quickly held, but Mencar has strong saving throws thanks to being a dwarf, and he hits very hard. Hexxat's wolves don't last very long.
With enough spells, though, even Mencar can't resist them forever.
I don't know why we keep getting double hold messages. It hasn't happened for other disablers.
Smelly recovers from hold before we can finish him off. Sil finally wakes up and hurries over to help the party with the barbarian.
Soon, Smelly collapses, and Mencar as well. I've been underestimating the offensive potential of a blind thief. Haste doubles the rate at which stealth timers fire, which means a thief with haste can try to hide every 3 seconds instead of every 6 seconds. This allows to Sil to backstab a little under 2 times per round on average. The damage really does add up.
Jaheira gets the Full Plate Mail, Sil gets the Cloak of Non-Detection, and the party heads to the Umar Hills. Turns out the Killer Mimic is vulnerable to disablers, despite being a chest.
It also gets paralyzed by Hold Monster. I'd have thought they'd be immune to disablers.
When we get out of the Killer Mimic cave and rest, Reviane appears. I forgot that the Harper attacks didn't end with Galvarey.
Another diverse enemy party. Jan turns the party invisible, but Reviane doesn't care.
I don't like when ordinary enemies get to see through invisibility. I can see why a lich or a demon might be able to, but some random elven fighter? Come on.
I lure Reviane past Madulf, but Madulf and his buddies pay no mind to the hostile fighter in their midst. Instead, run away until Reviane targets Jan instead, and have Jan cast Mirror Image while the others summon some critters to throw at her. Reviane changes targets when Jan runs away, granting us the respite I wanted.
Reviane hits hard and fast, and she took out a lot of our summons in the process, but we finally bring her down, losing some disabling spells in the process.
I could rest and move on to fight the other enemies, but I don't want to. I bring our summons across the map to fight Reviane's buddies. We'll fight without resting.
It doesn't go too well. The enemy has an Aerial Servant on its side. Aerial Servants always had stupid crazy damage output, and the only limit on their power was their 1 APR. Which in Nightmare mode increases to 2. Yay.
Also, a wild cat attacks us on the way and joined the fight, on the enemy's side. And there's a Cave Bear for some reason. I don't know where it came from, but our summons aren't strong enough for this fight.
We call in a few more summons. They don't last for long.
Soon, our wall of summons has broken down completely, and we've got a hostile thief coming after us, though a cleric and a fighter are still confused.
Jan still has some Stoneskins left, so we try some disablers. But the enemy makes its save, and the mage adds to the enemy's advantage.
We fall back and conjure the last of our summons. We start to make progress.
But the enemies make every save against Hold Person and Hold Monster. Now it's our summons versus them. That's not a winning fight. Time to bail.
On the way out, I notice a curious message.
Rage no longer kills the Berserker when it wears off. The damage it inflicts is non-lethal (Near Infinity calls it "stunning" damage), and therefore knocks the Berserker unconscious rather than kills him or her.
I still want to try one more thing, partly because the Aerial Servant keeps chasing us even if the Harpers stay behind. I use the Wand of Lightning trick with a scroll of Conjure Lesser Air Elemental. The Wand of Lightning trick still works in EE, though very few things stack when using it (no more Blur or Armor of Faith stacking, unfortunately) due to a new EE-specific opcode. I'm not sure I want to win the fight with a trick, but I still want to see. Aerie uses the wand and scroll.
Unfortunately, the 18-second pause effect still applies, which means Aerie gets disabled after every casting. She tolerates three rounds of inaction, and summons one elemental safely, but on the next one, she runs out of her Stoneskins and Mirror Images, meaning Jan has to turn her invisible.
More importantly, Conjure Lesser Air Elemental is still bugged in EE, it seems. The elementals, as in vanilla the last time I tried it, never go hostile and never go friendly. They just sit there forever, and do not even react to the Aerial Servant's presence. I have to use Aerie and Jan's last castings of Invisibility and have Sil Hide With No Sight to escape.
Very unimpressive. This is something I'd expected EE to correct.
It's unsatisfying, but I have to rest before fighting the rest of the Harpers. What's even less satisfying is that the enemies don't appear to have regained their spells or healed themselves. The mage arrives without an MGOI active, and the warrior arrives at Injured.
Sil speeds things up. She's actually a pretty formidable damage dealer right now.
Then we find the cleric, who has not healed himself in the past 8 hours and somehow did not notice his friends being slain just on the other side of that big rock.
Elence Fielding is there because we used CTRL-J to visit her before teleporting right on top of the cleric I didn't know was there. We disrupt his spells with Acid Arrow and surround him with summons before eventually paralyzing him with a hold spell.
I rest up once more and get ready for the fight with Valygar's bodyguards. But EE has fixed that dialog.
They don't attack you anymore if you don't know who Valygar is yet.
Quick update from me. Last time I posted I was starting a duo run with a Kensai/Mage and a bounty hunter. They made it to Baldurs Gate but then i lost interest in them due to too many resurections of NPCs I had join them, I think Kivan died 4-5 times and had other deaths aswell. So I retired them.
Next run was a solo FMT that did very well. He failed with saving the grand dukes and the game was over. Kept playing a bit and did another reload at Sarevok. Imported him to BG2 and left him there.
Then I did i custom full party. I never fight the experimenting mage with green slimes, but this time i figured I had an overpowered group and with a full party from candlekeep I needed all the xp I could get. My cleric got poisoned and permanent death.
So now...
Back to my Cleric/Stalker, my favourite PC and named after another not so great hero, myself. Will recruit NPCs as I see fit and try to beat the game. Maybe this time...
Henke have cleared Candlekeep and had Imoen join. Talked down Marl from a fight and did some burglary in Beregost, enough to buy som arrows of biting from the blacksmith. Henke and Imoen sets out to deal with Mutamin and his Basilisks. Using the arrows of biting on Mutamin and then using them for the rest of the basilisk the two clears the area of the creatures and Imoen hits lvl 5. Imoen both horrified and impressed by Mutamins power decides that magic is the real power in this world and decides to dual-class to mage.
Henke and Imoen visits Thalantyr, and hope to buy some magical supplies. Unfortunately they cant afford to buy a wand of sleep.
Travelling the wild with Henke in Studded leather and Imoen with only one sleep spell just doenst feel safe. So the team decides to head for FAI to meer up with the friends Gorion had mention. On the way there they are ambushed by a Ghast. First they start to leg it, but decides that they cant with good conciense let the undead creature roam around. Henke had looted 1 fire-arrow and 1 acid-arrow from mutamins garden and decides that slaying the undead is a worthy cause for the arrows.
After the deed is done they continue to FAI The ranger side in Henke discovers that Hobgoblins are close to the in, not wanting to leave then roaming free in the area, he decides to hunt them down before entering the Inn. In the process they find an engraved flamedance ring that they can return to its rightful owner and also finds another more powerfull looking ring that someone have dropped in among some rocks.
Entering the Inn they are ambushed buy an assasin. The team takes him down before he manages to get any spells off.
Meets up with Gorions friends Khalid and Jaheira, they agree to help and joins up with Henke and Imoen. Henke finds a request from one of the other guests at the Inn to clear her home of spiders hard to say no to and he agrees to help her.
So the team of now 4 are standing outside the gates of the FAI, ready to save the swordcoast.
@lolien: A while back, I did an insane solo poverty of SoA with a Conjurer->Cleric and Kensai->Druid. I tried taking them to Throne of Bhaal, but after a lot of thought, I concluded they weren't strong enough to take down Melissan--their damage output and defenses were simply far too low.
This bothered me a great deal, since I wanted there to be a way of beating the entire saga in an ISP run with a single character, besides a sorcerer. I singled out the Cleric/Thief as a strong candidate given their access to Spike Traps late-game. Seeing your Cleric/Thief is a good sign for me. A solo poverty Cleric/Thief no-reload run is something I'd like to see.
First order of buissness for team Henke is to go south to nakshel, on their way tehre they encounter ogrillions and find a letter that seems to have lost its way.
They do some cave diving and discover a hidden cashe och healing potions that will come in very handy. Close to the cave they encounter some hobgoblins and make short work of them. Finding a nice pair of slippers for Henke.
Note that Im using Jaheira as a tank and letting Khalid stay in the background as archer.
Team Henke continues on to Nakshel, Imoen gets a bad feeling about the Inn there so instead of entering they choose to just unload their loot in the store and spend the night in the wilderness. On their way out of town they encounter a fellow ranger asking for their help in rescuing his liege Dynaheir.
Somethins is not quite right with the ranger Minsc though and the team doesnt feel comfortable in bringing him along in to the wilds. His request seems sincere thhough and they promise to keep an eye out for Dynaheir. [Spoiler] [/spoiler]
Their adventure east of Nakshel continues without any major problems. Saving a forrest dryad and her tree gives Jaheira a nice belt to use for tanking and some half ogres waylaying them at a bridge leaves a nice pair of bracers for her.
In caves below the fortress Henke finds a book that makes him even more charming.
In the fortress itself the team battles trough hordes of gnolls and xvarts and in a pit they find the lost Dynaheir and sends her back towards Nakshel and Minsc.
North of the gnoll fortress Henke finds tracks of ogres and hobgoblins, ogres are his favoured enemys but for now they decide to leave the area alone and head back to Berengost to rest up and reequip.
I like how this thread is getting more popular;) Good luck to @HenkeB and @lolien , if you choose to restart. "Faldorcz" sounded too good to last so short.
Aidahn Sparkyfibber, 6th BG1 update
After the areas between the Friendly Arm Inn and Nashkel were cleared, the group decided to explore the Cloud Peaks - the places where Aidahn first only passed on his way to the Gnoll Fortress.
When arriving to the Cloud Peaks, the adventurers met a little boy, Albert, who couldn't find his pet, Rufie. The dog was found not very far away, and what a surprise it was when instead of a boy, Albert turned into an outer-plane creature... Everyone felt lucky that this beast didn't attack and turned out to be friendly.
Khalid reached the 3rd level, getting 13 HP. Wielding an axe, he chose to specialize in axes for more APR and damage.
Later on that area the party met Vax and Zal who declared that he is the fastest dart-thrower around these places. Imoen wanted to skip fighting but these guys seemed to want it more than anything else.
For a low-level party they proved to be dangerous. Jaheira was killed with one swing of Vax's halberd while Zal easily hit through Minsc's leather armour. Using everything they had at their disposal, Aidahn and Co managed to survive and to win.
Sparkyfibber leveled up, this time as a mage, and got 2 HP. A bit better than the first time.
Not long after that Imoen said that she'd been studying Tarnesh's scrolls a bit and asked to create something magical. She managed to create a book which improves all her thieving skills at 5 points. Maybe Imoen should seriously learn magic?
Not this time, though, as Imoen reached the next level (+7 HP) after a fight with several bears. She put points into Find Traps skill because an idea of learning magic became more and more appealing to Aidahn's sister, and she wanted to improve this skill as soon as possible to be reliable in all situations.
After the lesson from Vax and Zal, Imoen tried her best not to anger "Sendai from Amn" and two her companions. Aidahn and everyone else were called "peasants" but at least they weren't hurt.
The group returned to Nashkel, resurrected Jaheira and Minsc, identified bracers Zal used (which improved ranged THACO at +2) and came back to explore the location further.
Seeing a group of kobolds near the center of the area, nobody expected it to go bad. And yet, Jaheira again was killed - this time with several arrows from the kobolds. Kobolds!
Then everyone remembered that after the last level up, Khalid, not Jaheira, become the one with the biggest amount of health in the party. So it was decided to give a tanking role to Khalid, even while he didn't have AoF. As these several weeks showed, 12 HP could be better than the AoF spell.
On another Cloud Peaks location, Imoen was approached by a talking gnoll who wanted a duel agains the strongest fighter... Imoen turned to be the fighter this gnoll talked about (probably to her highest level in the party).
After a long shooting contest, Imoen won against the gnoll, and the reward meant Minsc reached a new level (+7 HP). The "Stupifier" mace already proved to be useful here and there, and this is why Minsc chose to specialize in maces. Now he could dualwield two of them for the bes effectiveness.
On this area there was a nymph who asked Aidahn's help to protect an old tree from two thugs. Approaching this encounter as safe as possible, everyone managed to stay alive. The reward brought the 3rd cleric level for Sparkyfibber. 3 HP this time. The gnome was glad about the progress.
Before one of the rests, Dynaheir asked if Aidahn could stop a war between Amn and Baldur's Gate, if it were to happen. She encouraged the gnome to speak in a hero's voice and to promise that Aidahn Sparkyfibber of Candlekeep would stop the war. The gnome saw Dynaheir smiled privately.
@lolien: A dwarf may be better for another no-reload Cleric/Thief run. You won't lose much backstabbing power, and you'll gain much better saving throws.
I didn't plan out this run very much, so I decide on a whim to visit the Windspear Hills. Jan arrives without Stoneskin, which means I have to move somebody in front of him before he casts Invisibility 10' Radius, to avoid disruption.
In EE, Invisibility 10' Radius turns all critters, friendly and otherwise, invisible. Luckily Jan can dispel the enemy's invisibility with Detect Illusions. Jan can do almost anything, actually.
We flee to the north, conjure some critters, and attack the enemies from a better position. Sil chips in to the effort.
She's our heaviest damage dealer even though she's missing her Kensai levels--mostly because the only fighter in our group is Jaheira, and mostly we need her for spellcasting. Here's a very pretty looking Dimension Door. Nymphs sometimes cast it many times in succession, and the visual effects layer on top of each other and glow extra bright.
Against Plath Rededge, we again combine Invisibility 10' Radius with summoning spells. Plath Rededge, however, has area-effect spells, and our two most important party members are disabled on the first round.
Our summons get crushed. Mere seconds after the Greater Command hit, we get an auto-pause.
A few seconds later, we're alone.
This is a bad sign. I know all of the enemy's pressure was concentrated on one critter, but that was a Cave Bear, our strongest summons, and it only lasted three or four rounds. It's a warning: our current summons aren't keeping pace with the enemy. We need better ones.
We wait until Sil and Jan have awoken and proceed as normal, bringing out more summons and following up with disablers. They work quite well.
Sil uses hit-and-fade strikes on Plath Rededge, who somehow managed to get a spell off the ground despite all the pressure we've been putting on her.
Aerie failed a save against Miscast Magic. Not a spell you see very often. But the impact is very slight; Plath Rededge is quickly dying and her friends are still out of commission. Sil chunks another enemy.
I was thinking of continuing on to Firkraag's lair, but I don't think we're equipped to handle the Ruhk Transmuter. Instead, we wander off to Watcher's Keep to grab some cheap goodies from inside. Hexxat's romance dialogue seems very incompatible with Sil's blindness.
I've noticed Hexxat is fairly cold. It makes sense for an evil character and a vampire, but I've read so many warm, fuzzy, and sweet lesbian love stories that the coldness seems... odd. Emotional distance seems very uncharacteristic for any romance, especially a gay female one. The come-on seems very physically-oriented and direct. I have fond memories of Nalia and Auren Aseph's relationship, and the joy they shared. I suppose that's just not how Hexxat operates, though, which is disappointing.
On an unrelated note, there are two Stoneskin scrolls, one of which is a lot cheaper than the other--just like in vanilla. Garlena sells both.
Some scrolls, like Fireball, are more expensive than others of the same level, while others, like Sunfire, are surprisingly cheap for their level.
Aerie keeps bothering us about Quayle's request, so we stop by the Five Gallons Inn. I'm very fond of the dialog here.
Poor Biff. He tries so hard. And does so poorly. I also like Kirinaldo trying to fill in the missing hero lines.
Gnomes can't catch a break in this game. Even in a play, the gnome is the evil weirdo.
I love how Raelis Shai says her name, and says "I" instead of "me."
Can you hear her voice when you see the text?
Speaking of evil weirdo gnomes, Jan's quest has come up. Vaelag, the evil weirdo gnome that stole Jan's girlfriend... actually, I forget what exactly Vaelag did, but we have to go talk to some random people around town for some reason if we want to save Jan's love. This entails going to the Copper Coronet sewers. The Hobgoblins aren't nearly so threatening now that we've gained several levels.
Speaking of levels, did I mention Sil recovered her Kensai levels?
Per @Grum's advice, I activate Detect Traps immediately after using Hide With No Sight, which starts the stealth timer a little early. Sil stays invisible even after she starts looking for traps, so she can wait a few seconds, backstab, fall back, and immediately hide again. She therefore can backstab once per round even in close quarters with enemies everywhere, and she'll only be visible for a fraction of a second.
Nothing can find her.
Nothing can stop her.
Part of Jan's quest also entails paying a visit to the Sea's Bounty Tavern, which normally would get Jaheira cursed. But Jan's magic once again keeps us safe.
We have one more fight before we get Jan back. A couple of Githyanki spellcasters await us at the Five Galleons Inn. Sil lands a backstab and vanishes by taking a single step backward.
Her invisibility doesn't stop a Slow spell, however, and she has to retreat to safety while our summons removing the Githyanki's Stoneskins.
Stealth also isn't fast enough to escape a Psionic Maze spell.
But with an INT of 18, she comes back quickly, and once their Stoneskins are gone, the Githyanki are vulnerable to backstabs. They don't last very long after that.
We save Jan's love, but Vaelag apparently was there to take her away.
You know how characters will usually deliver a short line at the beginning of a dialog (kneel and repent; declare yourself; greetings good customer, a pearl to you, and so forth)? Well, Jan belched at the start of that line.
Back to business. We have a slaving operation to take down. Some kobolds get in the way.
Pow!
The next area has a Priest of Cyric and therefore divination spells could be a problem--not for Sil, but for the rest of the party. Sil therefore has to keep the priest from casting any divination spells. Since the cleric won't cast any unprompted, Sil breaks her invisibility and starts the fight before fading away.
She keeps hounding after him. One spell disrupted every round.
But fast casting spells can slip in during Sil's brief periods of visibility, and hit her even when she's no longer visible. And as a human, her saves are pretty poor.
The rest of the party hurries over to cast Invisibility 10' Radius and summons some critters while we're at it. But our summons get trashed.
The important thing is the cleric is dead, which means Sil has the rest of the fight all to herself. She takes another chunk out of an enemy's life and slips away.
Notice there are more enemies than before. We've got some guards coming in from the north. But none of them have any means of seeing through invisibility. Sil is untouchable.
It takes at least three backstabs to kill each enemy, but Sil has all the time in the world.
She clears out the entire room. By the time it's over, our Protection from Evil 10' Radius spell has worn off. That's a lot of time to be backstabbing.
Hexxat follows Sil around to help guide her to the next group of enemies. One of the mages begins the fight without Stoneskin.
For the other, we wait out some of his buffs. He wastes more than one spell trying to hit Sil before she vanishes.
Almost every enemy in that entire area falls to Sil's katana. But she still needs support from the party, to keep her invisible when she's disabled, and open up her vision so she can actually get around. And SCS enemies are smart enough to use area-effect disablers if they can't hit Sil with single-target spells.
Aerie rolls in to turn Sil invisible again, and Hexxat breaks her invisibility and conjures some wolves to draw attention away from Sil. By the time Sil recovers, the mage has lost his Stoneskins, and is quickly dispatched with backstabs.
Jaheira finally hits druid level 11, and can now cast Conjure Fire Elemental.
Fire Elementals enjoy immunity to normal weapons, which makes them immune to LOTS of early game enemies.
In SCS, it's even more powerful, as there's an option to turn all +1 weapons into masterwork weapons, which won't bypass immunity to normal weapons.
The rest of the Copper Coronet won't really be a challenge. Sil gets scared away from the Beastmaster fight for a few seconds due to a failed stealth check, but otherwise the animals are harmless. The Beastmaster isn't too tough, either. Not with a failed save vs. spell.
Hungry for XP, Sil helps Hendak with Lehtinan, and gets our biggest backstab yet.
Next, the Temple Ruins. I want to see if Shade Wolves and Shadows are still incapable of bypassing immunity to normal weapons.
Looks good. We check in on Anath, but I decide to try out a new dialog option. Turns out she doesn't explain her point of view if you explain yours.
In vanilla, last I tried it, Anath is immune to non-silver weapons, and is therefore almost unkillable. EE has no such immunities for Anath.
Sil tries to backstab some Shadows near the sun gem thingy to the east, but gets mobbed eventually, prompting a rescue in the form of a Fire Elemental, who turns out to still be immune to the attacks of Shadows and Shadow Fiends.
Sil does pretty well alone against the Shadows for a bit, but eventually gets stuck and the party has to bail her out. I rely on Jan to turn the party invisible when the undead are crowding around us, but his defenses aren't as solid as I hoped.
Thankfully, we thought ahead, and equipped Aerie with Invisibility 10' Radius as well. Once we've recovered a bit, Sil resumes her backstabbing, to brutal effect.
Unfortunately, the Temple Ruins isn't just Shadows and Shade Wolves.
Sil can sneak past all of them, as Skeleton Warriors can no longer see through invisibility, but it's not really enough. Mummies and Skeleton Warriors are vulnerable to backstab, surprisingly, but Bone Golems are not, nor are they ever affected by the fire traps of this area. Also, their attacks are magical. And there's a second Bone Golem who always seems to wander over to join the first one. Jaheira's Fire Elemental barely puts up a fight.
I could try and have Sil backstab the other enemies, besides the Bone Golems, but it's a lot of trouble and the spaces around here are kind of tight. I decide to sneak past everyone instead. We only bother with one enemy remaining in the area.
Notice the Shadow is facing to the east, instead of south. This is because I selected Jan when he was in the eastern hall, clicked on the shadow to speak with it, and cancelled Jan's order. This turned the Shadow just far enough around for Sil to backstab it on the first round. Talk-turning is only very rarely useful, but I think it's cool.
So how about the Shade Lord? I have a Cacofiend scroll--not Summon Fiend, for whatever reason, which I didn't get in the previous area, but a Cacofiend scroll from an early game fight--but I don't think that will be enough to take down everything. Instead, I decide to resort to Protection from Undead on Sil, while the rest of the group stays invisible. This way, Sil won't get hit by Darkling Aura and will maintain her high stealth abilities and backstab multiplier, and the Shade Lord will go down quicker.
When the Shade Lord does go down, I see a strange message.
Suddenly, all of the Shadows attack Sil.
There's no way Sil could withstand that. And because I didn't closely read the message in white, I assumed the Shadows were attacking Sil via a script, which I was afraid meant she'd be unable to escape using stealth or an invisibility potion.
I have Jaheira and Aerie, currently hiding to the south, equip Sunstone Bullets and nail the Shadow Altar it goes down instantly, and all the Shadows fall with it.
Even Shadow Patrick goes down, which I didn't know was standard.
I think Protection from Undead is supposed to be dispelled on entering the area, but for some reason it only triggered after the Shade Lord died. The fight would have much harder without it, though the Sunstone Bullets would have played out the same, and the Shade Lord still can't see through invisibility.
Back in the Docks, where I hoped to fight Rayic Gethras and buy some new Potions of Genius, Jaheira's old harper buddies complain about me. They've been doing that a lot lately. Jaheira leaves the party, so we go to the Harper Hold to retrieve her. She warns us that a fight is probably waiting for us downstairs, so Jan turns everybody invisible before we go downstairs. Sil prepares to backstab the opposition to death, but the mages don't stand around. They cast spells even when they can't see their opponents.
I send the rest of the party around the northeast hallway to escape the enemy's divination spells, but one of the mages gives chase. Aerie loses a spell to Minute Meteors.
Mercifully, the mage doesn't use the Minute Meteors to interrupt Jaheira's spell. We now have a Fire Elemental on our side.
Aerie gets hit by Remove Magic, placing the burden on Jan to cast Invisibility 10' Radius. He's already invisible, having never broken it to cast a spell, and therefore can do so in complete safety. Meanwhile, Sil shuts down the enemy cleric's spellcasting and our summons clash with the enemy fighters.
I check the Fire Elemental's health. It's hurt, and I suspect the mage's Minute Meteors are to blame, but closer inspection reveals that there is one enemy with a magical weapon. Sil tries desperately to bring that enemy down, but several rounds later, the enemy wins out.
We retreat to the hallway once more, summon some Skeleton Warriors and a pair of Nymphs, and send them out into the main area. Sil returns to backstabbing, and the cleric falls.
We disable the fighters, break through the mage's Stoneskins, and wear down everything with missile weapons, summons, and backstabs.
A few levels ago, Sil had 40% of party kills, with Jaheira taking 40% of the rest. Now, she has over 60% of the kills. I was right about the blind thief's excellent defenses, but wrong about its damage output: it really is a stellar damage dealer, even in Nightmare mode.
So many pictures... Nightmare fights take forever...
I finally decided I was ready to take on Rayic Gethras. The best spell attack I've got is Secret Word, which will likely do nothing, but in my party, with its endless illusion spells, is better suited to waiting out enemy spell protections, which means my normal pattern--waiting until I have Pierce Magic to take on Rayic Gethras--is no longer relevant.
Not that I wait that long anyway. I almost always end up fighting him early on, without the resources to take down his spell protections.
FIrst, though, we've got his goons to take care of. I try an Invisibility 10' Radius+Conjure Fire Elemental strategy against the Mephits, but Jaheira stayed visible long enough for a Mephit to burn her and disrupt her only such spell. I came back later and this time brought Sil to the front to cast Horror, so the Mephits would hit her with any fire spells they had instead of Jaheira. I then had Sil backstab the Ice Mephits to keep the Fire Elemental safe. It seems that Sil's damage output is a little under twice that of a Fire Elemental, judging by how quickly each one took down the Mephits.
The Stone Golems were a problem. They were immune to backstabs and +1 weapons, which meant Sil effectively only had 1 APR with Namarra if she wanted to kill them from the shadows. That was way too slow, so we brought out a Fire Elemental to distract the golems. Turns out golems still use nonmagical weapons, even in EE.
For Ray-Ray, I put Death Ward, Remove Fear, and Chaotic Commands on Sil to make sure she could handle anything the enemy might throw out. She also drank our only Oil of Speed, to help her escape a Remove Magic spell. Hexxat set a trap, Aerie cast Melf's Acid Arrow, Jan bided his time, and Jaheira began casting Summon Insects, all with the intention of disrupting Ray-Ray's spells. Jaheira's spell was lost due to a pre-cast Improved Invisibility, but it's just as well: his spell protections would have bounced it right back.
Due to inattentiveness on my part, I let Sil get hit by a Remove Magic, rendering my use of our only Oil of Speed a waste. Still, Aerie is prepared to return the party to safety.
I neglect, however, to summon a Fire Elemental. We still have no summons on the field. To fix this, I have Jaheira flee to the north and begin casting Conjure Fire Elemental, with Hexxat calling in a pack of wolves. To make sure we don't lose the Fire Elemental, Aerie casts Invisibility on Jaheira. With its faster casting time, we can bring out the Fire Elemental more quickly with less risk of disruption.
Next, Jaheira conjures some darts +5 from the Cloak of Stars, which Hexxat uses to bypass Ray-Ray's Mantle spell, though her THAC0 is poor. Jan can also bypass Mantle and Stoneskin with Firetooth, but by the time he remembers to do so, Ray-Ray has already lost both.
Notice Aerie has a Greater Malison effect active, but nobody else does. This is because I sent her to the corner when I noticed Ray-Ray was casting an enchantment spell, knowing there was no guarantee the other characters would make their saves.
Seeing little else to do, Jan brings down Ray-Ray's GOI with Secret Word, though I can't hit Ray-Ray with Silence 15' Radius without risking silencing Jan. Ray-Ray, realizing his defenses are down, resorts to a fast-acting option, a triple Flame Arrow Spell Sequencer.
Hexxat turns to mist. I didn't know she did that. In any event, her loss won't have much impact. But Ray-Ray has already singled out a bigger threat, and his next spell works even better.
But his defenses are down, and though he has tons of HP, there's only so much a mage can do when taking damage. Sil brings the matter to a close.
Turns out Hexxat drops all of her equipment when she turns to mist, but recovers on her own from near-death experiences, which makes sense considering she's a vampire.
Back at Mae'Var's guild hall, Jan starts to talk. At first I assume it's another one of his stories. Then I realize it's very serious. Apparently Hexxat murdered a relative of his. I say we all do things we regret, but Jan, naturally, isn't going to let the matter go.
I think a long time about this. It seems that Hexxat is incompatible with Jan. I had the same problem with Anomen, and booted Anomen to keep Hexxat, but now I have to choose between her and Jan.
From a strictly practical perspective, Jan is a big deal. He basically has all of Hexxat's thieving abilities, if not her excellent resistances and vampire abilities, and on top of that, he has mage spells. The spider gnome trick is no longer possible, but Jan is still a powerful and versatile character.
Arguably, since I plan on taking other mages into the group, his access to mage spells isn't so important. Aerie already can do a lot of what he can do, in terms of spellcasting. But you can't really have too much arcane power, as I found in my Party of Spiders run. Redundancy among spellcasters makes a party extremely hard to kill, as each one can fill in for the other if something goes wrong. Redundancy among thieves is another matter: there are only so many things they can do, and so redundancy is less likely to come in useful.
From a roleplaying perspective, however, I want to keep Hexxat. I know Jan and I've heard everything he's said before, but Hexxat is new to me. If I boot Hexxat, I won't get to know her in this run.
Hexxat gives me my answer. She explained to Jan that she was just doing what she had to do to survive. But the same applies to us. We're less likely to die with Jan in the party than with Hexxat. I tell her we'll be going on without her.
She doesn't seem hurt... unlike the other romanceable characters, when you remove them from the party. She tries to bargain instead.
I'm awfully tempted, but something seems wrong about this. Does she have any real interest in Sil, or is this just a physical thing to her? She's been very reserved so far, and has already expressed some hesitance at pursuing Sil.
This doesn't feel quite right. I tell her the decision is made. She agrees to go, but she doesn't think our decision will last.
I'm not sure what to make of her. I know I'm missing something, but I'm not sure it's something I want.
We pick up Edwin and buy 11 Potions of Genius from the Temple of Oghma, now that we have the gold to do so. A lot of scrolls must be scribed. But on the way out, we run into a problem.
Dermin appears outside. A telltale moment of lag indicates the loading of SCS' incredibly long combat scripts. Longtime SCS players know a smart opponent is around whenever there's a second or two of lag.
Problem is, the area directly outside the Temple of Oghma is very tight, and though there are two staircases leading down to the ground outside, the doorway has a very narrow choke point that the enemy is blocking completely.
We rush back into the temple to turn invisible.
It's hard to overstate just how useful Invisibility 10' Radius has been. It's kept us safe from so many attacks and so many spells and maintained our freedom of movement on so many occasions. I cast it every time I do an area transition, because it guarantees we don't get caught off-guard during ambushes.
But some enemies see through invisibility, and Dermin is one of them. He doesn't have the standard "invisibility detection via script" opcode, I don't think, but his script does prompt him to attack, and Edwin is the nearest target. We have to run back inside for breathing room, and Edwin downs an Antidote to cure a very fast-acting poison.
We hurry back out and try to escape. But the enemy still blocks our way, and though Dermin has trouble this time attacking our characters, he still knows how to use area-effect spells. He uses a good one.
The two invisible characters to the south are Sil and Aerie. They alone were able to escape the choke point--I think it's a result of how our characters get crammed into the doorway when we leave the temple. Maybe switching around our characters' order could have allowed different ones to escape, but we're fine this way.
I send Sil and Aerie away, and have Aerie summon a single Skeleton Warrior from the east. I then send the Skeleton Warrior into the enemy's field of vision and keep it moving to the west, hoping to draw the enemy out of the choke point and free Edwin and eventually Jan and Jaheira.
The gambit succeeds, and the enemies move enough for Edwin to slip out, but Aerie doesn't stay out of the enemy's visual range, and the Animate Dead spell broke her invisibility. Now she's in trouble. To avoid attracting the attention of the Cowled Wizards, I have her cast a Sanctuary spell instead of Invisibility. I hoped her Stoneskin would keep her safe for the duration, but it's not enough. One of the enemies has Minute Meteors.
I have little hopes for her escape, but I send her running anyway. It makes no difference.
This is a very costly loss. Edwin is the only character we could probably function without, and that's only because he doesn't have Stoneskin and we don't have a magic license. Sil and Edwin sneak across the area to the west, since it lets them stay close to the rest of the party while maximizing the distance from the enemy. A cleric wastes a valuable spell in the meantime, but it's a little intimidating just to see it come out.
It would also be intimidating to see Dermin teleport to Sil, if I hadn't already seen that happen to invisible characters and still result in nothing happening. The Dimension Door, despite indicating targeting, does not indicate a threat.
Jan and Jaheira wake up, allowing the party to flee further west, but one of the enemies hears the movement and decides to try a divination spell. We're not fast enough to escape in time.
I don't know if SCS spellcasters only try divination when invisible characters are moving, or whether they do it when an invisible character is merely present, but the former matches the behavior I see here, and it also makes more sense.
I keep the party moving, down to the Sea's Bounty Tavern, and eventually decide to break the arcane spellcasting ban, since it would be our first strike. Edwin casts Monster Summoning I; Jaheira calls in a Nymph, and we send the two after Dermin.
A Cowled Wizard teleports in to give us a warning. I know from experience that I can cast two arcane spells at once while only triggering one Cowled Wizard visit in an area, so it should be safe to continue casting arcane spells in the Docks for this fight, though it will be the last time I can do so safely.
We can't check on the summons' progress against Dermin, however. Sil can hide anywhere, but she's blind. Jan has vision and can hide, but it's daylight and his stealth abilities are very poor. Edwin has Shadow Door, but I forgot about it, Jaheira has no illusion spells at all, and Aerie is dead.
However, EE allows a blind character to get brief glances at hostile enemies nearby. What happens is that Sil sneaks closer to where Dermin is fighting our summons, and though our summons are out of sight, Dermin will appear and disappear about once per second. This allows a blind character to find nearby attackers, which helps Sil deliver backstabs and hasten Dermin's demise.
I think we can take on the remaining enemies, so I bring everybody a little closer to the enemy, stopping in front of Prebek's house. Edwin summons some more monsters, which we can then send after the other Harper assassins. But we get caught by surprise.
The Cowled Wizards have detected us breaking the magic ban a second time. That guy is about to deliver a short dialog and then spawn in some very high-level hostile mages. I talk-block him and slip into Prebek's home.
Apparently when the Cowled Wizards first appear to warn you after your first breach of the magic ban, you only have a certain amount of time during which you can cast mage spells without them coming back. Once that time is over, they will come after you. This allows the wizards to count a short period of arcane spellcasting as a single incident--therefore not attacking and killing a Chapter 2 party that accidentally casts two mage spells at once--but still prosecute continued spellcasting in the same area.
There is no way we could win this fight. Even if I dragged it out, they'd still destroy my summons and destroy my party, and even if I resorted to solo backstabbing, they'd be perfectly capable of disabling Sil with Power Word: Stun, or even Maze if I screw up someplace. We have to flee.
Inside Prebek's house, Jan casts Invisibility on Jaheira and Haste on the party, while Sil hides in shadows and Edwin casts Shadow Door. Jan then casts his finally Invisibility spell on himself and we rush out the door. We've already collected Aerie's and Dermin's things from the ground, so no more needs to be done. We make a mad dash across the map. We can return to finish off the Harper assassins later.
We buy a magic license from the Cowled Wizards in the Government District, raise Aerie, drink a whole bunch of potions, buy all the scrolls we feel we need, and scribe them, bumping Sil up to level 12. One more level and she gets a x5 backstab multiplier, and her Hide in Shadows and Move Silently skills will both be at 200.
With Aerie in good shape, a license to use arcane magic, and no more element of surprise to the Harpers' advantage, we're ready to finish the battle Galvarey started so long ago.
How to survive - Steps: 1: equip only after comparing buffs and debuffs. 2: don't attack any strong creatures unless you're confident you can beat them (which is always if you have that kind of ego) 3: NEVER TRY TO FIGHT DRIZZT! (Even with both hands tied behind your back! But seriously, refer to step 2 of survival guide)
Comments
As for your question, @Ygramul , I've always though that those powerful items from Rasaad's areas are to compensate for ... Rasaad himself, while he's still a liability (a low level monk in SoA terms). So I wouldn't use them if not having Rasaad in the group.
I saw Rasaad in your party when you defeated Sarevok, so if Rasaad is in your BG2 party too, I see nothing wrong in having several additional relatively powerful items. It's like the items from the Watcher's Keep, if you go there while still in SoA. Or the items from additional merchants in Athkatla, including the Robe of Vecna and the Simulacrum Helmet.
Are they powerful and sometimes game-changing? Probably yes. Do you use them? It's up to you.
The first thing the adventurers did in Beregost was exploring and meeting everyone in the street - maybe some of them could shed light on a mysterious figure responsible for the Gorion's death.
They decided to start from the place where they previously had been greeted by Golin Vend. One of the first persons Aidahn and his friends met was Neera. She looked scared and needed help from "magical bandits".
It turned out Neera was hunted by a group of mages. Aidahn didn't knew neither Neera nor those people she called "bandits" but it was obvious the bandits wanted Neera to be dead. The gnome decided to protect her.
After what-looked-like-a-wild-surge happened, Aidahn managed to command the thayan wizard to sleep and several rounds were enough to finish him and his 2 bodyguards.
Neera was happy with the outcome but it was obvious the assassins would come back. Imoen advised Neera to go to the Friendly Arm Inn, where Mirrorshades and guards could protect her.
After some further exploration of the town the adventurers found the house of Landrin, an old woman from the 3rd floor of the Friendly Arm Inn who asked to clear her housr from spiders.
Stealthy Minsc attacked 4 spiders that were inside the house and then went outside. The spiders followed, only to fall asleep from an Aidahn's spell. In the process, Khalid got a new level, getting 6 HP.
In the centre of the town Imoen talked to Garrick who said his mistress needed some help. "Another damsel in distress", thought everyone, and followed Garrick. But it turned out it was this mistress who was wrong - somehow instead of having problems she asked Sparkyfibber to kill innocent people. The gnome refused and Silke - this how she was called - immediately attacked.
She saved against Command but failed a save against the Spook spell. But during the Horror effect Silke managed to survive, and immediately after coming back to the normal state casted Mirror Image. It was time to use the wand Imoen found in one of the Beregost houses.
After the second attempt Silke died. She didn't create anything serious, though, only enfeebled Khalid.
Imoen got the 3rd level, this time getting 3 HP and further improving the Open Locks skill.
In one of local taverns the adventurers found another assassin, Karlat. The Command spell worked this time.
After that, Sparkyfibber got a new level as a cleric, getting 1 HP , but more importantly, 1 additional divine spell slot.
Aidahn Sparkyfibber - Cleric/Illusionist, 2/1 lvl, 17 HP (10 from FF), 0 deaths
Imoen - Thief, 3 lvl, 19 HP, 0 deaths
Khalid - Fighter, 2 lvl, 19 HP, 0 deaths
Jaheira - Fighter/Druid, 2/2 lvl, 20 HP, 1 death
Minsc - Ranger, 1 lvl, 10 HP, 0 deaths
Dynaheir - Invoker, 1 lvl, 6 HP, 1 death
The overall price of resurrecting - 300 gp
Good luck!
ps. Thumbs up for the random hp at lvl up. Aidahn is really brave even if he got only 1 hp!
As per my last update she finished Rasaad's quest (and his romance, apparently, though I have yet to touch much of even Athkatla).
I decided to dump all quest rewards from Rasaad's questline, keeping only the Mirror Image ring for Minsc. (Some of the other stuff is really unbalancing, especially given how easily it is just handed to you.)
Momentarily, I have Anomen in the party again (he seems... cold... toward Selyna; jealous perhaps).
Jan asked us to visit his home.
Afterward, I heard of a paladin of Torm invetigating a cult under the Temple District, which should prove interesting.
--
:: GENERAL REPORT ::
Selyna's party is playing veeery cautiously. (I meta-game to avoid obvious game enders, such as NOT opening a door in the back of a tavern in the Gate District.)
Her choice of "Chaos" as lvl 5 pick, along with Jan casting Malison and Aerie casting Slow or Glitterdust in the opening round of fights, made many encounters very easy.
NOT having SCS "mages insta-cast" option also makes the run reasonably balanced and fun (in return, I don't pre-buff either, except for Stoneskins and Chaotic Commands/Death Ward for Selyna at all times).
It's been so long since I had a BG2 run, it's refreshing not to know where everything is. For example, Jaheira is still using a non-magical scimitar on the front line. (She had to rely on a +2 dagger without being proficient against vampires a few times.)
Selyna is lvl 11, approaching 12.
Currently contemplating "Chain Lighning" as her next pick.
Once we emerge from the crypts, Anomen decides it's a good time to boast of his battle prowess. He says he totally killed like twenty hundred billion verbeegs, all by himself. We're not impressed, but we humor him.
I decide I want Namarra. Nobody in our party is proficient with long swords, but the Silence 15' Radius ability could come in useful. Unfortunately, I underestimate the Crypt King, who receives a special ability that I've only known to appear in Tactics.
Aerie's aura isn't clear, but she does have a Remove Fear spell memorized, because I neglected to pre-buff with it. We regain control of the party and gain the advantage. Only one disabler is capable of affecting the Crypt King, but it's enough.
Anomen, feeling insecure about the 20 STR vampire lesbian right next to Sil, decides to use his greater seniority in the party to oust his rival.
The bid fails, but I'm not sure I like Hexxat's presumption. Maybe all my runs with Aerie in the party have made me accustomed to sweet party members.
We divest Anomen of his excess trinkets, leaving him only with the items he had when he joined us, and boot him out. I did like his high APR, damage output, and his access to Skeleton Warriors (apparently the little ones are also called Skeleton Warriors in EE), but I don't like his voice, at least not now. Other times I've liked his upbeat attitude about righteousness prevailing, though. Just not today.
Plus, Hexxat is a novelty, and though I'm not sure what good she, as a thief, will be in a Nightmare run where Charname is already dual-classing to thief and we have Jan in the party (I only got Jan for Invisibility 10' Radius, but he might stay for good), I do want to check out the romance. I've heard nothing but bad things about Hexxat, but so far she doesn't seem that objectionable. You know, besides being evil and whatever.
We have way too many scrolls and need to buy some Potions of Genius from the Temple of Oghma in the Docks District to start scribing the scrolls, because I keep forgetting other temples in Athkatla also sell those potions, so we pre-buff with Invisibility 10' Radius, sleep, and walk right into an ambush.
I see something new: not only does the enemy try to dispel our invisibility, as many SCS enemies do; the mage also calls in a spawn.
All enemies in Nightmare mode, again, get an extra 12 levels to all of their classes, which means that Spider Spawn is going to last 23 rounds and conjure a Sword Spider instead of a Giant Spider or Phase Spider. The level difference also renders Dispel Magic largely useless to us, even if we had an un-nerfed Keldorn in the party.
The enemy mage comes over to attack us, with MGOI and Stoneskin already up. Normally this would render her invincible for many rounds, but Jaheira's Nymph lands a Hold Monster spell, which bypasses MGOI and GOI... and lasts 17 rounds thanks to the Nymph's level boost. Jaheira's Insect Plague spell, already in motion, is mostly wasted.
We take the initiative against the mage's allies, layering Greater Malison with Slow.
But since that wasn't enough, Jan also uses Namarra for a Silence 15' Radius spell, and the enemies must deal with a -9 save penalty. They don't do too well against it.
Aerie's own Silence 15' Radius is also a waste. Meanwhile, our summons start to collapse--the enemy is dealing too much damage. Unlike in vanilla, Animate Dead only gives us one Skeleton Warrior in EE, and so our army is very limited. To make sure we don't get overwhelmed, we switch over to hold spells and Horror (which Sil, being blind, can only cast on herself). Hold spells are much more devastating than the Slow we began with, but they also have no save penalty. But with so many at our disposal, we can get a few failed saves.
Notice Jaheira, in bear form, and Sil getting up in Eldarin's face. I don't like his arrows, so I prefer to rush him once his buddies are dead or disabled.
The battle has turned in our favor, but hold spells are temporary and there's a lot of HP to take out before the target will fall. We have to be very careful in our targeting to make sure we're doing enough damage in the right places while we still have automatic hits. Gradually, the area thins.
See Eldarin in the left corner? Jaheira and Sil are gone; a Dire Wolf and Skeleton Warrior have taken their place fighting Eldarin. This is because the wolf and skeleton were busy fighting other enemies, and due to their AI, it's hard to convince them to change targets. Party members, with AI disabled, are more responsive, but they're also more fragile. This means I could only stop Eldarin's arrows with Jaheira and Sil, but I couldn't hold Eldarin down for long unless I sent summons after him and brought Jaheira and Sil out of harm's way. These are the little optimizations that can make a big difference over the course of a long fight.
Damage spells have a place even in Nightmare mode, and not just Flame Arrow and Horrid Wilting (Skull Trap is nerfed to a max 12d6 damage in my SCS install). They might not scale with the enemy's HP, but the damage is still substantial in places.
More importantly, they allow us to hasten the demise of a smaller number of high-risk enemies. If an enemy is pressing on the party and we can't take much more of it, a few quick damage spells can remove the threat, without relying on dicey attack rolls.
Of course, the main reason I use damage spells is because our magic-heavy party (we really do need those summons) is bad with weapons.
Jan finally brings the battle to an end in spider form.
Squeeze every resource.
But the assassins don't appear, and the Ghasts are the larger threat.
Anomen was the one with Remove Paralysis; Aerie has no such spell. Jaheira is doomed. It's especially painful because Jaheira had only just hit level 9 and gained Harper's Call, and she was the only one who could raise the dead in our party.
There are no Rift Assassins in sight, so Jan turns the party invisible. Our summons alone keep fighting.
But it doesn't work for long. The assassins finally appear and make a point of backstabbing Hexxat, the weakest link thanks to her low HP compared to Sil's and her lack of Stoneskins. I try to keep her alive with potions, but it's hopeless. We won't be able to wait out Jaheira's paralysis and escape with Jaheira alive.
Instead, we flee upstairs, allow Jaheira to fall, and then slip back downstairs and use the quick loot feature to gather her equipment without navigating around the enemies. We raise her at the nearby Temple of Helm, rest up, barely slay Camitis and Reti or whatever his name is--the people who buried alive Tirdir--and report back to Lieutenant Aegisfield, triggering a cutscene introducing Neera.
It's a distraction. A Wild Mage has no place in our party, not in a minimal reload run.
Sil has hit level 9, and therefore dual-classed to thief, investing all of her skill points in hide in shadows and move silently. A blind thief effectively has Hide in Plain Sight at the cost of a stunted field of vision and a -4 penalty to THAC0, which fits in pretty nicely with a Kensai kit, in the scheme of things. Eventually Sil will be regularly doing quintuple damage backstabs at will. It won't make much difference considering how much HP enemies will have, but she will be invisible to almost everything. It's not a high-powered build for Nightmare mode, since backstabs and traps don't scale with enemy HP, but it will be very safe against most monsters.
The Kensai is actually probably the worst fighter kit for such a build, if we're in Nightmare mode and the extra damage makes little difference, but I wanted it anyway.
Later we get ambushed again, the Renfeld ambush, and due to our negligence, Aerie arrives on the screen fully visible, costing us a Potion of Invisibility. But once we're invisible and at a safe distance, our last strategy works well when we get started.
Insect Plague, Confusion, and Silence 15' Radius are all active. But that Skeleton Warrior on the enemy's side is going to be a problem. All enemy Animate Dead spells in this run are going to get the level 15 version, with its 90% magic resistance, various immunities, and strong stats. And we won't be able to turn those things until Aerie is at over 5 million XP--all undead are 12 levels harder to turn in Nightmare mode.
I test out Sil's Hide With No Sight ability while the others are slinging spells. It works.
We wear down the enemies from a safe distance. Sil tries out a backstab.
She's going to be lots of fun to play with, Nightmare mode or no.
That Skeleton Warrior is a big problem, though. It's not going to go down easily, it's not going to get disabled at all, and it's not going to wear off. I could always use Invisibility 10' Radius and wait out the 8 in-game hour duration, but that would be awful. Thankfully, Renfeld speaks to us despite the presence of a lingering enemy.
We gather all the loot--I really love the auto-loot feature--and leave the area, ignoring the skeleton.
Delivering Renfeld means the start of the Harper quest. This means we have to fight Prebek and Sanasha, who will be really dangerous. We're still at very low levels, the fight is in a tight space, and Nightmare mode mages can survive without Stoneskins and their spells last forever. I need a new trick to deal with these two.
We enter while invisible, and Sanasha begins casting a divination spell. Jan waits a second before beginning to cast Invisibility 10' Radius. Sanasha reveals us, allowing Prebek to hit us with Slow, but Sanasha's divination magic is spent, and we all go invisible once more, with a few summons on our side to compensate.
Invisibility 10' Radius allows us to maintain perpetual invisibility while still summoning critters to fight for us. There's a tiny delay, a fraction of a second, in between the time Jan finishes casting the spell and the time when the party actually goes invisible. If Jaheira and Aerie begin cast their summoning spells right after the auto-pause for Jan's spell triggers, they will go invisible just as they begin casting their spells, maintaining invisibility despite casting a hostile spell.
But they have to cast the summoning spells either directly in front of them or directly on top of themselves. Why? Because if they try to cast someplace else, they will spend a fraction of a second turning to face their target, which might mean they begin casting after Jan's next Invisibility 10' Radius spell hits, and so they turn visible for 6 seconds or more.
Once we've confirmed it works, we try it again, and this time, Jaheira starts casting her Call Woodland Beings spell, which would be more costly than her animal summoning spell if it were interrupted.
The enemy proves surprisingly adept at killing our summons.
We have more, though, and Jan has lots of Invisibility 10' Radius spells to make sure we stay safe. Prebek and two goblins collapse, the third goblin fails a save against the Nymph's Mental Domination, and Sanasha is alone.
She tries another divination spell--I thought she was out--so we interrupt it with Melf's Acid Arrow.
By now, we no longer need our invisibility, but I felt like interrupting the spell anyway. Sanasha is under pressure and on the run. Her only defenses are illusion spells, and Jan has a 100% chance of removing all of them every round.
When we finish the Harper quest, Jaheira gets a visit from Meronia and leaves the party. Knowing that we'll have to visit the Sea's Bounty Tavern for the Mae'Var quest, which will trigger the Baron Ployer quest I don't want, I decide to start the Mae'Var quest without Jaheira, only to realize, after fetching Mistress Ada's amulet, that the Sea's Bounty Tavern part of the Mae'Var questline only comes after you kill Rayic Gethras, which I don't think we could do at this level or without Jaheira.
Instead, we wait for Jaheira to come back. We've got a nasty fight ahead of us, though. If things get really bad, it may boil down to Sil hiding in shadows and very slowly trying to backstab the enemies to death, with the rest of her friends lying dead on the floor. We'll just have to see.
After quite some thinking, it is quite obvious to me that I can't give up the addiction called "no-reload". For some bizarre reason the game loses its interest if CHARNAME dies. It is time for a new solo run...
So here it is!
Meet the Avenger Daeryn, another Bhaalspawn of Faerun ready to share her adventures at the Sword Coast (and hopefully in Baldur's Gate hehe). Daeryn is a rather social person. She is well known for her love for animals and nature. Her melee fighting abilities are limited as she hasn't mastered her shapeshifting skills yet. Her skill in darts though is exemplary! She got 1st place at the local Candlekeep's championship "Dart riders", when she hardly managed to surpass "Norkul", a young mage whose fate is unknown...( Norkul's fate ).
At the moment Daeryn is getting ready to leave Candlekeep...destination unknown!
Weapon proficiencies are Darts and sword and shield style. At first I chose darts and clubs, but I think an Avenger should avoid melee fighting before access to shapeshifting. Moreover the leather armor and the buckler offer no protection against missile and piercing damage. I think sword and shield style is the right choice here, else I risk to be dead meat very early in the game. A no-reload is about survival after all.
I did a fresh installation and modification of the game, setting SCS pretty hard. Here is the weidu:
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22_20150614
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~RECOLOREDBUTTONS/SETUP-RECOLOREDBUTTONS.TP2~ #0 #0 // Recolored character's toolbar buttons (BG:EE) -> Bluish color scheme: v4.0
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #110 // Ajantis Ilvarstarr: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #120 // Alora: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #140 // Coran: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #170 // Eldoth Kron: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #180 // Faldorn: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #190 // Garrick: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #230 // Khalid: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #270 // Quayle: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #280 // Safana: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #290 // Shar-Teel Dosan: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #300 // Skie Silvershield: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #310 // Tiax: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #330 // Xan: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #340 // Xzar: 1.1
~S9SOUNDSETSVOL1/SETUP-S9SOUNDSETSVOL1.TP2~ #0 #350 // Yeslick Orothair: 1.1
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #100 // FThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #110 // FThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #120 // F_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #130 // F_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #140 // F_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #150 // F_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #160 // F_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #170 // F_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #180 // F_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #190 // F_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #200 // F_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #210 // F_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #220 // F_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #230 // F_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #240 // F_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #250 // F_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #260 // F_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #270 // F_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #280 // F_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #290 // F_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #300 // F_Sorc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #310 // MThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #320 // MThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #330 // M_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #340 // M_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #350 // M_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #360 // M_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #370 // M_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #380 // M_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #390 // M_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #400 // M_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #410 // M_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #420 // M_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #430 // M_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #440 // M_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #450 // M_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #460 // M_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #470 // M_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #480 // M_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #490 // M_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #500 // M_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #510 // M_Sorc1: 1.01
~EE_CONTENT_TWEAKS/EE_CONTENT_TWEAKS.TP2~ #0 #0 // Add EE Items to Shops -> Move EE Items to Shops: v1.0
~EE_CONTENT_TWEAKS/EE_CONTENT_TWEAKS.TP2~ #0 #3 // Neera -> Tweak Neera's introduction: v1.0
~SETUP-WANDCASE.TP2~ #0 #0 // Wand Case item for BGEE: v1.0
~ERG_SILVER_STAFF/ERG_SILVER_STAFF.TP2~ #0 #0 // Erg's Silver Staff: v8
~S3DISCLUBS/S3DISCLUBS.TP2~ #0 #0 // Distinguisable Clubs: V1.1
~MSFM.TP2~ #0 #1 // Add circlets: v1.42
~MSFM.TP2~ #0 #2 // Add Circlet of Revelation: v1.42
~MSFM.TP2~ #0 #3 // Add inventory animation to circlets: v1.42
~MSFM.TP2~ #0 #4 // Add robe tweaks -> Add robes with original colorsets: v1.42
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.80
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~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
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3022 // Replace many +1 magical weapons with Fine ones -> Fine weapons are affected by the iron crisis: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.32
Let the story begin
Prologue
Daeryn is ready to leave the "Monk-keep". She wears her leather armor and helmet, carries her buckler, a club and a lot of darts. She also has 137 gold for her journey. Notable moments till now:
An assassination attempt..
But the worse part was...
"Reevor has overfed the cats again!! " -Daeryn-
"5 rats...5 gold pieces, no more no less!"-Reevor-
After a nice sleep to recover her spells, Daeryn headed to Gorion who thought that under the cover of darkness we would be safer in the woods..
but he was wrong
Daeryn is now hiding in the woods, hoping to stay alive.
The dawn is especially cruel this morning...
Good luck to Daeryn! Some nice stats there. Take a note that a sword and shield style doesn't work with missile weapons, darts included. Also, it's great to see "improved spiders" and other SCS components Be cautious. Daeryn has 18 WIS to first think and only than act to survive.
@Ygramul Yeah, I too know BG2 a little worse than BG1, so Jaheira fighting with a non-magical club is understandable. Too many deaths in BG1 for no-reload characters...
@semiticgod Nice to see that "hide in plain sight" in the Sil's version works Good luck!
After viziting other houses in Beregost, Aidahn found out that the letter they had found on one of ogrillions on the way to Nashkel was very important for a young lady living in this town, Mirianne. The sword that Imoen took from one of gnolls near the High Hedge, belonged to Perdue, a temperamental halfling in the inn where Karlat was killed. But sadder story had the family amulet of Mr. Colquetle which the party found in the south while going to Nashkel.
Imoen's and Aidahn's old friend from the Candlekeep, Firebeard Elvenhair, now lived in Beregost and asked Aidahn to buy him a book called the History of the Fateful Coin. When entering the Feldepost's Inn, Imoen was approached by Marl, a tough-looking guy.
Using all her natural charisma plus the additional Tome point, Imoen managed to assure Marl that the feeling of an adventure was something that was given upon birth, "the realms call and you go", and that the Aidahn's party had nothing to do with the sad death of Marl's sun.
In the Burning Wizard Inn a little thief, Zhurlong, asked Aidahn to retrieve his boots but in the end of the talk managed to pickpocket Imoen. The girl was so angry that promised to think twice whether she should bring those boots to Zhurlong, or not.
A local blacksmith offered five +1 axes for less than 100 gp. Khalid had to make sure, though, he didn't throw those axes.
After a small rest in the tavern, the party decided to recheck other areas which they only went through a week ago.
To the south of Beregost, the adventurers met a drow, Viconia, who was persecuted by a Flaming Fist officer. Instead of a normal, sane dialogue, the officer refused to do anything rather than attack the whole company. Aidahn and Viconia commanded this soldier to sleep and then, unfortunately, the officer met his death. After that, Jaheira adviced the drow to reside in a cave nearby, where surface dwellers would't chase Viconia.
After dealing with a pack of hobgoblins on this map, Minsc got a new level, which brought 9 HP to him.
Aidahn identified boots found on one of the hobgoblins, and it turned out Zhurlong's boots in fact could help to stay stealthy. Remembering the shorty's behavior, Imoen refused to give them back, and the party decided that these boots would serve Minsc till he improved his stealthy skills with levels.
Then the party went to the north, to the area between Beregost and the Friendly Arm Inn. Here they dealt with several bandits and gibberlings, finding a magical ring in the process. One of the foes was someone who called herself a "Bandit Leader".
On her corpse, the group found something that belonged to one of the most noble families of Baldur's Gate - Silvershields.
Not far away Minsc found a big ogre, of whom they were told by Unshey, an arrogant dwarf woman, in the Friendly Arm inn. The sleep spell worked once again, and it turned out the ogre had 2 girdles, not one.
Then the adventurers decided to return to the Friendly Arm inn, carefully exploring all the neighborhood. Another magical ring was found. The inn provided a safe place for resting, and in 24 hours everyone was examining all the magical items they found: 2 rings of Princess, 1 ring of Wizardy, Girdle of Piercing, Girdle of Sexchange, "Stupifier" mace. They all looked so wonderful, and provided so much usefulness.
Imoen, again, voted for keeping the Girdle of Piercing instead of returning it to the owner. Her argumentation included the danger which enemy arrows provided and the thing that Unshey, a writer, seemed to be busy in the inn creating a new book, so it was likely the girdle could help Aidahn now more than it would do for Unshey. Aidahn agreed, but said that as soon as they found anything similar, they should return the girdle.
The recent exploration brought about 3 000 gp, and it seemed to be a good choice to buy 4 potions of genious and Buckley's Buckler on all this money. The potions could save precious scrolls for 2 mages in the party, while the shield could be used by Aidahn - during the Candlekeep lessons, the gnome learned that his race needed additional constitution for better saving throws.
With the new items, everyone in the party felt much more confidence, this is why when they met a vampiric wolf on the map where the Colquetle's amulet had been found, nobody panicked. Dynaheir used her wand while Minsc and Khalid, improved with the rings of Princess, fought the wolf in melee.
After the fight, Dynaheir reached the second level, getting 3 HP. Dynaheir said she considered both Aidahn and Minsc her friends now, even if she hadn't known the gnome for long.
It was not only bright and easy for the group, though. One bandit rolled a critical against Jaheira and killed her with one hit, just like the ogrillion near the Gnolls' Fortress.
Aidahn Sparkyfibber - Cleric/Illusionist, 2/1 lvl, 17 HP (10 from FF), 0 deaths
Imoen - Thief, 3 lvl, 19 HP, 0 deaths
Khalid - Fighter, 2 lvl, 19 HP, 0 deaths
Jaheira - Fighter/Druid, 2/2 lvl, 20 HP, 2 deaths
Minsc - Ranger, 2 lvl, 19 HP, 0 deaths
Dynaheir - Invoker, 2 lvl, 9 HP, 1 death
The overall price of resurrecting - 500 gp
In the morning Daeryn revisited the ambush area to pay her respects to her foster father. She also met Imoen who gave her a magic wand. She was willing to join Daeryn, but she was also obviously scared.. The young druid had a lonely path to follow.
Soon after she came across a dramatic scene..
In spite her love for animals, she decided to intervene
Daeryn successfully hit it with her darts while kiting in the woods. The wolf is dead. She feels really sad about it..she has to learn a spell to charm animals in the future..or maybe a magic item...
Her kind deed has really paid off though. The messenger "Binkos" told her where he hid a diamond of his own - in a big tree's cavity very close. He also gave her a copy of a map he was using! That would help her a lot!! To thank him she cured him with her remaining cure wounds spell.
She had to rest before heading to "Lion's way", according to the map, but she spotted two mysterious guys who were rather talking a lot and loudly, she decided not to approach them.
Moreover the FAI didn't seem so friendly at the moment, a keep is too small to get noticed. The town of Beregost was a much better place to lay low. (I want to avoid the bandit ambush, it scares me much more than Tarnesh now)
In Lion's way she came across a raided caravan.
Thanks to Binkos' map, she arrived there in no time and knew exactly where to go
Daeryn heard from a town crier about the mad Bassilus..she had to avoid meeting with this crazy priest...for now.
She had some unpleasant conversations..
but Beregost felt like home already
I have to pick my fights very carefully. The pathetic armor class makes me worry a lot, especially if I face archers. I have to level up as safely as possible. Elve's Bane seem the ideal item for an Avenger for now, it will compensate a lot for the loss of missile and piercing protection due to the restriction of wearing only leather armor and buckler. And I only have 10hp which it should protect me from 1 hit against a small foe - raccoon bite or something (I think actually 10hp is pretty big - 1d8 as a druid +2 from CON. This and the use of helmet to protect from critical hits seem to be the only defense an avenger has at level 1)
Back to Lion's way..
An ogre attacked Daeryn as soon as she got there.
I don't use the entangle spell. The +3 saves to avoid it make it quite useless
You can't believe what happened afterwards. The ogre - blinded as it was- retreated near the raided caravan where the bandits are located. Blindness is supposed to work for just 1 round, but still no sign of the ogre. I think I will have to come back another time... WAIT there it is
After quite some kiting, the ogre fell. A kobold joined the fight in the meantime but proved no challenge.
See the scroll? it's an invisibility one. The first time the ogre drops something else except the belts for me.
Good news! Elve's bane and level up!
Daeryn has now 4 lvl1 spells, 20 hp , AC 2 in physical damage and AC 0 to missile damage thanks to Sword and shield style.
Back to Beregost!
I took 19 screenshots over the course of the fight with Galvarey. It's a testament to how much bigger the fights are in Nightmare mode: I normally don't get that many screenshots unless it's a late-game fight where everything is falling apart.
First, one nice thing. EE finally fixed a missing period at the end of a sentence.
That always bothered me.
They didn't change the dialogue with Galvarey, however. The favorite color question still has awkward-sounding, unrealistic answers.
Blech.
Anyhoo, we entered while invisible. Two of the enemies decide to simultaneously try to reveal us.
As in the fight with Prebek, I have Jan re-cast Invisibility 10' Radius to keep us safe. But after the divination spells hit and render all of us visible, another hostile spell comes our way, and it's a bad one.
Jan loses his Stoneskin, so we can't expect him to get Invisibility 10' Radius off the ground. We have to flee. Fortunately, there's a narrow hallway to the east we can slip into while the enemies mess with our summons.
The enemy doesn't follow us, so we keep summoning critters from our hiding spot. Hexxat sneaks out to monitor the situation--her stealth abilities are weaker than Sil's, but Sil can't scout due to her blindness--but I pay too little attention to her, and she ends up in danger.
Hexxat has long been very fragile. She's drunk more potions than any other party member. I can't leave her out there. She scurries away and manages to reach safety.
Our summons get worn down, and soon the enemy finds our hiding spot and crowds us up. Jan helps us out, but in the process leaves both of Jaheira's Nymphs very vulnerable.
We run down the hall and enter the main area, switching places with the enemy now crammed into the hallway. Hexxat stays hidden and ventures closer to monitor the situation. It's not good. We're losing our summons.
Jan moves in to cast Greater Malison, and gets charmed in the process, but we do manage to silence the enemy--there are two mages in the group, and both MGOI spells have worn off.
Unfortunately, all of the mages have Vocalize, and cast it immediately. We try again--we have lots of Silence 15' Radius spells thanks to Namarra--and also manage to disable Galvarey.
There's one problem, which I didn't notice at the time: there's one less mage in that image than in the previous one, but none of the enemies died. This means the second mage is walking around the back hallway, and is going to appear behind us when he gets out.
We add on more Hold Person spells, and Jaheira uses her Insect Plague when we're unable to silence the mages.
Nadinal, one of the mages, is still functional, but Galvarey and Kail, a Kensai, are not. Once the charm on Jan wears off, Jan targets Kail with flashers to get automatic hits, but Nadinal makes his saves anyway. We're not sure whether to attack Nadinal with our missile weapons, to disrupt his spells, or attack Kail, to make sure she dies before the hold wears off.
We keep up the pressure and Nadinal falls. Jan is still suffering from Insect Plague, but there's no spells he needs to cast right now.
Finally, Nadinal falls, only for Bessen, the other mage, to appear behind us. Aerie casts Mirror Image to hold off Bessen's attacks. We can't afford to lose Aerie's spellcasting, not when only a single enemy has fallen and we're running out of summons, and even mages can cause problems in melee in Nightmare mode, thanks to their extra APR.
Those wolves are Hexxat's, not Jaheira's. Hexxat can call some wolves once per day (it used to be rats; apparently it upgrades with levels). We briefly lost control of Jan due to Insect Plague's fear effect, but Aerie got him back under control with Remove Fear.
Kail finally dies. As she was a Kensai, her AC was very poor and she took a lot of damage during the first few rounds of combat with our initial summons. She was at Injured by the time we held her. Galvarey remains paralyzed, but I don't know for how much longer. Our summons are surrounding him, but to reduce the chance of his recovery, I assign Jaheira and Hexxat to help bring him down. Aerie keeps Bessen occupied, Jan keeps trying to stun him, and Sil finally starts backstabbing, now that doing so doesn't put her at risk of being targeted.
The Staff Spear is an excellent early game backstabbing weapon, with its 1d8+3 damage, long reach, and staff proficiency (and therefore works well with future Staff of Striking and Staff of the Ram users).
To my dismay, Galvarey recovers. Even 10 rounds of vulnerability and almost all of our pressure on him failed to bring him down. He's still going strong, and starts to cut Jaheira down. Jaheira's AC in bear form is pretty mediocre, and Galvarey hits hard, forcing multiple potion uses. Meanwhile, Sil keeps trying to take down Bessen.
Suddenly, our Nymph charms Galvarey. I didn't know it had any spells left.
Even though I call off everyone attacking him, he still reverts to hostile within a couple of seconds.
It's frustrating to see game-changing effects like charm suddenly vanish for no reason. Nobody hit him with any spells or any weapons. He just suddenly broke out of the charm, which never happens when we get charmed.
Charm or no, Galvarey is close to death. We push him over the brink.
Bessen is left, and is in bad shape. By sheer chance, Jan finally stuns him.
But Iko, the enemy thief, has finally escaped the hallway and joined the fight. Jaheira tries to charm him, to no avail. She mauls him in bear form instead, while Sil deals the final blow to Bessen.
We turn our attention to Iko, who soon fails a save vs. spell, giving Sil a free backstab. No attack roll required.
And no, we didn't get any level ups from that extremely long and taxing fight.
The extra HP, levels, and APR make fights last a lot longer, and disablers--which are notoriously unreliable in no-reload and minimal reload runs--are a lot more important. The Skeleton Warriors have proven less sturdy than I expected. In IWD, you got several Skeletons per casting of Animate Dead, and you could form a sturdy wall of bones in HoF with a couple of low-level spells. But in EE, you only get one, and though it's tougher than a normal Skeleton (and has MR that scales with level!), it's still only one critter, and will not be able to hold off strong enemies for long.
Nightmare mode is like a bad dream.
We ambush them this time. The party enters invisible, Hexxat monitors the enemy while hidden, and we send in two War Dogs, two Skeleton Warriors, and one Nymph to deal with the enemy. The first four surround and attack Sorcerous Amon, while the Nymph holds back a moment to make sure Smelly Porkslicer attacks the dogs and skeletons instead of her.
It doesn't work. Shortly after the Nymph appears in the doorway to start her spellcasting, Smelly goes to attack her--maybe because the Cursed Sword of Berserking +3 affects his targeting. Pooky follows after, and casts Slow, followed by Emotion: Hopelessness.
That spell lasts 22 rounds for a level 20 spellcaster like Pooky. I've noticed enemies awaking from Command after being hit, but I don't know if Sil and Aerie will wake up if they get hurt. Jan turns the party invisible once more. Smelly Porkslicer, still berserking and confused, is dumbfounded by the spell, and spends several rounds staring at the wall, while Sorcerous Amon takes a beating from our summons.
Pooky is the next to fall, and with no more spellcasters to deal with, Hexxat can safely wander out to check on the fight without worrying about divination magic. Brennan Risling has long since fled, and so only Mencar and Smelly remain.
Interestingly, when Hexxat goes to check on the next room, Smelly finally goes in to join the fight, as if he didn't notice our summons until Hexxat was able to see them.
Jaheira is out of summoning spells and Aerie is still unconscious, so Hexxat summons some wolves instead, and we layer on disablers from afar. Smelly is quickly held, but Mencar has strong saving throws thanks to being a dwarf, and he hits very hard. Hexxat's wolves don't last very long.
With enough spells, though, even Mencar can't resist them forever.
I don't know why we keep getting double hold messages. It hasn't happened for other disablers.
Smelly recovers from hold before we can finish him off. Sil finally wakes up and hurries over to help the party with the barbarian.
Soon, Smelly collapses, and Mencar as well. I've been underestimating the offensive potential of a blind thief. Haste doubles the rate at which stealth timers fire, which means a thief with haste can try to hide every 3 seconds instead of every 6 seconds. This allows to Sil to backstab a little under 2 times per round on average. The damage really does add up.
Jaheira gets the Full Plate Mail, Sil gets the Cloak of Non-Detection, and the party heads to the Umar Hills. Turns out the Killer Mimic is vulnerable to disablers, despite being a chest.
It also gets paralyzed by Hold Monster. I'd have thought they'd be immune to disablers.
Another diverse enemy party. Jan turns the party invisible, but Reviane doesn't care.
I don't like when ordinary enemies get to see through invisibility. I can see why a lich or a demon might be able to, but some random elven fighter? Come on.
I lure Reviane past Madulf, but Madulf and his buddies pay no mind to the hostile fighter in their midst. Instead, run away until Reviane targets Jan instead, and have Jan cast Mirror Image while the others summon some critters to throw at her. Reviane changes targets when Jan runs away, granting us the respite I wanted.
Reviane hits hard and fast, and she took out a lot of our summons in the process, but we finally bring her down, losing some disabling spells in the process.
I could rest and move on to fight the other enemies, but I don't want to. I bring our summons across the map to fight Reviane's buddies. We'll fight without resting.
It doesn't go too well. The enemy has an Aerial Servant on its side. Aerial Servants always had stupid crazy damage output, and the only limit on their power was their 1 APR. Which in Nightmare mode increases to 2. Yay.
Also, a wild cat attacks us on the way and joined the fight, on the enemy's side. And there's a Cave Bear for some reason. I don't know where it came from, but our summons aren't strong enough for this fight.
We call in a few more summons. They don't last for long.
Soon, our wall of summons has broken down completely, and we've got a hostile thief coming after us, though a cleric and a fighter are still confused.
Jan still has some Stoneskins left, so we try some disablers. But the enemy makes its save, and the mage adds to the enemy's advantage.
We fall back and conjure the last of our summons. We start to make progress.
But the enemies make every save against Hold Person and Hold Monster. Now it's our summons versus them. That's not a winning fight. Time to bail.
On the way out, I notice a curious message.
Rage no longer kills the Berserker when it wears off. The damage it inflicts is non-lethal (Near Infinity calls it "stunning" damage), and therefore knocks the Berserker unconscious rather than kills him or her.
I still want to try one more thing, partly because the Aerial Servant keeps chasing us even if the Harpers stay behind. I use the Wand of Lightning trick with a scroll of Conjure Lesser Air Elemental. The Wand of Lightning trick still works in EE, though very few things stack when using it (no more Blur or Armor of Faith stacking, unfortunately) due to a new EE-specific opcode. I'm not sure I want to win the fight with a trick, but I still want to see. Aerie uses the wand and scroll.
Unfortunately, the 18-second pause effect still applies, which means Aerie gets disabled after every casting. She tolerates three rounds of inaction, and summons one elemental safely, but on the next one, she runs out of her Stoneskins and Mirror Images, meaning Jan has to turn her invisible.
More importantly, Conjure Lesser Air Elemental is still bugged in EE, it seems. The elementals, as in vanilla the last time I tried it, never go hostile and never go friendly. They just sit there forever, and do not even react to the Aerial Servant's presence. I have to use Aerie and Jan's last castings of Invisibility and have Sil Hide With No Sight to escape.
Very unimpressive. This is something I'd expected EE to correct.
Sil speeds things up. She's actually a pretty formidable damage dealer right now.
Then we find the cleric, who has not healed himself in the past 8 hours and somehow did not notice his friends being slain just on the other side of that big rock.
Elence Fielding is there because we used CTRL-J to visit her before teleporting right on top of the cleric I didn't know was there. We disrupt his spells with Acid Arrow and surround him with summons before eventually paralyzing him with a hold spell.
I rest up once more and get ready for the fight with Valygar's bodyguards. But EE has fixed that dialog.
They don't attack you anymore if you don't know who Valygar is yet.
Nice detailed posts. Sil is really hitting her stride.
Last time I posted I was starting a duo run with a Kensai/Mage and a bounty hunter.
They made it to Baldurs Gate but then i lost interest in them due to too many resurections of NPCs I had join them, I think Kivan died 4-5 times and had other deaths aswell.
So I retired them.
Next run was a solo FMT that did very well. He failed with saving the grand dukes and the game was over. Kept playing a bit and did another reload at Sarevok. Imported him to BG2 and left him there.
Then I did i custom full party. I never fight the experimenting mage with green slimes, but this time i figured I had an overpowered group and with a full party from candlekeep I needed all the xp I could get.
My cleric got poisoned and permanent death.
So now...
Back to my Cleric/Stalker, my favourite PC and named after another not so great hero, myself.
Will recruit NPCs as I see fit and try to beat the game.
Maybe this time...
Henke have cleared Candlekeep and had Imoen join.
Talked down Marl from a fight and did some burglary in Beregost, enough to buy som arrows of biting from the blacksmith.
Henke and Imoen sets out to deal with Mutamin and his Basilisks. Using the arrows of biting on Mutamin and then using them for the rest of the basilisk the two clears the area of the creatures and Imoen hits lvl 5.
Imoen both horrified and impressed by Mutamins power decides that magic is the real power in this world and decides to dual-class to mage.
Henke and Imoen visits Thalantyr, and hope to buy some magical supplies. Unfortunately they cant afford to buy a wand of sleep.
Travelling the wild with Henke in Studded leather and Imoen with only one sleep spell just doenst feel safe. So the team decides to head for FAI to meer up with the friends Gorion had mention.
On the way there they are ambushed by a Ghast.
First they start to leg it, but decides that they cant with good conciense let the undead creature roam around.
Henke had looted 1 fire-arrow and 1 acid-arrow from mutamins garden and decides that slaying the undead is a worthy cause for the arrows.
After the deed is done they continue to FAI
The ranger side in Henke discovers that Hobgoblins are close to the in, not wanting to leave then roaming free in the area, he decides to hunt them down before entering the Inn.
In the process they find an engraved flamedance ring that they can return to its rightful owner and also finds another more powerfull looking ring that someone have dropped in among some rocks.
Entering the Inn they are ambushed buy an assasin.
The team takes him down before he manages to get any spells off.
Meets up with Gorions friends Khalid and Jaheira, they agree to help and joins up with Henke and Imoen.
Henke finds a request from one of the other guests at the Inn to clear her home of spiders hard to say no to and he agrees to help her.
So the team of now 4 are standing outside the gates of the FAI, ready to save the swordcoast.
Rules:
-no item
-no reload
-no mods
-no worry
Meet Faldorcz, the female half-orc cleric/thief:
She rushed to Gorion:
And after Gorion fall to Beregost. There she tried to set an ambush against a certain thespian lady, but after some unsuccesful trap setting attempt:
She traveled to the basilisk area without problem, and she meet Korax, the friendly ghoul:
She admired the undead creature's skill and appetite:
She helped Korax to taste some gnome meat:
Unfortunately after that Korax thought, that Faldorcz looks so tasty too:
Fortunately Faldorcz were a way more fresh, than Korax, so she left the ghoul back, and went back to Beregost:
And this time she was not fresh enough:
Well, maybe next time...
This bothered me a great deal, since I wanted there to be a way of beating the entire saga in an ISP run with a single character, besides a sorcerer. I singled out the Cleric/Thief as a strong candidate given their access to Spike Traps late-game. Seeing your Cleric/Thief is a good sign for me. A solo poverty Cleric/Thief no-reload run is something I'd like to see.
They do some cave diving and discover a hidden cashe och healing potions that will come in very handy.
Close to the cave they encounter some hobgoblins and make short work of them. Finding a nice pair of slippers for Henke.
Note that Im using Jaheira as a tank and letting Khalid stay in the background as archer.
On their way out of town they encounter a fellow ranger asking for their help in rescuing his liege Dynaheir.
Somethins is not quite right with the ranger Minsc though and the team doesnt feel comfortable in bringing him along in to the wilds.
His request seems sincere thhough and they promise to keep an eye out for Dynaheir.
[Spoiler] [/spoiler]
Their adventure east of Nakshel continues without any major problems.
Saving a forrest dryad and her tree gives Jaheira a nice belt to use for tanking and some half ogres waylaying them at a bridge leaves a nice pair of bracers for her.
In caves below the fortress Henke finds a book that makes him even more charming.
In the fortress itself the team battles trough hordes of gnolls and xvarts and in a pit they find the lost Dynaheir and sends her back towards Nakshel and Minsc.
North of the gnoll fortress Henke finds tracks of ogres and hobgoblins, ogres are his favoured enemys but for now they decide to leave the area alone and head back to Berengost to rest up and reequip.
[Spoiler]
[/Spoiler]
Aidahn Sparkyfibber, 6th BG1 update
After the areas between the Friendly Arm Inn and Nashkel were cleared, the group decided to explore the Cloud Peaks - the places where Aidahn first only passed on his way to the Gnoll Fortress.
When arriving to the Cloud Peaks, the adventurers met a little boy, Albert, who couldn't find his pet, Rufie. The dog was found not very far away, and what a surprise it was when instead of a boy, Albert turned into an outer-plane creature... Everyone felt lucky that this beast didn't attack and turned out to be friendly.
Khalid reached the 3rd level, getting 13 HP. Wielding an axe, he chose to specialize in axes for more APR and damage.
Later on that area the party met Vax and Zal who declared that he is the fastest dart-thrower around these places. Imoen wanted to skip fighting but these guys seemed to want it more than anything else.
For a low-level party they proved to be dangerous. Jaheira was killed with one swing of Vax's halberd while Zal easily hit through Minsc's leather armour. Using everything they had at their disposal, Aidahn and Co managed to survive and to win.
Sparkyfibber leveled up, this time as a mage, and got 2 HP. A bit better than the first time.
Not long after that Imoen said that she'd been studying Tarnesh's scrolls a bit and asked to create something magical. She managed to create a book which improves all her thieving skills at 5 points. Maybe Imoen should seriously learn magic?
Not this time, though, as Imoen reached the next level (+7 HP) after a fight with several bears. She put points into Find Traps skill because an idea of learning magic became more and more appealing to Aidahn's sister, and she wanted to improve this skill as soon as possible to be reliable in all situations.
After the lesson from Vax and Zal, Imoen tried her best not to anger "Sendai from Amn" and two her companions. Aidahn and everyone else were called "peasants" but at least they weren't hurt.
The group returned to Nashkel, resurrected Jaheira and Minsc, identified bracers Zal used (which improved ranged THACO at +2) and came back to explore the location further.
Seeing a group of kobolds near the center of the area, nobody expected it to go bad. And yet, Jaheira again was killed - this time with several arrows from the kobolds. Kobolds!
Then everyone remembered that after the last level up, Khalid, not Jaheira, become the one with the biggest amount of health in the party. So it was decided to give a tanking role to Khalid, even while he didn't have AoF. As these several weeks showed, 12 HP could be better than the AoF spell.
On another Cloud Peaks location, Imoen was approached by a talking gnoll who wanted a duel agains the strongest fighter... Imoen turned to be the fighter this gnoll talked about (probably to her highest level in the party).
After a long shooting contest, Imoen won against the gnoll, and the reward meant Minsc reached a new level (+7 HP). The "Stupifier" mace already proved to be useful here and there, and this is why Minsc chose to specialize in maces. Now he could dualwield two of them for the bes effectiveness.
On this area there was a nymph who asked Aidahn's help to protect an old tree from two thugs. Approaching this encounter as safe as possible, everyone managed to stay alive. The reward brought the 3rd cleric level for Sparkyfibber. 3 HP this time. The gnome was glad about the progress.
Before one of the rests, Dynaheir asked if Aidahn could stop a war between Amn and Baldur's Gate, if it were to happen. She encouraged the gnome to speak in a hero's voice and to promise that Aidahn Sparkyfibber of Candlekeep would stop the war. The gnome saw Dynaheir smiled privately.
Aidahn Sparkyfibber - Cleric/Illusionist, 3/2 lvl, 22 HP (10 from FF), 0 deaths
Imoen - Thief, 4 lvl, 26 HP, 0 deaths
Khalid - Fighter, 3 lvl, 32 HP, 0 deaths
Jaheira - Fighter/Druid, 2/2 lvl, 20 HP, 4 deaths
Minsc - Ranger, 3 lvl, 26 HP, 1 death
Dynaheir - Invoker, 2 lvl, 9 HP, 1 death
The overall price of resurrecting - 1100 gp
In EE, Invisibility 10' Radius turns all critters, friendly and otherwise, invisible. Luckily Jan can dispel the enemy's invisibility with Detect Illusions. Jan can do almost anything, actually.
We flee to the north, conjure some critters, and attack the enemies from a better position. Sil chips in to the effort.
She's our heaviest damage dealer even though she's missing her Kensai levels--mostly because the only fighter in our group is Jaheira, and mostly we need her for spellcasting. Here's a very pretty looking Dimension Door. Nymphs sometimes cast it many times in succession, and the visual effects layer on top of each other and glow extra bright.
Against Plath Rededge, we again combine Invisibility 10' Radius with summoning spells. Plath Rededge, however, has area-effect spells, and our two most important party members are disabled on the first round.
Our summons get crushed. Mere seconds after the Greater Command hit, we get an auto-pause.
A few seconds later, we're alone.
This is a bad sign. I know all of the enemy's pressure was concentrated on one critter, but that was a Cave Bear, our strongest summons, and it only lasted three or four rounds. It's a warning: our current summons aren't keeping pace with the enemy. We need better ones.
We wait until Sil and Jan have awoken and proceed as normal, bringing out more summons and following up with disablers. They work quite well.
Sil uses hit-and-fade strikes on Plath Rededge, who somehow managed to get a spell off the ground despite all the pressure we've been putting on her.
Aerie failed a save against Miscast Magic. Not a spell you see very often. But the impact is very slight; Plath Rededge is quickly dying and her friends are still out of commission. Sil chunks another enemy.
I was thinking of continuing on to Firkraag's lair, but I don't think we're equipped to handle the Ruhk Transmuter. Instead, we wander off to Watcher's Keep to grab some cheap goodies from inside. Hexxat's romance dialogue seems very incompatible with Sil's blindness.
I've noticed Hexxat is fairly cold. It makes sense for an evil character and a vampire, but I've read so many warm, fuzzy, and sweet lesbian love stories that the coldness seems... odd. Emotional distance seems very uncharacteristic for any romance, especially a gay female one. The come-on seems very physically-oriented and direct. I have fond memories of Nalia and Auren Aseph's relationship, and the joy they shared. I suppose that's just not how Hexxat operates, though, which is disappointing.
On an unrelated note, there are two Stoneskin scrolls, one of which is a lot cheaper than the other--just like in vanilla. Garlena sells both.
Some scrolls, like Fireball, are more expensive than others of the same level, while others, like Sunfire, are surprisingly cheap for their level.
Poor Biff. He tries so hard. And does so poorly. I also like Kirinaldo trying to fill in the missing hero lines.
Gnomes can't catch a break in this game. Even in a play, the gnome is the evil weirdo.
I love how Raelis Shai says her name, and says "I" instead of "me."
Can you hear her voice when you see the text?
Speaking of evil weirdo gnomes, Jan's quest has come up. Vaelag, the evil weirdo gnome that stole Jan's girlfriend... actually, I forget what exactly Vaelag did, but we have to go talk to some random people around town for some reason if we want to save Jan's love. This entails going to the Copper Coronet sewers. The Hobgoblins aren't nearly so threatening now that we've gained several levels.
Speaking of levels, did I mention Sil recovered her Kensai levels?
Per @Grum's advice, I activate Detect Traps immediately after using Hide With No Sight, which starts the stealth timer a little early. Sil stays invisible even after she starts looking for traps, so she can wait a few seconds, backstab, fall back, and immediately hide again. She therefore can backstab once per round even in close quarters with enemies everywhere, and she'll only be visible for a fraction of a second.
Nothing can find her.
Nothing can stop her.
Part of Jan's quest also entails paying a visit to the Sea's Bounty Tavern, which normally would get Jaheira cursed. But Jan's magic once again keeps us safe.
We have one more fight before we get Jan back. A couple of Githyanki spellcasters await us at the Five Galleons Inn. Sil lands a backstab and vanishes by taking a single step backward.
Her invisibility doesn't stop a Slow spell, however, and she has to retreat to safety while our summons removing the Githyanki's Stoneskins.
Stealth also isn't fast enough to escape a Psionic Maze spell.
But with an INT of 18, she comes back quickly, and once their Stoneskins are gone, the Githyanki are vulnerable to backstabs. They don't last very long after that.
We save Jan's love, but Vaelag apparently was there to take her away.
You know how characters will usually deliver a short line at the beginning of a dialog (kneel and repent; declare yourself; greetings good customer, a pearl to you, and so forth)? Well, Jan belched at the start of that line.
Pow!
The next area has a Priest of Cyric and therefore divination spells could be a problem--not for Sil, but for the rest of the party. Sil therefore has to keep the priest from casting any divination spells. Since the cleric won't cast any unprompted, Sil breaks her invisibility and starts the fight before fading away.
She keeps hounding after him. One spell disrupted every round.
But fast casting spells can slip in during Sil's brief periods of visibility, and hit her even when she's no longer visible. And as a human, her saves are pretty poor.
The rest of the party hurries over to cast Invisibility 10' Radius and summons some critters while we're at it. But our summons get trashed.
The important thing is the cleric is dead, which means Sil has the rest of the fight all to herself. She takes another chunk out of an enemy's life and slips away.
Notice there are more enemies than before. We've got some guards coming in from the north. But none of them have any means of seeing through invisibility. Sil is untouchable.
It takes at least three backstabs to kill each enemy, but Sil has all the time in the world.
She clears out the entire room. By the time it's over, our Protection from Evil 10' Radius spell has worn off. That's a lot of time to be backstabbing.
Hexxat follows Sil around to help guide her to the next group of enemies. One of the mages begins the fight without Stoneskin.
For the other, we wait out some of his buffs. He wastes more than one spell trying to hit Sil before she vanishes.
Almost every enemy in that entire area falls to Sil's katana. But she still needs support from the party, to keep her invisible when she's disabled, and open up her vision so she can actually get around. And SCS enemies are smart enough to use area-effect disablers if they can't hit Sil with single-target spells.
Aerie rolls in to turn Sil invisible again, and Hexxat breaks her invisibility and conjures some wolves to draw attention away from Sil. By the time Sil recovers, the mage has lost his Stoneskins, and is quickly dispatched with backstabs.
Jaheira finally hits druid level 11, and can now cast Conjure Fire Elemental.
In SCS, it's even more powerful, as there's an option to turn all +1 weapons into masterwork weapons, which won't bypass immunity to normal weapons.
The rest of the Copper Coronet won't really be a challenge. Sil gets scared away from the Beastmaster fight for a few seconds due to a failed stealth check, but otherwise the animals are harmless. The Beastmaster isn't too tough, either. Not with a failed save vs. spell.
Hungry for XP, Sil helps Hendak with Lehtinan, and gets our biggest backstab yet.
Next, the Temple Ruins. I want to see if Shade Wolves and Shadows are still incapable of bypassing immunity to normal weapons.
Looks good. We check in on Anath, but I decide to try out a new dialog option. Turns out she doesn't explain her point of view if you explain yours.
In vanilla, last I tried it, Anath is immune to non-silver weapons, and is therefore almost unkillable. EE has no such immunities for Anath.
Sil tries to backstab some Shadows near the sun gem thingy to the east, but gets mobbed eventually, prompting a rescue in the form of a Fire Elemental, who turns out to still be immune to the attacks of Shadows and Shadow Fiends.
Thankfully, we thought ahead, and equipped Aerie with Invisibility 10' Radius as well. Once we've recovered a bit, Sil resumes her backstabbing, to brutal effect.
Unfortunately, the Temple Ruins isn't just Shadows and Shade Wolves.
Sil can sneak past all of them, as Skeleton Warriors can no longer see through invisibility, but it's not really enough. Mummies and Skeleton Warriors are vulnerable to backstab, surprisingly, but Bone Golems are not, nor are they ever affected by the fire traps of this area. Also, their attacks are magical. And there's a second Bone Golem who always seems to wander over to join the first one. Jaheira's Fire Elemental barely puts up a fight.
I could try and have Sil backstab the other enemies, besides the Bone Golems, but it's a lot of trouble and the spaces around here are kind of tight. I decide to sneak past everyone instead. We only bother with one enemy remaining in the area.
Notice the Shadow is facing to the east, instead of south. This is because I selected Jan when he was in the eastern hall, clicked on the shadow to speak with it, and cancelled Jan's order. This turned the Shadow just far enough around for Sil to backstab it on the first round. Talk-turning is only very rarely useful, but I think it's cool.
So how about the Shade Lord? I have a Cacofiend scroll--not Summon Fiend, for whatever reason, which I didn't get in the previous area, but a Cacofiend scroll from an early game fight--but I don't think that will be enough to take down everything. Instead, I decide to resort to Protection from Undead on Sil, while the rest of the group stays invisible. This way, Sil won't get hit by Darkling Aura and will maintain her high stealth abilities and backstab multiplier, and the Shade Lord will go down quicker.
When the Shade Lord does go down, I see a strange message.
Suddenly, all of the Shadows attack Sil.
There's no way Sil could withstand that. And because I didn't closely read the message in white, I assumed the Shadows were attacking Sil via a script, which I was afraid meant she'd be unable to escape using stealth or an invisibility potion.
I have Jaheira and Aerie, currently hiding to the south, equip Sunstone Bullets and nail the Shadow Altar it goes down instantly, and all the Shadows fall with it.
Even Shadow Patrick goes down, which I didn't know was standard.
I think Protection from Undead is supposed to be dispelled on entering the area, but for some reason it only triggered after the Shade Lord died. The fight would have much harder without it, though the Sunstone Bullets would have played out the same, and the Shade Lord still can't see through invisibility.
Back in the Docks, where I hoped to fight Rayic Gethras and buy some new Potions of Genius, Jaheira's old harper buddies complain about me. They've been doing that a lot lately. Jaheira leaves the party, so we go to the Harper Hold to retrieve her. She warns us that a fight is probably waiting for us downstairs, so Jan turns everybody invisible before we go downstairs. Sil prepares to backstab the opposition to death, but the mages don't stand around. They cast spells even when they can't see their opponents.
I send the rest of the party around the northeast hallway to escape the enemy's divination spells, but one of the mages gives chase. Aerie loses a spell to Minute Meteors.
Mercifully, the mage doesn't use the Minute Meteors to interrupt Jaheira's spell. We now have a Fire Elemental on our side.
Aerie gets hit by Remove Magic, placing the burden on Jan to cast Invisibility 10' Radius. He's already invisible, having never broken it to cast a spell, and therefore can do so in complete safety. Meanwhile, Sil shuts down the enemy cleric's spellcasting and our summons clash with the enemy fighters.
I check the Fire Elemental's health. It's hurt, and I suspect the mage's Minute Meteors are to blame, but closer inspection reveals that there is one enemy with a magical weapon. Sil tries desperately to bring that enemy down, but several rounds later, the enemy wins out.
We retreat to the hallway once more, summon some Skeleton Warriors and a pair of Nymphs, and send them out into the main area. Sil returns to backstabbing, and the cleric falls.
We disable the fighters, break through the mage's Stoneskins, and wear down everything with missile weapons, summons, and backstabs.
A few levels ago, Sil had 40% of party kills, with Jaheira taking 40% of the rest. Now, she has over 60% of the kills. I was right about the blind thief's excellent defenses, but wrong about its damage output: it really is a stellar damage dealer, even in Nightmare mode.
I finally decided I was ready to take on Rayic Gethras. The best spell attack I've got is Secret Word, which will likely do nothing, but in my party, with its endless illusion spells, is better suited to waiting out enemy spell protections, which means my normal pattern--waiting until I have Pierce Magic to take on Rayic Gethras--is no longer relevant.
Not that I wait that long anyway. I almost always end up fighting him early on, without the resources to take down his spell protections.
FIrst, though, we've got his goons to take care of. I try an Invisibility 10' Radius+Conjure Fire Elemental strategy against the Mephits, but Jaheira stayed visible long enough for a Mephit to burn her and disrupt her only such spell. I came back later and this time brought Sil to the front to cast Horror, so the Mephits would hit her with any fire spells they had instead of Jaheira. I then had Sil backstab the Ice Mephits to keep the Fire Elemental safe. It seems that Sil's damage output is a little under twice that of a Fire Elemental, judging by how quickly each one took down the Mephits.
The Stone Golems were a problem. They were immune to backstabs and +1 weapons, which meant Sil effectively only had 1 APR with Namarra if she wanted to kill them from the shadows. That was way too slow, so we brought out a Fire Elemental to distract the golems. Turns out golems still use nonmagical weapons, even in EE.
For Ray-Ray, I put Death Ward, Remove Fear, and Chaotic Commands on Sil to make sure she could handle anything the enemy might throw out. She also drank our only Oil of Speed, to help her escape a Remove Magic spell. Hexxat set a trap, Aerie cast Melf's Acid Arrow, Jan bided his time, and Jaheira began casting Summon Insects, all with the intention of disrupting Ray-Ray's spells. Jaheira's spell was lost due to a pre-cast Improved Invisibility, but it's just as well: his spell protections would have bounced it right back.
Due to inattentiveness on my part, I let Sil get hit by a Remove Magic, rendering my use of our only Oil of Speed a waste. Still, Aerie is prepared to return the party to safety.
I neglect, however, to summon a Fire Elemental. We still have no summons on the field. To fix this, I have Jaheira flee to the north and begin casting Conjure Fire Elemental, with Hexxat calling in a pack of wolves. To make sure we don't lose the Fire Elemental, Aerie casts Invisibility on Jaheira. With its faster casting time, we can bring out the Fire Elemental more quickly with less risk of disruption.
Next, Jaheira conjures some darts +5 from the Cloak of Stars, which Hexxat uses to bypass Ray-Ray's Mantle spell, though her THAC0 is poor. Jan can also bypass Mantle and Stoneskin with Firetooth, but by the time he remembers to do so, Ray-Ray has already lost both.
Notice Aerie has a Greater Malison effect active, but nobody else does. This is because I sent her to the corner when I noticed Ray-Ray was casting an enchantment spell, knowing there was no guarantee the other characters would make their saves.
Seeing little else to do, Jan brings down Ray-Ray's GOI with Secret Word, though I can't hit Ray-Ray with Silence 15' Radius without risking silencing Jan. Ray-Ray, realizing his defenses are down, resorts to a fast-acting option, a triple Flame Arrow Spell Sequencer.
Hexxat turns to mist. I didn't know she did that. In any event, her loss won't have much impact. But Ray-Ray has already singled out a bigger threat, and his next spell works even better.
But his defenses are down, and though he has tons of HP, there's only so much a mage can do when taking damage. Sil brings the matter to a close.
Turns out Hexxat drops all of her equipment when she turns to mist, but recovers on her own from near-death experiences, which makes sense considering she's a vampire.
Back at Mae'Var's guild hall, Jan starts to talk. At first I assume it's another one of his stories. Then I realize it's very serious. Apparently Hexxat murdered a relative of his. I say we all do things we regret, but Jan, naturally, isn't going to let the matter go.
I think a long time about this. It seems that Hexxat is incompatible with Jan. I had the same problem with Anomen, and booted Anomen to keep Hexxat, but now I have to choose between her and Jan.
From a strictly practical perspective, Jan is a big deal. He basically has all of Hexxat's thieving abilities, if not her excellent resistances and vampire abilities, and on top of that, he has mage spells. The spider gnome trick is no longer possible, but Jan is still a powerful and versatile character.
Arguably, since I plan on taking other mages into the group, his access to mage spells isn't so important. Aerie already can do a lot of what he can do, in terms of spellcasting. But you can't really have too much arcane power, as I found in my Party of Spiders run. Redundancy among spellcasters makes a party extremely hard to kill, as each one can fill in for the other if something goes wrong. Redundancy among thieves is another matter: there are only so many things they can do, and so redundancy is less likely to come in useful.
From a roleplaying perspective, however, I want to keep Hexxat. I know Jan and I've heard everything he's said before, but Hexxat is new to me. If I boot Hexxat, I won't get to know her in this run.
Hexxat gives me my answer. She explained to Jan that she was just doing what she had to do to survive. But the same applies to us. We're less likely to die with Jan in the party than with Hexxat. I tell her we'll be going on without her.
She doesn't seem hurt... unlike the other romanceable characters, when you remove them from the party. She tries to bargain instead.
I'm awfully tempted, but something seems wrong about this. Does she have any real interest in Sil, or is this just a physical thing to her? She's been very reserved so far, and has already expressed some hesitance at pursuing Sil.
This doesn't feel quite right. I tell her the decision is made. She agrees to go, but she doesn't think our decision will last.
I'm not sure what to make of her. I know I'm missing something, but I'm not sure it's something I want.
We pick up Edwin and buy 11 Potions of Genius from the Temple of Oghma, now that we have the gold to do so. A lot of scrolls must be scribed. But on the way out, we run into a problem.
Problem is, the area directly outside the Temple of Oghma is very tight, and though there are two staircases leading down to the ground outside, the doorway has a very narrow choke point that the enemy is blocking completely.
We rush back into the temple to turn invisible.
It's hard to overstate just how useful Invisibility 10' Radius has been. It's kept us safe from so many attacks and so many spells and maintained our freedom of movement on so many occasions. I cast it every time I do an area transition, because it guarantees we don't get caught off-guard during ambushes.
But some enemies see through invisibility, and Dermin is one of them. He doesn't have the standard "invisibility detection via script" opcode, I don't think, but his script does prompt him to attack, and Edwin is the nearest target. We have to run back inside for breathing room, and Edwin downs an Antidote to cure a very fast-acting poison.
We hurry back out and try to escape. But the enemy still blocks our way, and though Dermin has trouble this time attacking our characters, he still knows how to use area-effect spells. He uses a good one.
The two invisible characters to the south are Sil and Aerie. They alone were able to escape the choke point--I think it's a result of how our characters get crammed into the doorway when we leave the temple. Maybe switching around our characters' order could have allowed different ones to escape, but we're fine this way.
I send Sil and Aerie away, and have Aerie summon a single Skeleton Warrior from the east. I then send the Skeleton Warrior into the enemy's field of vision and keep it moving to the west, hoping to draw the enemy out of the choke point and free Edwin and eventually Jan and Jaheira.
The gambit succeeds, and the enemies move enough for Edwin to slip out, but Aerie doesn't stay out of the enemy's visual range, and the Animate Dead spell broke her invisibility. Now she's in trouble. To avoid attracting the attention of the Cowled Wizards, I have her cast a Sanctuary spell instead of Invisibility. I hoped her Stoneskin would keep her safe for the duration, but it's not enough. One of the enemies has Minute Meteors.
I have little hopes for her escape, but I send her running anyway. It makes no difference.
This is a very costly loss. Edwin is the only character we could probably function without, and that's only because he doesn't have Stoneskin and we don't have a magic license. Sil and Edwin sneak across the area to the west, since it lets them stay close to the rest of the party while maximizing the distance from the enemy. A cleric wastes a valuable spell in the meantime, but it's a little intimidating just to see it come out.
It would also be intimidating to see Dermin teleport to Sil, if I hadn't already seen that happen to invisible characters and still result in nothing happening. The Dimension Door, despite indicating targeting, does not indicate a threat.
Jan and Jaheira wake up, allowing the party to flee further west, but one of the enemies hears the movement and decides to try a divination spell. We're not fast enough to escape in time.
I don't know if SCS spellcasters only try divination when invisible characters are moving, or whether they do it when an invisible character is merely present, but the former matches the behavior I see here, and it also makes more sense.
I keep the party moving, down to the Sea's Bounty Tavern, and eventually decide to break the arcane spellcasting ban, since it would be our first strike. Edwin casts Monster Summoning I; Jaheira calls in a Nymph, and we send the two after Dermin.
A Cowled Wizard teleports in to give us a warning. I know from experience that I can cast two arcane spells at once while only triggering one Cowled Wizard visit in an area, so it should be safe to continue casting arcane spells in the Docks for this fight, though it will be the last time I can do so safely.
We can't check on the summons' progress against Dermin, however. Sil can hide anywhere, but she's blind. Jan has vision and can hide, but it's daylight and his stealth abilities are very poor. Edwin has Shadow Door, but I forgot about it, Jaheira has no illusion spells at all, and Aerie is dead.
However, EE allows a blind character to get brief glances at hostile enemies nearby. What happens is that Sil sneaks closer to where Dermin is fighting our summons, and though our summons are out of sight, Dermin will appear and disappear about once per second. This allows a blind character to find nearby attackers, which helps Sil deliver backstabs and hasten Dermin's demise.
I think we can take on the remaining enemies, so I bring everybody a little closer to the enemy, stopping in front of Prebek's house. Edwin summons some more monsters, which we can then send after the other Harper assassins. But we get caught by surprise.
The Cowled Wizards have detected us breaking the magic ban a second time. That guy is about to deliver a short dialog and then spawn in some very high-level hostile mages. I talk-block him and slip into Prebek's home.
Apparently when the Cowled Wizards first appear to warn you after your first breach of the magic ban, you only have a certain amount of time during which you can cast mage spells without them coming back. Once that time is over, they will come after you. This allows the wizards to count a short period of arcane spellcasting as a single incident--therefore not attacking and killing a Chapter 2 party that accidentally casts two mage spells at once--but still prosecute continued spellcasting in the same area.
There is no way we could win this fight. Even if I dragged it out, they'd still destroy my summons and destroy my party, and even if I resorted to solo backstabbing, they'd be perfectly capable of disabling Sil with Power Word: Stun, or even Maze if I screw up someplace. We have to flee.
Inside Prebek's house, Jan casts Invisibility on Jaheira and Haste on the party, while Sil hides in shadows and Edwin casts Shadow Door. Jan then casts his finally Invisibility spell on himself and we rush out the door. We've already collected Aerie's and Dermin's things from the ground, so no more needs to be done. We make a mad dash across the map. We can return to finish off the Harper assassins later.
We buy a magic license from the Cowled Wizards in the Government District, raise Aerie, drink a whole bunch of potions, buy all the scrolls we feel we need, and scribe them, bumping Sil up to level 12. One more level and she gets a x5 backstab multiplier, and her Hide in Shadows and Move Silently skills will both be at 200.
With Aerie in good shape, a license to use arcane magic, and no more element of surprise to the Harpers' advantage, we're ready to finish the battle Galvarey started so long ago.
Steps:
1: equip only after comparing buffs and debuffs.
2: don't attack any strong creatures unless you're confident you can beat them (which is always if you have that kind of ego)
3: NEVER TRY TO FIGHT DRIZZT! (Even with both hands tied behind your back! But seriously, refer to step 2 of survival guide)