I stealth through the Nashkel Mines, charm Mulahey, and set him unarmed against kobolds. In Nashkel, I charm Nimbul, waste his horror and mirror image, and set him to cast magic missiles on himself. He suffers morale failure, and a single punch ends him. In Beregost, I charm Tranzig, waste most of his spells, and set him to cast melf's acid arrow and magic missiles on himself. He takes an additional two punches.
I travel to Peldvale and convince Raiken to take me to the bandit camp. I convince Tazok to let me join. They're not very bright. I charm Taurgosz and set him unarmed against hobgoblins south of the camp. I stealth into the tent and use a similar tactic on Raemon. I charm Venkt as well, waste his spells, and set him on Hakt. Hakt kills Venkt, and I kill Hakt. Britik is still neutral, and I kill him. I drink a potion of absorption and raid the tent.
I stealth through Cloakwoods and charm Drasus's party away from him one at a time, where they are killed by their own guards. The same happens to Drasus. I was going to sell the Paws of the Cheetah but decided to try them and learned that the monk still gains the increased movement rate. I was under the assumption that they didn't benefit. I stealth through the mines.
I charm Davaeorn's guard, slowly approach Davaeorn, draw out the battle horrors one by one, and burn them down with the wand of the heavens. I activate another trap and heal up. I send the guard in and inch closer. Davaeorn initiates dialogue, and I drink a Potion of Magic Blocking. The guard and I attack, and Davaeorn slowly uses up his spells. He casts hold person on me after the potion has worn off, and I equip Edventar's Gift while it is still in the air. The guard is held, so I back off and use The One Gift Lost from out of sight. After the guard recovers, it appears Davaeorn is out of spells, so we kill him without further issues. I set the guard to tank the mustard jelly while I kill it with Drizzt's scimitars. I flood the mine.
Back at the FAI, I sell loot and recharge my trusty wand of the heavens. Before going to Baldur's Gate, I travel to the zone east of Larswood, charm Denak, waste his spells, and kill him for The Victor. I leave the other Red Mages alone. I travel to Ulgoth's Beard and purchase the Sandthief's Ring and sell my Shield Amulet for the space. In Baldur's Gate, I grab the dexterity manual and purchase a handful of potions.
They stink? They make you cry? You leave them in the sun, they get all brown, start sproutin’ little white hairs?
Are there any monk items worth getting in BG:EE? Not necessarily monk only. I think Rasaad's equipment is only usable by him. I may go back and get the Dagger of Venom, but space is limited. I still need to get the Nymph Cloak and Ramazith's +2 ring.
@Wise_Grimwald: Not sure why I've never considered charming Davaeorn and letting the battle horrors do the hard work. Sometimes I get stuck doing the same tactic over and over and don't consider different angles.
Having picked up a few supplies (Potions of Genius, a scroll of Spell Deflection), we as always loot Desharik's abode, but make a potentially fatal mistake: I forgot to strip Yoshimo of his items, so backed out of going to Spellhold right away. I could've sworn it was possible to come back later, but apparently not... meaning we are left with no means of entering Spellhold save taking on Perth the Adept!
Tackling Perth in a straight fight is most likely suicide, so we'll have to drag the fight out until his myriad buffs expire. We summon a bit of fodder, apply a few buffs (PfE 10' Radius, Death Ward + Chaotic Commands for Minsc & Mazzy), and have Yoshimo pull Perth using the Horn of Valhalla. Once he disposes of the Berserk Warrior, Perth follows Yoshimo into the streets, where a grim battle to the death takes pla-
Well, that was an anticlimax. Though protected from the physical damage of Yoshimo's traps, Perth has no defense against the poison damage, and apparently didn't have any potion that would help either. He got a 3x Flame Arrow Spell Sequencer off at Jaheira, and tagged Yoshimo with a few Melf's Minute Meteors, but that's it.
So, we get the Book of Many Spells! Turning the pages twice nets us Spell Turning, which I elect to keep. Since we've got plenty of spells remaining, we clear the route to Spellhold, return to Brynnlaw for a rest, and return with a full complement of spells.
Once in the maze, we follow standard operating procedure: Clay Golem to the east is distracted by the Berserk Warrior (all of Anomen's L3 slots are devoted to Animate Dead, so no Remove Curse available), a single Skull Trap takes down all the Mephits while the Rukh is pelted to death, and the Yuan-ti Mage to the northeast kills itself by running into the wall trap (the attendant normal Yuan-ti are just beaten down).
We leave the beefier Yuan-ti group (three (!) Yuan-ti Mages, one Yuan-ti Elite, two Yuan-ti) alone for now and head south.
We definitely want Edventar's Gift. The Mind Flayer is handled by Minsc kiting and Mazzy shooting (both under Chaotic Commands, of course). The Beholder gets our patented tactic: Anomen under Invisibility/Holy Power/DUHM successfully lands Harm, with invisible Jaheira/Mazzy/Minsc standing by if it had whiffed.
The Kobolds stand no chance by now.
There are a fair few undead to the south, but Mazzy just kites them all down with Azuredge.
An enraged Minsc with the Amulet of Power and Mace of Disruption doesn't need many rounds to take down Dace.
We head back north, clearing the Umber Hulk ambush using a few buffs and Improved Invisibility.
I'm not sure if there was a plan for dealing with the Yuan-ti Mages here, but if there was, it didn't survive contact with them. I would describe the ensuing battle as Benny Hill-esque, except instead of Benny Hill there was a shrilly shrieking Benedict, and instead of women in underwear there were giant snakepeople (thankfully not in women's underwear).
Basically, I had to shuffle the entire party around to avoid getting everyone caught in the area-of-effect of all sorts of nastiness. We managed to tag a single Yuan-ti Mage with the Wand of Paralyzation, but the other ones consistently made their saves. However, thanks to careful positioning, the Yuan-ti never managed to Death Spell all of our summons, and eventually we made our way through their defenses.
I'll keep trying to figure out a way to safely tackle 3x L14 mages with a party of levels 12-13.
Onward to the next area! The Yuan-ti to the east have only a single mage, and 2x Fireball clears out its meele attendants. The Trolls to the south are nothing to write home about, nor the Minotaurs. Imoen picks up the paintings under Spell Turning (Book of Many Spells.. we've got no more mage battles to do this rest cycle) and Protection from Fire courtesy of Jaheira. We head back north, conjure some Skeleton Warriors, buff Minsc & Mazzy with Chaotic Commands, and have at it.
The Ulitharid drops very quickly: Mazzy is still much better at range than in melee, and has no trouble at all hitting it. The Spirit Troll falls in short order as well, and the rest of the opposition here are basic melee brutes (we leave the Noble Djinni for now). Skeleton Warriors distract the Clay Golems guarding the Gesen Bow string as Anomen, Minsc and Jaheira dismantle them one by one (though Jaheira took a single hit with accompanying Cursed Wounds).
To the east, the singular Gauth is handled by our remaining Skeleton Warriors, which just leaves some Minotaurs to mop up. Since we're still good on spells, we opt to take on the Noble Djinni.
We succeed and are awarded a scroll of Khelben's Warding Whip, but of course the Djinni gets a single Lightning Bolt off, coming perilously close to bumping Jaheira off.
Apparently, Cursed Wounds does not stop regeneration, so even though it takes a while, Jaheira recovers fully via the Ring of Regeneration before we head into the final part of the maze. The paltry adversaries that remain pose no obstacle, and we return to Spellhold proper.
Imoen downs a few Potions of Genius and scribes everything she's got. We get in a good rest, and apply long-lasting defensive buffs galore for all (though of course they will get dispelled almost immediately for anyone not under Spell Immunity: Abjuration). Up the stairs, bribe Lonk the Sane, and into battle!
I had a feeling something was off when Irenicus started buffing himself a few hundred times with Spell Deflection. Given that it's the black portraits bug, I reload. This time, there's no unending Spell Deflection buffs, and things proceed smoothly. For some reason Benedict's clone never goes hostile. After a double Chaos + Slow, the remaining clones are pretty much done for, and with True Sight and Breach aplenty, Irenicus doesn't last long.
Yoshimo is kited around and consistently revealed via True Sight until he runs out of Invisibility. The Murderers for some reason target the (still neutral?) clone of Benedict, which is fine by me.
We head upstairs, with invisible Mazzy/Minsc/Imoen looting Jon's office before we speak with Saemon and take him up on his offer. On the way back to Brynnlaw, one of the 270 XP Lizardmen drop a scroll of Mass Invisibility. Nice!
That all went surprisingly well (minus the bug). There are two real dangers in Spellhold: The beefy Yuan-ti group, and Irenicus, but we navigated both safely, and are finally reaching the levels where we have real tactical options. Which we will need, as the Underdark beckons.
We leave the party at the Vulgar Monkey, where they are meticulously planning their next move... into the depths!
My Necromancer bit the dust. I memorized 5 Prot from Petrifications and headed over to basilisk area for some easy xp. Killed one basilisk but managed to spawn a damned gnoll elite. In running around trying to avoid his ass (I had only 21 hp), I managed to bump into a greater basilisk. No problem, I thought, I'll just use my throwing daggers to whittle them down to nothing. Well, Protection from Petrification only lasts one game hour. Nuff said???
Start the poison quest. Get the wisdom manual. I Blind Jalantha, then wand of the heavens her and run out of the temple. I stealth in, rinse and repeat. Turn in the dead child quest. I charm Quenash, and Larze kills her, netting me the Cloak of Balduran. After quite a few attempts, I charm Larze and set him on Marek. Marek falls quickly. I leave Larze on the second floor.
I drink one of the lesser giant strength potions to bash Ragefast's and Ramazith's lock. I grab the intelligence manual and burn down Ramazith with the wand of the heavens. The same happens to Ragefast. Wand of the heavens, then run away to stealth, then back for another wand of the heavens. The Nymph Cloak in hand, I head for the Iron Throne.
While it would be nice to get the experience killing everyone, it's not worth the risk, so I stealth to the top, grab the documents, then stealth out. To Candlekeep. I rest to get DUHM. I charm Rieltar with Algernon's cloak and the rest of the party with the Nymph Cloak. I line them up an use Rieltar to cast lightning bolt against the line. It doesn't work all that well, so I back up and use The One Gift Lost a few times. I only have one charge left, so I stealth in and out, using the wand of the heavens and my sling to kill them.
In the catacombs, I equip Icingdeath and Batilista's Passport and use a Potion of Absorption to trigger the traps. The phase spiders are much harder than usual, and I have to drink multiple antidotes. I end up kiting and repeatedly using the wand of the heavens to kill them. I drink a Potion of Cloud Giant Strength and use DUHM to bash open the locked containers for the manuals of strength and wisdom. I head back to the safe zone and rest. I drink three Potions of Genius but forgot to get a Potion of Insight, so I can't identify either of the manuals.
I skip Prat's party but use a couple Potion of Mirrored Eyes and DUHM to kill the greater basilisks. I travel to High Hedge and identify the manuals, sell some equipment, and buy whatever expensive potions/scrolls are available. I charm Thalantyr, waste his spells, and kill him. At the Temple, Kelddath is blinded and killed. I attempted to blind Thalantyr, but he saved a lot, so charming him was faster.
I return to Baldur's Gate. Since I can't carry enough gems/jewelry, I purchase the most expensive scrolls and potions available. I charm Larze but can't get him to follow me downstair. So instead I rest, charm Slythe, and drag him into a hostile Larze, who makes short work of him. Krystin is ignored.
At the Ducal Palace, I charm the nobles and place them in separate rooms. I rest twice to ensure none of them are charmed, then go back and initiate the encounter. The greater dopplegangers are put down one at a time, and Sarevok is gated out. I travel to SW Baldur's Gate, charm Sunin, pull him into the streets, waste his spells, then kill him for his copy of Evermemory. I do Nadine's quest and get her copy of The One Gift Lost. I also purchase another The One Gift Lost from the Elfsong Tavern.
In the Thieve's Maze, I drink a Potion of Absorption and equip Icingdeath and Batilista's Passport. I stealth and run through it. In the Undercity, I use Algernon's Cloak to charm Rahvin and use the Nymph Cloak to charm everyone else. I pull them into the temple and set everyone into position. I move up under stealth with Rahvin, trigger Sarevok's dialogue, move Rahvin to the northeast, and get webbed because I'm wearing Batalista's Passport and not Edventar's Gift. The run is over a few seconds later.
Edit: I reload to see if I can learn anything. I start by equipping Edventar's Gift. I stealth up with Rahvin, trigger Sarevok's dialogue, and send Rahvin to the northeast. I'm not webbed, but I fall unconscious to the cloud spell (stinking?). I'm not killed while unconscious, and whichever mage teleports to the bottom (Senjai? ) is killed by Rahvin's party. Unfortunately, Rahvin's party goes hostile (not sure why, possibly dispel magic). I manage to regain consciousness and get a potion of invisibility off. I move away and blast them down with The One Gift Lost. I try to use The One Gift Lost to kill Sarevok from afar, but he attacks me every time. I have the movement speed to kite a hasted Sarevok, but it takes too long to activate wands/rings/amulets to do any real damage to him. At the same time, battle horrors keep spawning. I think there are three of them, and I'm trying to target Sarevok with The Victor while hitting the battle horrors. At some point I trigger a lightning bolt trap, which kills me.
In this game, mainly the first one.
Edit: of course I meant the second (didn't read properly), since they really can make you cry when they pulverise your best tank. As for the odour, sadly the Infinity Engine lacks that level of immersion.
The last one probably applies to their cousins, the ogre magi.
We quickly established we had defeated Davaeorn last time and made straight for Baldur's Gate (OK, I clicked on High Hedge but we were ambushed and I chose the correct destination at the second attempt so Grond0 would never know...)
Once inside the city walls we thought to deal with Jalantha Mistmyr, only Grin was muttering about not having done the pre-requisite activity. Targun relented and went to speak to Varci before returning. Grin was nonplussed, and Targun eventually realised we had to go get poisoned by Marek. With this done we sought out Lothander for his half of the antidote. Targun stood looking at his map of the city, unable to work out how to get to Lothander. Grin suggested unlocking the sector from the base of the Sorcerous Sundries sector. At this point Grin / Grond0 / Grind0 should really have questioned if Targun / Gate70 were in a fit state to take on whatever was next.
We ploughed on though, Marek trying to put up a good fight but not able to do so as we hacked limbs asunder.
After picking up a few items and tomes we were ready to deal with the Iron Throne HQ. All went well despite Alai obstinately being able to land a few spells - Grin saved against the effects as Targun moved out of their range.
Scar and Duke Eltan sent us back to Candlekeep where we quickly made ourselves unwelcome despite doing nothing of note. One jailbreak later we've helped ourselves to treasures from the catacombs and have made our escape.
Back in the city we do enough to foil Sarevok's Coronation assassination attempt and follow him down into the thieves maze. Beyond this we run into Rahvin and his cronies. We are invisible but old habits die hard and Targun suggests we have the edge. Grin agrees, although we are probably both thinking we've not really prepared for this encounter. Grin dies but has done enough to leave the enemies in a weakened state. Targun finishes off Haseo before killing Gorf from a distance, then buffs to finish Rahvin.
An uneventful trip to the temple is followed by a slightly more worrisome return through the thieves maze.
With all the traps in the maze triggered we get to deal with Sarevok. He's evil good, but he's not that good as several wand summons give us chance to end his plans.
Amn next time.
Bladeservant picked up Jet'Laya at the Friendly Arms Inn and I have spent the last week trying to work out how to get to her sister, only to find out that it is impossible with my current set-up. Apparently it will be sorted soon, but too late for this game. They therefore dropped her off, picked up Dynaheir, and found her diary.
Then went to pick up yhe red bag in the "T'Was a Slow Boat from Kara-Tur" mod. Didn't kill everything as stealth was used.
Have killed the assassins and can now enter the Section HQ. Am currently debating whether to drop of Dynaheir in favour of Indira and perhaps drop off Vynd in favour of Coran on a temporary basis for Coran's quest and doing Durlag's.
@Wise_Grimwald: Not sure why I've never considered charming Davaeorn and letting the battle horrors do the hard work. Sometimes I get stuck doing the same tactic over and over and don't consider different angles.
Coremage's party defeated the Oasis enemies quite easily. Amkethran was also quite easy, though we did not deal with the lich.
However, Draconis showed the true power of dragons, as he chunked Jaheira and Anomen, and also killed the party except for Coremage. Coremage gave his best, but it was not enough. RIP Coremage.
I have a strong love of melee-heavy parties, so decided to go back to that. The reason my party is fighters instead of berserkers is to increase our ranged power. To help somewhat make up for lack of enrage, the party is made up entirely of shorty fighters. Should make for a fun run.
The party has made it to Nashkel. With the help of selling the Evermemory, the party got full plate for Bilren - Dillen is using ankheg armor, and the rest of the party is using plate mail. No deaths so far, but we are still level 1 (slow leveling with full party).
After cruising through recent sessions, this trio suffered a reality check against Kangaxx. Using PfU scrolls allowed them quick kills of the other liches in Athkatla. However, Kangaxx sometimes takes advantage of a multi-player glitch to ignore the fact he should ignore people protected by PfU. That happened this time as his lich form immediately picked on Yertone.
It took a few rounds to finish the lich off and, by that time, Yertone lay dead to the dreaded finger.
Gery rushed to the attack with Daystar to try and cut the demi-lich down while it was occupied by the golem, but his lack of proficiency with long swords contributed to missing his first 3 attacks before Kangaxx howled and the golem disappeared into oblivion. Tabetha was bravely shooting Firetooth in support, but her PfU scroll provided no more protection than Yertone's and she disappeared shortly afterwards.
Kangaxx couldn't see Gery as he finally hacked the demi-lich down, but the damage was done.
The terms of the run don't allow recruitment of NPCs and there would thus be no way to bring back Tabetha from her prison ...
The first echoes of the name Despenser began emanating from Nashkel, reverberating first north to Beregost & slowly trickling out further along the Sword Coast. In pubs & inns & along the streets there was something new & exciting in the everyday lives of citizens. Some stories had him destroying demons that had taken root in the Nashkel Mines, others said that he had crushed a Kobold infestation, and there were variations somewhere in between. What all the tales had in common was that he had heroically led a band of warriors & wizards against the evil that had been the source of the Iron Crisis - that he had saved the Sword Coast. Bards were especially thrilled @ the prospect of new material that would draw folks to hear them - & puff up their purses. Some, however, were not so enthusiastic.
On the morning of 17 Mirtul 1369, Despenser woke in the middle of something he could never have imagined just 16 days ago. True, he had wanted to stretch his wings as it were & venture beyond the walls of Candlekeep. He wanted very much to visit a temple of Τηρ to learn from others that served but, this he could never have imagined. In just four days, he had destroyed the operation that was ruining the iron that was so crucial to the economy, and military, of the Sword Coast. It had not been difficult,
Dispenser was quite comfortable with his already tightknit party of two Paladins, a Ranger & Archer, a Sorcerer and Imoen. The Ranger/Archer, Khalid, was effective as a scout & the sorcerer that joined him, Valerie, was as courageous as any warrior he had read of in literature. He had been amazed that the little girl he grew up with was such a multiplier to his efforts – without Imoen he would not have made it this far, he was sure. He had liked Jaheira, but she seemed redundant when he had a choice between she & Valerie, a Sorcerer of the Cowled Wizards. Jaheira had bristled when he dismissed her, but she reluctantly said goodbye to Khalid, her husband, sensing that the quest was more important than her pride. On the other hand, there was no choice when Despenser considered the merits of Garrick, the Bard he had travelled with for a couple of days, & the added muscle of a second Paladin, Isra, a Paladin of Sune. Of everyone who shared the Nashkel Inn with him this morning, he had an unusual attraction to, or was it curiosity for, the Tiefling Paladin of Ilmatar, Sirine. He did not know what it was but something about her seemed familiar. The fact that she and Isra were such adept leaders, made his job much less daunting. His god was good to him, & as he crawled out of his bed & fell to his knees for morning prayer, he was thankful to τηρ – despite his aching bones.
TWO DAYS EARLIER: Mulahey had it made. He had an army of Kobolds and was spreading misery across the Sword Coast from his kingdom in the Nashkel Mines. Sure, every so often some ‘higher up’ like Tranzig would show up to check things out & he did his best to get them out of there as soon as possible, carrying a good report about his handle on things. He could stay here forever. He was proud of the way his operation to weaken and destroy the ore was going. He wanted to believe that Ψσηρικ was pleased with him, enough to keep him where he was. But Kobolds were stupid, & while he would happily kill the miners himself, he was wise enough to know that that could only bring snoopers into his world. He’d gotten wind that some of his Kobolds had been roaming the mines where they weren’t supposed to be – up to the first level. He knew that that would eventually end up with a massacre & he tried his best to make sure he had his minions reigned in. Unfortunately, he also knew that you can tell a Kobold something in the most forceful terms & as soon as they turn their back, they have forgotten what you told them. He sensed he was going to hear from Tazok soon, so he was not surprised really, when he saw a group of warriors in the entrance to his cave throne room. He believed they were of his superiors & was relieved – at first – to learn they were not. He called on his inner circle of favored Kobolds & skeleton bodyguards he kept always hidden in the shadows of the caves. He was certain these intruders were no threat. The scene unfolding before him was happening too fast for him to know much more than he had two figures, humans or elves maybe, firing arrows at him & another closing with a Long Sword. The latter, he realized too late, was a Cleric. He heard the Command & felt his body go limp. He could hear the commotion around him & see figures moving in the doorway to the cave, but he could do nothing. Twice arrows dug into his flesh, one in his side, the other in his calf. He knew the Command would ware off & he readied himself to parry at once when it did. He climbed to his feet, but rather than parry, he decided on a spell, but he did not get it off before he heard the last words of a Hold Person spell from the same Cleric. The spell paralyzed him in place. Terror struck him as he knew this spell wasn’t as forgiving as the last. Once again, his eyes were open & he could not even blink. As his eyeballs cried out for moisture, so pain overwhelmed him suddenly. The last thing he saw was his minions being cut down one by one. He suddenly hated this Cleric, the one he could not see from his position but knew was there. Then the final insult. The Tiefling Cleric cut him down & Faerun went black.
BATTLE FOR THE MINES
Documents obtained from Mulahey led Despenser to catch up with a mage, Tranzig, in Beregost. According to the documents, he served as a conduit between Mulahey & someone named Tazok. It bothered him when His attempt to show mercy to Tranzig met with hostility and the Conjuror died for his stubbornness - Mulahey, also, had declined mercy. However, the encounter w/Tranzig, & a second encounter w/the great mage Elminster, pointed him north and east of Beregost and east/northeast of the FAI,
PARTY INFO
Order of March: Khalid & Imoen (Recon team), Isra* (shock), Despenser (lead), Valerie (Arcane), Sirine* (Rear guard)
*Alternate as recon team lead & rear-guard team lead
SoA, start:
She busts us out of our cells. Thank you Imoen, we're eternally grateful. As we equip ourselves she clears off - taking Jaheira and Minsc with her. We're on our own once more.
Targun uses Spirit Armour on Grin several times, and eventually we escape into daylight. We've looted what we can and have enough coin to get a gem bag and scroll case. Grin holds onto a non-proficient magical sword just in case we need it. Oh look, the circus. Magical swords ready.
With the circus restored we are able to meet up with Gaelan Bayle. He wants a stack of gold taller than Grin so we skirt the subject and agree to come back later. Grin bumps into a couple of thugs outside the Copper Coronet and although they get their comeuppance it is clear we need to get Grin some better equipment.
Suna Seni and her slavers run into our buffs. Ouch.
The problem with thugs is you wait almost no time for one and then three turn up at once. Renfeld is at the second ambush and glad to see us, while orogs are at a third ambush. All dealt with calmly and after returning Renfeld we stop off to size up some armour.
Next we head to Watchers Keep and purchase a potion container - Grin had wanted the Short Sword of Mask but it is 35k gp and we're a bit light on funds. Targun suggests two magical swords should be enough for now but Grin has sold the short sword +1 and only held onto the Arbane model. We've already met Renal Bloodscalp and Mae'Var, and having picked up a necklace from the Talos temple we can see an easy way to pick up a short sword +3. That will be next, unless we forget and get sidetracked with the myriad of jobs being added to our journal.
A rare second session of the day saw us push our luck. We started by remembering to pick up a short sword of backstabbing so Grin could not-backstab with it. That went smoothly (if you can call Grin being "fatally incapacitated" by Rayic so Targun had to finish him off and head to a temple for a revival) so we moved on to more interesting matters.
Targun got caught by a hold while in the temple sewers but as we were picking off the kobolds one at a time there was little danger - until a green slime felt like a snack. Grin quickly checked his pointy short swords could deal with that little intrusion.
Then we used Grin's dwarven constitution to deal with a noxious smell and a pair of vampiric mists.
On to our main encounter of the session. The first three liches were unable to see past protection from undead scrolls and Grin was keen to try standing in a doorway in the hope that Kangaxx couldn't see him.
That plan worked. Sort of. Targun used the Daystar longsword to slowly chip Kangaxx down and once transitioned to a demilich he did more of the same. At one point progress was slow but then three hits in a row saw Kangaxx have a morale failure. After Targun chased for a bit he threw Daystar to Grin along with an oil of speed. There followed a couple of minutes where we chased Kangaxx around.
If his morale recovered we guessed Grin would be in trouble so Targun added the berserk warrior and we tried to corral the demilich. Another minute or so and we almost succeed but a multiplayer moment sees Grin go past Kangaxx and it appears our luck is out.
Kangaxx fails to take his chance though, repeatedly moving between Targun and Grin. A few seconds later and we finally get the kill.
In retrospect the best thing to do here is to have the host take control of all party members when facing Kangaxx (since client control leads to protection from undead scrolls being at risk of not working).
Flush with success, we move on to Watchers Keep. It takes three or four attempts before we can finally get in past the vampiric wraiths - Grin suggesting a couple of strategies but Targun not having those spells to hand. Targun eventually opts to use spirit armour on himself rather than Grin, and that gives him enough time to see what Daystar makes of these undead. Toast.
The rest of this Watchers Keep level was done other than playing with statues. At one point Targun felt a bit bilious and collapsed instead of helping Grin but the dwarf was perfectly happy to solo a mephit and some jellies.
Bladeservant deopped off Dynaheir and picked up Valerie again. (Realised afterwards that experience was wasted by not doing this immediately after completing Dynaheir's quest.
The party then used stealth to enter the Section HQ (Dark Side of the Sword Coast mod)
They then battled their way down through the levels using web and fireballs when possible.
For the Ashikuru, Bladeservant used his truesight whilst web was used to avoid injury. This worked well until one of them wasn't spotted, whereupon Vynd was backstabbed and killed.
The part then used stealth to exit and Vynd was raised.
Just a quick update on Brentan and his band of fighters - we are level 5 and have just cleared the Bandit Camp. We will be headed into the Cloakwood Forest next. No deaths so far, but many close calls. At the Bandit Camp in the surface, April was getting hammered by bandit archers, but near constant drinking of blue potions and some heals from Brentan kept her in one piece. Tazok's Tent was remarkably easy - entire party concentrated attacks on Venkt and he fell in 1-2 rounds - he couldn't even get off a spell, except maybe mirror image.
@Arvia , When you have some time to read, check out @CharlestonianTemplar 's posts over the past few pages of this thread. He is doing a role-played no-reload, and writing up his reports in story form, the way I've seen you do.
EDIT: LOL, it took me a minute to figure out "Cyric" spelled with Greek letters.
@Arvia , When you have some time to read, check out @CharlestonianTemplar 's posts over the past few pages of this thread. He is doing a role-played no-reload, and writing up his reports in story form, the way I've seen you do.
EDIT: LOL, it took me a minute to figure out "Cyric" spelled with Greek letters.
Yeah, that's my new way of spicing up deity names - usually I put "Cyric in the common tongue" afterwards.
Figma g'Thi, solo elf F/M/T, L1/1/1, HP9
S18/97 D19 C17 I18 W4 Ch13
Difficulty: Tactical
Mods: SCS and Tweaks Anthology
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3021 // Replace many +1 magical weapons with Fine ones -> Fine weapons are immune to the iron crisis: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v32 RC10
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #191 // Use Character Colors Instead of Item Colors -> For non-magical shields and helmets: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn (DavidW/Zed Nocear): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2357 // Alter Multiclass Restrictions -> Install options one and two (everyone can multiclass anything): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3290 // Personalize automatic save names -> Use scheme: 000000000-Protagonist-Save-Name: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3300 // Death Cam: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3330 // Make party members less likely to die irreversibly: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC pairs to separate: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel doesn't die in the original challenge: v8
A couple quick notes. Playing SCS v32RC10 on Tactical, as Basic and Improved grant max HP and guaranteed scroll scribing. The components could be set individually to Improved, but I'm playing with no XP cap for the entire saga, so it may (or may not) balance out. This is my 4th attempt and appears promising (knocks on wood). One was lost fighting ankhegs without armor, one was abandoned when I realized I was getting max HP and scribing, one with a 95 roll and 9x strength was lost to an early bandit archer ambush where I forgot to equip armor before the transition and had no potions to counter, and the last was abandoned after an accidental quick load after a failed pickpocket.
Dagger ++, Club ++. Open Locks 60, Set Traps 15. Find Familiar, Friends.
Candlekeep: Complete all quests. Lockpicking and charisma (with Friends) high enough for all chests.
Lion's Way: Belt of Antipode, Diamond. I don't kill (or recruit) any companions this time.
Shipwreck's Coast: Shoal (1/1/2, set traps 40).
Beregost: Marl (2/1/2), Firebead. Stupifier, Excellent Bastard Sword, Wand of Lightning, Potion of Invisibility. Purchase Sling +1.
Durlags Tower: Purchase 30 Bullets +2 (no +1's in this install), 2 Potions of Master Thievery.
High Hedge: Flesh golems (2/2/3, set traps 50, rest will be find traps and open locks). Purchase Potion of Mirrored Eyes, Potion Case, Protection from Petrification (scribe success).
South Beregost Road: Ogrillons, Mirianne's Letter. Zhurlong's Boots.
North Nashkel Road: Colquetle's Family Amulet.
Fisherman's Lake: Trigger Drizzt's gnolls. I don't attempt to kill him, as I'm barely confident enough to trigger the gnolls. Have made several attempts where I've bungled that. Could try to kite him with charming one of Teyngan's party, but I deem it too risky. I do use the Wand of Lightning and some kiting to kill the gnolls (3/2/3, Two-Weapon Style +) afterwards, hoping for some decent scroll drops. I get a Blur.
Nashkel Carnival: Rest for CLW. Purchase red and violet potions.
Nashkel: Sell Ankheg Armor, Icingdeath, and Twinkle.
Coast Way: Ring of Princes, Elve's Bane. Trap Elminster (4/4/5). In a previous attempt, Elminster didn't go hostile after landing a critical hit, and I didn't transition zones before he initiated dialogue. In another attempt, the traps didn't kill him, but I transitioned before his Chicken spell landed.
FAI: Evermemory. Bribe reputation to 10.
Durlag's Tower: Purchase 4 PoMT and 50 +2 bullets.
Ulgoth's Beard: Drink 4 PoMT. Pickpocket Dushai (Edventar's Gift, Potion of Fire Giant's Strength, Web), Shandalar (Otiluke's Resilient Sphere, Potion of Invulnerability, Feeblemind, Potion of Heroism x2, Spirit Armor, Greater Malison, Remove Curse, Emotion Hopelessness), and Hurgan (Diamond, Potion of Power, book, The Kneecapper +1, Potion of Magic Protection). Purchase Greenstone Amulet, and open locks for an Excellent Warhammer.
FAI: Backstab Tarnesh. Purchase Gem Bag.
I realize I've forgotten to cast Friends for several purchases. Fortunately not anything toooo expensive, but I'll have to remember that in the future. Sirines at Temple are likely next, followed by Mutamin's Garden with the assistance of a charmed lesser basilisk (but no basilisk loop), constitution manual, and charisma manual.
Semi had an important task at hand: clearing the warrens of the undead. With PfU the task is not that difficult.
I had 4 scrolls of PfU, and the kit bonusses saw a quick disposal of the undead. Held onto the secret reveiled - Semi had a bone to pick with a fabled lich in Kanalgym.
The ninth paladin level gave access to level 1 priest spells. I had never used sanctuary, but really came to love it. Looting troll dens and such was done swift and with great profit
Semi then rushed for the temple of Bhall. The green dragon was sniped along the way and the bug bears and most of the temple was cleared fully buffed.
Ziatar stood no chance.
Semi tried to avoid the Neolithid - in vain. But she managed to close the door on the magical sword. Alone the Neolitid stood no chance either.
The priestess with her aerial servants proved a handfull. The servants pulled out a 35 damage punch for starters. Semi retreated and awaited the summoning where unsommoned... Then hacked the priestess to death.
With the wardstone in hand the fort was surrendered. The bridge secured - the mage killed with arrows of dispelling and arrows of biting
The dead mans pass and the areas outside the underground river was cleared - with many painfull reminders that -10 ac is nice but not enough to make you invincible. Regular mobs forced Semi to sip from Durlags goblet... but she prevailed.
In the underground river much effort was put into finding Mizhenas necklace. A quest item that could give Semi a flail +3. Put the many quest didnt give her what se looked for. A tough fight in Kanalgym with the cabal nearly ended the run though:
missing out on the flail +3 was a major let down
The crusader attack was cleared without problems. I usually pick archers, wizard slayers and dwarves - which works...
Dont change a winning team.
In Avernus I picked up flame tongue from Thrixx and with void arrows and the root of the problems I set out to kill Belhifet. Semi was specialized in using the bow but not in longsword and clubs
While buffing I was sure I had to keep Caelar alive - and use the bow whilst doing so. But we got boxed in and I decided to duke it out - proficient or not.
With 20 potions of herroism and other buffs Semi came out on top. She lost Caelar, but was still alive. Bg2:ee is next
We rejoin our party at the Vulgar Monkey, where Benedict obtains Full Plate +2, another pair of Glasses of Identification and some gold/gems via casting Limited Wish x3. Not bad (the Full Plate +2 in particular).
We speak with Saemon and fetch his horn. On the way back, we demonstrate our utter contempt for the pirate-slavers barring our path by killing them all at range using just a Web. We are off on our stolen ship, and thankfully, no one dies in the ensuing Githyanki ambush.
So, the City-of-caverns. We start by selling off our ill-gotten gains, putting us at 70000ish gold (which we'll need for all the lovely items available in the Underdark). The Bone Golem to the south is kited by Mazzy, and Minsc holds off the Sea Zombie Lord (he has a ranged Level Drain which he happily wastes on Minsc under Amulet of Power)
As for the Sauhagin, they are completely outmatched: We make sure Chaotic Commands is up, which removes their only advantage. We summoned some Skeleton Warriors to help against the Priestess encounter, but they were largely unnecessary. We do get some nice scrolls as random drops: Spell Shield, Summon Efreeti and Protection from Magical Energy.
Siding with the Prince, we kill the King and his entire entourage without breaking a sweat, and are off into the Underdark.
This time, we remember the three Mind Flayers to the north. I don't have the component that allows them to see through Invisibility, so Minsc & Mazzy handle them on their own under Chaotic Commands, while the rest of the party observes under Invisibility 10' Radius.
We have a chat with the Duergar, free and speak with Vithal, and prepare for a fairly serious fight: The Drow party guarding the approach to the Swirfneblin village to the north.
Anomen has hit level 15 by now, and thinking it'll be fun to watch the Drow torn to pieces by a ravenous demon, we lead with Gate. I won't say the Pit Fiend impressed me, but it at least kept the Drow busy through most of the fight, and Death Spell doesn't work on it. I might try to use demons more.
The battle wages back and forth a bit, but it really seems the Drow went heavy on defense (and Death Spell... they cast it four times throughout the battle) and light on offense. We keep churning out summons and Breaching their mages, and really, the outcome isn't in doubt.
We save the... um... what's-his-face, the Swirfneblin "child", and proceed towards the Swirfneblin village,
clearing the Myconids barring our path with the aid of a few Skull Trap/Fireball. Having received our reward for the valiant rescue, there are still some spells remaining, so we return and free/kill Riti as well as Madman Aganalo, and finish up by helping Vithal with his predicament.
The Greater Earth Elemental renders Minsc unconscious with its initial Earthquake, but Greater Malison + Slow turns the tide in our favour. The Greater Fire Elemental gets a good Fireball off, but dies before it finishes a Flame Strike. The Greater Air Elemental proves the least dangerous of all. We press Vithal a bit, and get scrolls of Simulacrum (eh...) and Abi-Dalzim's Horrid Wilting (hooray!). It's not that I'm too worried about fighting him, it's just that we're not robbers.
Alright! Lots of things left to do. We start by taking care of the Balor tormenting the Swirfneblin.
Benedict and Imoen go in, under ample protections (Death Ward/Chaotic Commands/Protection from Fire/Remove Fear means it can only hurt you through physical attacks) and with SI: Abjuration up to protect the protections. We also had some Skeleton Warriors, but they went down rather quickly to the initial Fire Storm and Aura of Flaming Death. Several Lower Resistance, Skull Trap and Magic Missile later (and two Chain Lightning that strangely enough did absolutely nothing... no resistance message or anything, they just had no effect), the demon is done for. It actually dropped a Flail +3. Eh.
So, what I usually do is clear the encounters in the main map proper, then start dealing with the side areas (Kuo-toas, Mind Flayers, Beholders). This means fighting the dread lich, Alchra Diagott!
However, Alchra is very fond of chasing after the party. So fond in fact, that he will completely ignore summons, as well as happily let his protections expire as he's very slowly shuffling along trying to find a better target for his spells. When he finally catches up to Mazzy, he's out of Protection from Magical Weapons spells, and being a Lich, has a bad reaction to Azuredge.
Hah! Suck a lemon, Alchra! Now all that remains is to clean up that annoying Cornugon you summoned.
ALCHRAAAAAAA!
OK. I managed to pause the instant before that bolt o' death hits. The Cloak of Reflection goes on Benedict, but we still have a serious problem. A Lightning Bolt like that can easily kill everyone else... and (at least to my knowledge) there's no temple available down here. Further enhancing our prospects is the fact that we have nothing aside from the cloak that helps with lightning resistance, and Mazzy/Jaheira/Anomen are under Greater Malison. Nothing I can do but unpause and let the chips fall where they may...
Lucky, lucky. We shuttle the dropped equipment to the nearest container, and rest up, after which Anomen raises Jaheira and Imoen. A good reminder that you're never more than one bad decision away from potential disaster. We should've just let that Cornugon be.
Back to the business at hand! Raevilin Strathi at least doesn't cast Time Stop, but for reasons unknown (he never put up SI: Abjuration), he seems utterly immune to Breach. Still, he runs out of PfMW eventually, and Mazzy takes him down.
We swing south and clear out the Kuo-toa guarding the bridge (I find they're surprisingly tough if you just try to power through with basic buffs, but a couple Skull Trap/Fireball make things go smoothly).
Finally, we head north, tackling the Drow guarding the bridge to Ust Natha. These Drow are nothing like the ones we fought previously, and stand no real chance. I guess they prefer form over function, but still, you shouldn't leave vital body parts (your head) exposed around a Fire Elemental.
Spells largely depleted and the caverns of the Underdark a little safer, this seems a good place to stop for now. Next time, things turn decidedly more dangerous: Though the Kuo-toa lair on its own isn't that harsh, we most assuredly want to wake up (and subsequently put down) the Demon Knights there.
And if we survive that, there's Mind Flayers and Beholders to contend with. It shall take every last ounce of our tactical acumen to pull through unscathed!
Beregost: Backstab Karlat, attempt to stealth behind posts in the inn, backstab again. Set traps for Silke, initiate dialogue with Garrick, loot Silke and claim the potion.
Temple: Charm and kill sirines one by one (5/4/5).
Mutamin's Garden: Use PfP on myself, charm a lesser basilisk, and use PfP on it. Cleared the basilisks (re-casting PfP) except for Mutamin's (5/5/6). Recruit Korax. Stealth in and set Korax and the lesser basilisk on Mutamin, who is petrified. Attempt the same with Kirian's party, but the lesser basilisk melees and it and Korax both die. I leave and rest then charm Peter. Peter falls to Baerin. I leave and rest then charm Kirian. Kirian and I kill Baerin. Lindin (who has run away from the party) kills Kirian. I kill Lindin.
High Hedge: Sell loot. Purchase Invisibility (success), Sleep (success), Skull Trap (success), Blindness (success), Mirror Image (success), and Hold Person x2 (failure, success).
Beregost: Sleep Landrin's spiders, kite the one that saves, then mop up the rest. Quick trip to the FAI, where I forget to cast Friends and don't get any antidote potions before turning in.
I was going to wait to get reputation up before buying scrolls, but that won't be until after the final attempt on Elminster in Baldur's Gate, and I'd like access to Web (from Dushai). I travel back to High Hedge, cast Friends, and purchase all the scrolls I don't have, plus Glitterdust at Feldepost's Inn. Drink the Red Potion, scribe all the scrolls. Next up will be the Lighthouse, charisma manual, Krumm's Club +1, and then Durlag's Tower upper levels.
Bladeservant et al finished clearin the Section HQ in Bergost, web and fireball being particularly useful in reducing their own injuries.
The equipment thus acquired will make the party VERY RICH and some of it is would also be of minor use except that there is little that is better than that which was already in their possession. There is a crossbow which poisons and that could be useful against mages.
Shorty Power - Update 3 Brentan and his band of fighters
The party has ploughed their way through the Cloakwood - well actually they are still in it, they have just made it to Cloakwood Area 4. Party is now level 6, except for the fighter/thief who is fighter 5/thief 6. We stay in all ambushes to try to get experience. We do get occasionally poisoned during the ambushes, but it's nothing an antidote of some kind can't fix.
As is my usual practice, for Cloakwood Area 2, I have one person gulp a freedom potion and then they gulp an invisibility potion, then with AI off, they trigger as many of the web traps as they can. They then come back to the party when done, and then the party engages the enemies here. This makes it safe to clean the area out of the spiders/ettercaps, which is really good experience.
Comments
Difficulty: core
Mods: none
Previous updates:
I stealth through the Nashkel Mines, charm Mulahey, and set him unarmed against kobolds. In Nashkel, I charm Nimbul, waste his horror and mirror image, and set him to cast magic missiles on himself. He suffers morale failure, and a single punch ends him. In Beregost, I charm Tranzig, waste most of his spells, and set him to cast melf's acid arrow and magic missiles on himself. He takes an additional two punches.
I travel to Peldvale and convince Raiken to take me to the bandit camp. I convince Tazok to let me join. They're not very bright. I charm Taurgosz and set him unarmed against hobgoblins south of the camp. I stealth into the tent and use a similar tactic on Raemon. I charm Venkt as well, waste his spells, and set him on Hakt. Hakt kills Venkt, and I kill Hakt. Britik is still neutral, and I kill him. I drink a potion of absorption and raid the tent.
I stealth through Cloakwoods and charm Drasus's party away from him one at a time, where they are killed by their own guards. The same happens to Drasus. I was going to sell the Paws of the Cheetah but decided to try them and learned that the monk still gains the increased movement rate. I was under the assumption that they didn't benefit. I stealth through the mines.
I charm Davaeorn's guard, slowly approach Davaeorn, draw out the battle horrors one by one, and burn them down with the wand of the heavens. I activate another trap and heal up. I send the guard in and inch closer. Davaeorn initiates dialogue, and I drink a Potion of Magic Blocking. The guard and I attack, and Davaeorn slowly uses up his spells. He casts hold person on me after the potion has worn off, and I equip Edventar's Gift while it is still in the air. The guard is held, so I back off and use The One Gift Lost from out of sight. After the guard recovers, it appears Davaeorn is out of spells, so we kill him without further issues. I set the guard to tank the mustard jelly while I kill it with Drizzt's scimitars. I flood the mine.
Back at the FAI, I sell loot and recharge my trusty wand of the heavens. Before going to Baldur's Gate, I travel to the zone east of Larswood, charm Denak, waste his spells, and kill him for The Victor. I leave the other Red Mages alone. I travel to Ulgoth's Beard and purchase the Sandthief's Ring and sell my Shield Amulet for the space. In Baldur's Gate, I grab the dexterity manual and purchase a handful of potions.
L8, HP69, S18 D19 C18 I15 W10 Ch19
They stink? They make you cry? You leave them in the sun, they get all brown, start sproutin’ little white hairs?
Are there any monk items worth getting in BG:EE? Not necessarily monk only. I think Rasaad's equipment is only usable by him. I may go back and get the Dagger of Venom, but space is limited. I still need to get the Nymph Cloak and Ramazith's +2 ring.
BG1EE updates: 1, 2
SoD updates: 1, 2, 3, 4
BG2EE SoA updates: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11
Tackling Perth in a straight fight is most likely suicide, so we'll have to drag the fight out until his myriad buffs expire. We summon a bit of fodder, apply a few buffs (PfE 10' Radius, Death Ward + Chaotic Commands for Minsc & Mazzy), and have Yoshimo pull Perth using the Horn of Valhalla. Once he disposes of the Berserk Warrior, Perth follows Yoshimo into the streets, where a grim battle to the death takes pla-
Well, that was an anticlimax. Though protected from the physical damage of Yoshimo's traps, Perth has no defense against the poison damage, and apparently didn't have any potion that would help either. He got a 3x Flame Arrow Spell Sequencer off at Jaheira, and tagged Yoshimo with a few Melf's Minute Meteors, but that's it.
So, we get the Book of Many Spells! Turning the pages twice nets us Spell Turning, which I elect to keep. Since we've got plenty of spells remaining, we clear the route to Spellhold, return to Brynnlaw for a rest, and return with a full complement of spells.
Once in the maze, we follow standard operating procedure: Clay Golem to the east is distracted by the Berserk Warrior (all of Anomen's L3 slots are devoted to Animate Dead, so no Remove Curse available), a single Skull Trap takes down all the Mephits while the Rukh is pelted to death, and the Yuan-ti Mage to the northeast kills itself by running into the wall trap (the attendant normal Yuan-ti are just beaten down).
We leave the beefier Yuan-ti group (three (!) Yuan-ti Mages, one Yuan-ti Elite, two Yuan-ti) alone for now and head south.
We definitely want Edventar's Gift. The Mind Flayer is handled by Minsc kiting and Mazzy shooting (both under Chaotic Commands, of course). The Beholder gets our patented tactic: Anomen under Invisibility/Holy Power/DUHM successfully lands Harm, with invisible Jaheira/Mazzy/Minsc standing by if it had whiffed.
The Kobolds stand no chance by now.
There are a fair few undead to the south, but Mazzy just kites them all down with Azuredge.
An enraged Minsc with the Amulet of Power and Mace of Disruption doesn't need many rounds to take down Dace.
We head back north, clearing the Umber Hulk ambush using a few buffs and Improved Invisibility.
I'm not sure if there was a plan for dealing with the Yuan-ti Mages here, but if there was, it didn't survive contact with them. I would describe the ensuing battle as Benny Hill-esque, except instead of Benny Hill there was a shrilly shrieking Benedict, and instead of women in underwear there were giant snakepeople (thankfully not in women's underwear).
Basically, I had to shuffle the entire party around to avoid getting everyone caught in the area-of-effect of all sorts of nastiness. We managed to tag a single Yuan-ti Mage with the Wand of Paralyzation, but the other ones consistently made their saves. However, thanks to careful positioning, the Yuan-ti never managed to Death Spell all of our summons, and eventually we made our way through their defenses.
I'll keep trying to figure out a way to safely tackle 3x L14 mages with a party of levels 12-13.
Onward to the next area! The Yuan-ti to the east have only a single mage, and 2x Fireball clears out its meele attendants. The Trolls to the south are nothing to write home about, nor the Minotaurs. Imoen picks up the paintings under Spell Turning (Book of Many Spells.. we've got no more mage battles to do this rest cycle) and Protection from Fire courtesy of Jaheira. We head back north, conjure some Skeleton Warriors, buff Minsc & Mazzy with Chaotic Commands, and have at it.
The Ulitharid drops very quickly: Mazzy is still much better at range than in melee, and has no trouble at all hitting it. The Spirit Troll falls in short order as well, and the rest of the opposition here are basic melee brutes (we leave the Noble Djinni for now). Skeleton Warriors distract the Clay Golems guarding the Gesen Bow string as Anomen, Minsc and Jaheira dismantle them one by one (though Jaheira took a single hit with accompanying Cursed Wounds).
To the east, the singular Gauth is handled by our remaining Skeleton Warriors, which just leaves some Minotaurs to mop up. Since we're still good on spells, we opt to take on the Noble Djinni.
We succeed and are awarded a scroll of Khelben's Warding Whip, but of course the Djinni gets a single Lightning Bolt off, coming perilously close to bumping Jaheira off.
Apparently, Cursed Wounds does not stop regeneration, so even though it takes a while, Jaheira recovers fully via the Ring of Regeneration before we head into the final part of the maze. The paltry adversaries that remain pose no obstacle, and we return to Spellhold proper.
Imoen downs a few Potions of Genius and scribes everything she's got. We get in a good rest, and apply long-lasting defensive buffs galore for all (though of course they will get dispelled almost immediately for anyone not under Spell Immunity: Abjuration). Up the stairs, bribe Lonk the Sane, and into battle!
I had a feeling something was off when Irenicus started buffing himself a few hundred times with Spell Deflection. Given that it's the black portraits bug, I reload. This time, there's no unending Spell Deflection buffs, and things proceed smoothly. For some reason Benedict's clone never goes hostile. After a double Chaos + Slow, the remaining clones are pretty much done for, and with True Sight and Breach aplenty, Irenicus doesn't last long.
Yoshimo is kited around and consistently revealed via True Sight until he runs out of Invisibility. The Murderers for some reason target the (still neutral?) clone of Benedict, which is fine by me.
We head upstairs, with invisible Mazzy/Minsc/Imoen looting Jon's office before we speak with Saemon and take him up on his offer. On the way back to Brynnlaw, one of the 270 XP Lizardmen drop a scroll of Mass Invisibility. Nice!
That all went surprisingly well (minus the bug). There are two real dangers in Spellhold: The beefy Yuan-ti group, and Irenicus, but we navigated both safely, and are finally reaching the levels where we have real tactical options. Which we will need, as the Underdark beckons.
We leave the party at the Vulgar Monkey, where they are meticulously planning their next move... into the depths!
Benedict is now a L14 Human Conjurer.
They have layers.
My Necromancer bit the dust. I memorized 5 Prot from Petrifications and headed over to basilisk area for some easy xp. Killed one basilisk but managed to spawn a damned gnoll elite. In running around trying to avoid his ass (I had only 21 hp), I managed to bump into a greater basilisk. No problem, I thought, I'll just use my throwing daggers to whittle them down to nothing. Well, Protection from Petrification only lasts one game hour. Nuff said???
Difficulty: core
Mods: none
Previous updates:
https://forums.beamdog.com/discussion/comment/1063884/#Comment_1063884
Start the poison quest. Get the wisdom manual. I Blind Jalantha, then wand of the heavens her and run out of the temple. I stealth in, rinse and repeat. Turn in the dead child quest. I charm Quenash, and Larze kills her, netting me the Cloak of Balduran. After quite a few attempts, I charm Larze and set him on Marek. Marek falls quickly. I leave Larze on the second floor.
I drink one of the lesser giant strength potions to bash Ragefast's and Ramazith's lock. I grab the intelligence manual and burn down Ramazith with the wand of the heavens. The same happens to Ragefast. Wand of the heavens, then run away to stealth, then back for another wand of the heavens. The Nymph Cloak in hand, I head for the Iron Throne.
While it would be nice to get the experience killing everyone, it's not worth the risk, so I stealth to the top, grab the documents, then stealth out. To Candlekeep. I rest to get DUHM. I charm Rieltar with Algernon's cloak and the rest of the party with the Nymph Cloak. I line them up an use Rieltar to cast lightning bolt against the line. It doesn't work all that well, so I back up and use The One Gift Lost a few times. I only have one charge left, so I stealth in and out, using the wand of the heavens and my sling to kill them.
In the catacombs, I equip Icingdeath and Batilista's Passport and use a Potion of Absorption to trigger the traps. The phase spiders are much harder than usual, and I have to drink multiple antidotes. I end up kiting and repeatedly using the wand of the heavens to kill them. I drink a Potion of Cloud Giant Strength and use DUHM to bash open the locked containers for the manuals of strength and wisdom. I head back to the safe zone and rest. I drink three Potions of Genius but forgot to get a Potion of Insight, so I can't identify either of the manuals.
I skip Prat's party but use a couple Potion of Mirrored Eyes and DUHM to kill the greater basilisks. I travel to High Hedge and identify the manuals, sell some equipment, and buy whatever expensive potions/scrolls are available. I charm Thalantyr, waste his spells, and kill him. At the Temple, Kelddath is blinded and killed. I attempted to blind Thalantyr, but he saved a lot, so charming him was faster.
I return to Baldur's Gate. Since I can't carry enough gems/jewelry, I purchase the most expensive scrolls and potions available. I charm Larze but can't get him to follow me downstair. So instead I rest, charm Slythe, and drag him into a hostile Larze, who makes short work of him. Krystin is ignored.
At the Ducal Palace, I charm the nobles and place them in separate rooms. I rest twice to ensure none of them are charmed, then go back and initiate the encounter. The greater dopplegangers are put down one at a time, and Sarevok is gated out. I travel to SW Baldur's Gate, charm Sunin, pull him into the streets, waste his spells, then kill him for his copy of Evermemory. I do Nadine's quest and get her copy of The One Gift Lost. I also purchase another The One Gift Lost from the Elfsong Tavern.
In the Thieve's Maze, I drink a Potion of Absorption and equip Icingdeath and Batilista's Passport. I stealth and run through it. In the Undercity, I use Algernon's Cloak to charm Rahvin and use the Nymph Cloak to charm everyone else. I pull them into the temple and set everyone into position. I move up under stealth with Rahvin, trigger Sarevok's dialogue, move Rahvin to the northeast, and get webbed because I'm wearing Batalista's Passport and not Edventar's Gift. The run is over a few seconds later.
Edit: I reload to see if I can learn anything. I start by equipping Edventar's Gift. I stealth up with Rahvin, trigger Sarevok's dialogue, and send Rahvin to the northeast. I'm not webbed, but I fall unconscious to the cloud spell (stinking?). I'm not killed while unconscious, and whichever mage teleports to the bottom (Senjai? ) is killed by Rahvin's party. Unfortunately, Rahvin's party goes hostile (not sure why, possibly dispel magic). I manage to regain consciousness and get a potion of invisibility off. I move away and blast them down with The One Gift Lost. I try to use The One Gift Lost to kill Sarevok from afar, but he attacks me every time. I have the movement speed to kite a hasted Sarevok, but it takes too long to activate wands/rings/amulets to do any real damage to him. At the same time, battle horrors keep spawning. I think there are three of them, and I'm trying to target Sarevok with The Victor while hitting the battle horrors. At some point I trigger a lightning bolt trap, which kills me.
Edit: of course I meant the second (didn't read properly), since they really can make you cry when they pulverise your best tank. As for the odour, sadly the Infinity Engine lacks that level of immersion.
The last one probably applies to their cousins, the ogre magi.
I'm glad you got the reference!
Targun (male Jester, Gate70); Grin (male fighter, Grond0)
We quickly established we had defeated Davaeorn last time and made straight for Baldur's Gate (OK, I clicked on High Hedge but we were ambushed and I chose the correct destination at the second attempt so Grond0 would never know...)
Once inside the city walls we thought to deal with Jalantha Mistmyr, only Grin was muttering about not having done the pre-requisite activity. Targun relented and went to speak to Varci before returning. Grin was nonplussed, and Targun eventually realised we had to go get poisoned by Marek. With this done we sought out Lothander for his half of the antidote. Targun stood looking at his map of the city, unable to work out how to get to Lothander. Grin suggested unlocking the sector from the base of the Sorcerous Sundries sector. At this point Grin / Grond0 / Grind0 should really have questioned if Targun / Gate70 were in a fit state to take on whatever was next.
We ploughed on though, Marek trying to put up a good fight but not able to do so as we hacked limbs asunder.
After picking up a few items and tomes we were ready to deal with the Iron Throne HQ. All went well despite Alai obstinately being able to land a few spells - Grin saved against the effects as Targun moved out of their range. Scar and Duke Eltan sent us back to Candlekeep where we quickly made ourselves unwelcome despite doing nothing of note. One jailbreak later we've helped ourselves to treasures from the catacombs and have made our escape.
Back in the city we do enough to foil Sarevok's Coronation assassination attempt and follow him down into the thieves maze. Beyond this we run into Rahvin and his cronies. We are invisible but old habits die hard and Targun suggests we have the edge. Grin agrees, although we are probably both thinking we've not really prepared for this encounter. Grin dies but has done enough to leave the enemies in a weakened state. Targun finishes off Haseo before killing Gorf from a distance, then buffs to finish Rahvin.
Amn next time.
Then went to pick up yhe red bag in the "T'Was a Slow Boat from Kara-Tur" mod. Didn't kill everything as stealth was used.
Have killed the assassins and can now enter the Section HQ. Am currently debating whether to drop of Dynaheir in favour of Indira and perhaps drop off Vynd in favour of Coran on a temporary basis for Coran's quest and doing Durlag's.
Yes!
Coremage's party defeated the Oasis enemies quite easily. Amkethran was also quite easy, though we did not deal with the lich.
However, Draconis showed the true power of dragons, as he chunked Jaheira and Anomen, and also killed the party except for Coremage. Coremage gave his best, but it was not enough. RIP Coremage.
I am entering the challenge with this character:
Here are his groupmates:
I have a strong love of melee-heavy parties, so decided to go back to that. The reason my party is fighters instead of berserkers is to increase our ranged power. To help somewhat make up for lack of enrage, the party is made up entirely of shorty fighters. Should make for a fun run.
The party has made it to Nashkel. With the help of selling the Evermemory, the party got full plate for Bilren - Dillen is using ankheg armor, and the rest of the party is using plate mail. No deaths so far, but we are still level 1 (slow leveling with full party).
Gery - half-elf archer (Grond0)
Yertone - human inquisitor (Corey_Russell)
Tabetha - gnome illusionist / thief (Gate70)
https://forums.beamdog.com/discussion/comment/1047141/#Comment_1047141
https://forums.beamdog.com/discussion/comment/1050824/#Comment_1050824
https://forums.beamdog.com/discussion/comment/1052228/#Comment_1052228
https://forums.beamdog.com/discussion/comment/1053408/#Comment_1053408
https://forums.beamdog.com/discussion/comment/1056321/#Comment_1056321
https://forums.beamdog.com/discussion/comment/1061151/#Comment_1061151
After cruising through recent sessions, this trio suffered a reality check against Kangaxx. Using PfU scrolls allowed them quick kills of the other liches in Athkatla. However, Kangaxx sometimes takes advantage of a multi-player glitch to ignore the fact he should ignore people protected by PfU. That happened this time as his lich form immediately picked on Yertone. It took a few rounds to finish the lich off and, by that time, Yertone lay dead to the dreaded finger.
Gery rushed to the attack with Daystar to try and cut the demi-lich down while it was occupied by the golem, but his lack of proficiency with long swords contributed to missing his first 3 attacks before Kangaxx howled and the golem disappeared into oblivion. Tabetha was bravely shooting Firetooth in support, but her PfU scroll provided no more protection than Yertone's and she disappeared shortly afterwards.
Kangaxx couldn't see Gery as he finally hacked the demi-lich down, but the damage was done. The terms of the run don't allow recruitment of NPCs and there would thus be no way to bring back Tabetha from her prison ...
On the morning of 17 Mirtul 1369, Despenser woke in the middle of something he could never have imagined just 16 days ago. True, he had wanted to stretch his wings as it were & venture beyond the walls of Candlekeep. He wanted very much to visit a temple of Τηρ to learn from others that served but, this he could never have imagined. In just four days, he had destroyed the operation that was ruining the iron that was so crucial to the economy, and military, of the Sword Coast. It had not been difficult,
Dispenser was quite comfortable with his already tightknit party of two Paladins, a Ranger & Archer, a Sorcerer and Imoen. The Ranger/Archer, Khalid, was effective as a scout & the sorcerer that joined him, Valerie, was as courageous as any warrior he had read of in literature. He had been amazed that the little girl he grew up with was such a multiplier to his efforts – without Imoen he would not have made it this far, he was sure. He had liked Jaheira, but she seemed redundant when he had a choice between she & Valerie, a Sorcerer of the Cowled Wizards. Jaheira had bristled when he dismissed her, but she reluctantly said goodbye to Khalid, her husband, sensing that the quest was more important than her pride. On the other hand, there was no choice when Despenser considered the merits of Garrick, the Bard he had travelled with for a couple of days, & the added muscle of a second Paladin, Isra, a Paladin of Sune. Of everyone who shared the Nashkel Inn with him this morning, he had an unusual attraction to, or was it curiosity for, the Tiefling Paladin of Ilmatar, Sirine. He did not know what it was but something about her seemed familiar. The fact that she and Isra were such adept leaders, made his job much less daunting. His god was good to him, & as he crawled out of his bed & fell to his knees for morning prayer, he was thankful to τηρ – despite his aching bones.
TWO DAYS EARLIER: Mulahey had it made. He had an army of Kobolds and was spreading misery across the Sword Coast from his kingdom in the Nashkel Mines. Sure, every so often some ‘higher up’ like Tranzig would show up to check things out & he did his best to get them out of there as soon as possible, carrying a good report about his handle on things. He could stay here forever. He was proud of the way his operation to weaken and destroy the ore was going. He wanted to believe that Ψσηρικ was pleased with him, enough to keep him where he was. But Kobolds were stupid, & while he would happily kill the miners himself, he was wise enough to know that that could only bring snoopers into his world. He’d gotten wind that some of his Kobolds had been roaming the mines where they weren’t supposed to be – up to the first level. He knew that that would eventually end up with a massacre & he tried his best to make sure he had his minions reigned in. Unfortunately, he also knew that you can tell a Kobold something in the most forceful terms & as soon as they turn their back, they have forgotten what you told them. He sensed he was going to hear from Tazok soon, so he was not surprised really, when he saw a group of warriors in the entrance to his cave throne room. He believed they were of his superiors & was relieved – at first – to learn they were not. He called on his inner circle of favored Kobolds & skeleton bodyguards he kept always hidden in the shadows of the caves. He was certain these intruders were no threat. The scene unfolding before him was happening too fast for him to know much more than he had two figures, humans or elves maybe, firing arrows at him & another closing with a Long Sword. The latter, he realized too late, was a Cleric. He heard the Command & felt his body go limp. He could hear the commotion around him & see figures moving in the doorway to the cave, but he could do nothing. Twice arrows dug into his flesh, one in his side, the other in his calf. He knew the Command would ware off & he readied himself to parry at once when it did. He climbed to his feet, but rather than parry, he decided on a spell, but he did not get it off before he heard the last words of a Hold Person spell from the same Cleric. The spell paralyzed him in place. Terror struck him as he knew this spell wasn’t as forgiving as the last. Once again, his eyes were open & he could not even blink. As his eyeballs cried out for moisture, so pain overwhelmed him suddenly. The last thing he saw was his minions being cut down one by one. He suddenly hated this Cleric, the one he could not see from his position but knew was there. Then the final insult. The Tiefling Cleric cut him down & Faerun went black.
BATTLE FOR THE MINES
Documents obtained from Mulahey led Despenser to catch up with a mage, Tranzig, in Beregost. According to the documents, he served as a conduit between Mulahey & someone named Tazok. It bothered him when His attempt to show mercy to Tranzig met with hostility and the Conjuror died for his stubbornness - Mulahey, also, had declined mercy. However, the encounter w/Tranzig, & a second encounter w/the great mage Elminster, pointed him north and east of Beregost and east/northeast of the FAI,
*Alternate as recon team lead & rear-guard team lead
MONSTERS DEFEATED: Bounty hunter (Greywolf, Fighter/7), Tranzig ( Mage/Conjurer//6), Mulahey (Cleric/Strifeleader of Cyric//5),Bounty Hunter (Nimbul, Mage/Thief//7/7), Grey Ooze (2), Huge Spiders (2), Ghouls (2), Ogrillon, Skeletons (8), Skeletons (4 – High Hedge)Wild Dog, Xvarts (4), Kobolds (89)
CASUALTIES: Khalid (Grey Ooze)
LEVEL UP: Imoen (Thief/Adventurer//2), Despenser (Cleric/Holy Justice of Tyr//2)
NOTEWORTHY TREASURE GAINED: (Gold = 3103gp)
Armor & weapons: Full Plate, Splint TBD, Studded TBD, L/Sword +2/+1 Cold, Bracers of Archery, S/Sword +1 (3),Studded, S/Bow (45), L/Sword, S/Sword (97), M/Shield (4), Arrows of Fire (4)
Gems/jewelry: Ring of Protection, +1, Emeralds (2 – not taken), Pearl, Ring of Infravision, Agni Mani Necklaces (2), Jasper Gems (5), Andar Gems (3), Bluestone Necklaces (3), Sunstone Gems (2), Lynx Eye Gem, Fire Agate Gem, Greenstone Ring, Gem (TBD)
Potions: Healing (4), Absorption
Scrolls: Magic Missile, Agannazar’s Scorcher, Chromatic Orb (2), Charm Person, Identify, Sleep, Grease, Vampiric Touch, Friends, Infravision, Find Familiar
Wands:
Misc & Artifacts:
Mulahey Treasure: 790gp, Full Plate, Splint +1, S/Sword +1, Potions (Healing, Absorption), several scrolls, chain
Best Kill:
1) Dispenser, Greyworlf (1400 exp)
2) Valerie: Tranzig (975 exp)
3) Khalid, Neira & Isra, Nimbul (650 exp each)
4) Sirene: Ogrillon (120 exp)
5) Imoen: Bandit (65 exp)
CURRENT DISPOSITION: R4 in Beregost
NEXT STEPS: TBD
PARTY MAKEUP: (Reputation: 13)
Silas: Cleric/2 (Holy Justice of Tyr) (HP 17) Studded Leather w/ L/Sword +2/+1 Cold, Spells: Doom, Bless, Command, Protection from Evil; Abilities: Hold person; (None) (1)
Sirine: Paladin of Ilmatar/2 (Martyr) (HP 24) Splint +1 w/2H/Sword +1; Abilities: Lay on Hands (2), Sacrifice, D/Evil (5); (Advanced AI) (2)
Isra: Paladin/2 (Cavalier) (HP 24) Full Plate w/2H/Sword** (THWS**), Abilities: Remove Fear (2), Prot/Evil (2), Lay Hands, D/Evil (5), Cure Disease; (Advanced AI) (3)
Khalid: Ranger/1 (Archer) (HP 12) St/Leather w/L/bow****, Bracers of Archery & B/Sword* (TWS**), Skills: MS 27, HS 27; (Fighter Ranged) (4)
Imoen: Thief/Adventurer//2 (HP 14) Leather w/S/bow*, S/Sword* & Wand of MMs; Skills: OL 45, FT 30, PP 25, MS 30, HS 25, DI 10, ST5; (Thief Ranged) (5)
Valerie: Sorcerer/2 (HP 8) Mage Robe Cold Resistance, RoP +1, WoMMs, Sling* & Q/Staff, Spells: Magic Missile (4), Sleep (4)Im (Advanced AI) (6)
MOD USED: BG NPC v23.3, BG NPC Music v6, Plane Touched Races _v0,0, Indira v12, Isra v2.3, Finch v4.0, Gavin v14, Drake, Sirene v2.5, Verr’sza v5.2, BG UB v16, Tweaks Anthology Beta 4, Song & Silence v9, Deities of Faerun, Rogue Rebalancing v491, Level 1 NPCs, SCS v31, aTweaks, Item Randomizer v7
(Current AI) (Chain of Command rank)
Targun (male Jester, Gate70); Grin (male fighter, Grond0)
SoA, start:
She busts us out of our cells. Thank you Imoen, we're eternally grateful. As we equip ourselves she clears off - taking Jaheira and Minsc with her. We're on our own once more.
Targun uses Spirit Armour on Grin several times, and eventually we escape into daylight. We've looted what we can and have enough coin to get a gem bag and scroll case. Grin holds onto a non-proficient magical sword just in case we need it. Oh look, the circus. Magical swords ready.
With the circus restored we are able to meet up with Gaelan Bayle. He wants a stack of gold taller than Grin so we skirt the subject and agree to come back later. Grin bumps into a couple of thugs outside the Copper Coronet and although they get their comeuppance it is clear we need to get Grin some better equipment.
Suna Seni and her slavers run into our buffs. Ouch. The problem with thugs is you wait almost no time for one and then three turn up at once. Renfeld is at the second ambush and glad to see us, while orogs are at a third ambush. All dealt with calmly and after returning Renfeld we stop off to size up some armour. Next we head to Watchers Keep and purchase a potion container - Grin had wanted the Short Sword of Mask but it is 35k gp and we're a bit light on funds. Targun suggests two magical swords should be enough for now but Grin has sold the short sword +1 and only held onto the Arbane model. We've already met Renal Bloodscalp and Mae'Var, and having picked up a necklace from the Talos temple we can see an easy way to pick up a short sword +3. That will be next, unless we forget and get sidetracked with the myriad of jobs being added to our journal.
Targun (male Jester, Gate70); Grin (male fighter, Grond0)
A rare second session of the day saw us push our luck. We started by remembering to pick up a short sword of backstabbing so Grin could not-backstab with it. That went smoothly (if you can call Grin being "fatally incapacitated" by Rayic so Targun had to finish him off and head to a temple for a revival) so we moved on to more interesting matters.
Targun got caught by a hold while in the temple sewers but as we were picking off the kobolds one at a time there was little danger - until a green slime felt like a snack. Grin quickly checked his pointy short swords could deal with that little intrusion. Then we used Grin's dwarven constitution to deal with a noxious smell and a pair of vampiric mists. On to our main encounter of the session. The first three liches were unable to see past protection from undead scrolls and Grin was keen to try standing in a doorway in the hope that Kangaxx couldn't see him.
That plan worked. Sort of. Targun used the Daystar longsword to slowly chip Kangaxx down and once transitioned to a demilich he did more of the same. At one point progress was slow but then three hits in a row saw Kangaxx have a morale failure. After Targun chased for a bit he threw Daystar to Grin along with an oil of speed. There followed a couple of minutes where we chased Kangaxx around.
If his morale recovered we guessed Grin would be in trouble so Targun added the berserk warrior and we tried to corral the demilich. Another minute or so and we almost succeed but a multiplayer moment sees Grin go past Kangaxx and it appears our luck is out.
Kangaxx fails to take his chance though, repeatedly moving between Targun and Grin. A few seconds later and we finally get the kill.
Flush with success, we move on to Watchers Keep. It takes three or four attempts before we can finally get in past the vampiric wraiths - Grin suggesting a couple of strategies but Targun not having those spells to hand. Targun eventually opts to use spirit armour on himself rather than Grin, and that gives him enough time to see what Daystar makes of these undead. Toast. The rest of this Watchers Keep level was done other than playing with statues. At one point Targun felt a bit bilious and collapsed instead of helping Grin but the dwarf was perfectly happy to solo a mephit and some jellies.
The party then used stealth to enter the Section HQ (Dark Side of the Sword Coast mod)
They then battled their way down through the levels using web and fireballs when possible.
For the Ashikuru, Bladeservant used his truesight whilst web was used to avoid injury. This worked well until one of them wasn't spotted, whereupon Vynd was backstabbed and killed.
The part then used stealth to exit and Vynd was raised.
EDIT: LOL, it took me a minute to figure out "Cyric" spelled with Greek letters.
Yeah, that's my new way of spicing up deity names - usually I put "Cyric in the common tongue" afterwards.
He has been using Greek letters for deities for a while now.
S18/97 D19 C17 I18 W4 Ch13
Difficulty: Tactical
Mods: SCS and Tweaks Anthology
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3021 // Replace many +1 magical weapons with Fine ones -> Fine weapons are immune to the iron crisis: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v32 RC10
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #191 // Use Character Colors Instead of Item Colors -> For non-magical shields and helmets: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn (DavidW/Zed Nocear): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2357 // Alter Multiclass Restrictions -> Install options one and two (everyone can multiclass anything): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3290 // Personalize automatic save names -> Use scheme: 000000000-Protagonist-Save-Name: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3300 // Death Cam: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3330 // Make party members less likely to die irreversibly: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC pairs to separate: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel doesn't die in the original challenge: v8
A couple quick notes. Playing SCS v32RC10 on Tactical, as Basic and Improved grant max HP and guaranteed scroll scribing. The components could be set individually to Improved, but I'm playing with no XP cap for the entire saga, so it may (or may not) balance out. This is my 4th attempt and appears promising (knocks on wood). One was lost fighting ankhegs without armor, one was abandoned when I realized I was getting max HP and scribing, one with a 95 roll and 9x strength was lost to an early bandit archer ambush where I forgot to equip armor before the transition and had no potions to counter, and the last was abandoned after an accidental quick load after a failed pickpocket.
Dagger ++, Club ++. Open Locks 60, Set Traps 15. Find Familiar, Friends.
Candlekeep: Complete all quests. Lockpicking and charisma (with Friends) high enough for all chests.
Lion's Way: Belt of Antipode, Diamond. I don't kill (or recruit) any companions this time.
Shipwreck's Coast: Shoal (1/1/2, set traps 40).
Beregost: Marl (2/1/2), Firebead. Stupifier, Excellent Bastard Sword, Wand of Lightning, Potion of Invisibility. Purchase Sling +1.
Durlags Tower: Purchase 30 Bullets +2 (no +1's in this install), 2 Potions of Master Thievery.
Beregost: Drink 2 PoMT, pickpocket Algernon's Cloak.
High Hedge: Flesh golems (2/2/3, set traps 50, rest will be find traps and open locks). Purchase Potion of Mirrored Eyes, Potion Case, Protection from Petrification (scribe success).
South Beregost Road: Ogrillons, Mirianne's Letter. Zhurlong's Boots.
North Nashkel Road: Colquetle's Family Amulet.
Fisherman's Lake: Trigger Drizzt's gnolls. I don't attempt to kill him, as I'm barely confident enough to trigger the gnolls. Have made several attempts where I've bungled that. Could try to kite him with charming one of Teyngan's party, but I deem it too risky. I do use the Wand of Lightning and some kiting to kill the gnolls (3/2/3, Two-Weapon Style +) afterwards, hoping for some decent scroll drops. I get a Blur.
Nashkel Carnival: Rest for CLW. Purchase red and violet potions.
Nashkel: Sell Ankheg Armor, Icingdeath, and Twinkle.
Coast Way: Ring of Princes, Elve's Bane. Trap Elminster (4/4/5). In a previous attempt, Elminster didn't go hostile after landing a critical hit, and I didn't transition zones before he initiated dialogue. In another attempt, the traps didn't kill him, but I transitioned before his Chicken spell landed.
FAI: Evermemory. Bribe reputation to 10.
Durlag's Tower: Purchase 4 PoMT and 50 +2 bullets.
Ulgoth's Beard: Drink 4 PoMT. Pickpocket Dushai (Edventar's Gift, Potion of Fire Giant's Strength, Web), Shandalar (Otiluke's Resilient Sphere, Potion of Invulnerability, Feeblemind, Potion of Heroism x2, Spirit Armor, Greater Malison, Remove Curse, Emotion Hopelessness), and Hurgan (Diamond, Potion of Power, book, The Kneecapper +1, Potion of Magic Protection). Purchase Greenstone Amulet, and open locks for an Excellent Warhammer.
FAI: Backstab Tarnesh. Purchase Gem Bag.
I realize I've forgotten to cast Friends for several purchases. Fortunately not anything toooo expensive, but I'll have to remember that in the future. Sirines at Temple are likely next, followed by Mutamin's Garden with the assistance of a charmed lesser basilisk (but no basilisk loop), constitution manual, and charisma manual.
L4/4/5, HP42
S18/97 D19 C17 I18 W4 Ch13
Previously
https://forums.beamdog.com/discussion/comment/1062531/#Comment_1062531
Semi had an important task at hand: clearing the warrens of the undead. With PfU the task is not that difficult.
The ninth paladin level gave access to level 1 priest spells. I had never used sanctuary, but really came to love it. Looting troll dens and such was done swift and with great profit
Semi then rushed for the temple of Bhall. The green dragon was sniped along the way and the bug bears and most of the temple was cleared fully buffed.
Semi tried to avoid the Neolithid - in vain. But she managed to close the door on the magical sword. Alone the Neolitid stood no chance either.
The priestess with her aerial servants proved a handfull. The servants pulled out a 35 damage punch for starters. Semi retreated and awaited the summoning where unsommoned... Then hacked the priestess to death.
The dead mans pass and the areas outside the underground river was cleared - with many painfull reminders that -10 ac is nice but not enough to make you invincible. Regular mobs forced Semi to sip from Durlags goblet... but she prevailed.
In the underground river much effort was put into finding Mizhenas necklace. A quest item that could give Semi a flail +3. Put the many quest didnt give her what se looked for. A tough fight in Kanalgym with the cabal nearly ended the run though:
The crusader attack was cleared without problems. I usually pick archers, wizard slayers and dwarves - which works...
Dont change a winning team.
In Avernus I picked up flame tongue from Thrixx and with void arrows and the root of the problems I set out to kill Belhifet. Semi was specialized in using the bow but not in longsword and clubs
While buffing I was sure I had to keep Caelar alive - and use the bow whilst doing so. But we got boxed in and I decided to duke it out - proficient or not.
BG1EE updates: 1, 2
SoD updates: 1, 2, 3, 4
BG2EE SoA updates: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11
We speak with Saemon and fetch his horn. On the way back, we demonstrate our utter contempt for the pirate-slavers barring our path by killing them all at range using just a Web. We are off on our stolen ship, and thankfully, no one dies in the ensuing Githyanki ambush.
So, the City-of-caverns. We start by selling off our ill-gotten gains, putting us at 70000ish gold (which we'll need for all the lovely items available in the Underdark). The Bone Golem to the south is kited by Mazzy, and Minsc holds off the Sea Zombie Lord (he has a ranged Level Drain which he happily wastes on Minsc under Amulet of Power)
As for the Sauhagin, they are completely outmatched: We make sure Chaotic Commands is up, which removes their only advantage. We summoned some Skeleton Warriors to help against the Priestess encounter, but they were largely unnecessary. We do get some nice scrolls as random drops: Spell Shield, Summon Efreeti and Protection from Magical Energy.
Siding with the Prince, we kill the King and his entire entourage without breaking a sweat, and are off into the Underdark.
This time, we remember the three Mind Flayers to the north. I don't have the component that allows them to see through Invisibility, so Minsc & Mazzy handle them on their own under Chaotic Commands, while the rest of the party observes under Invisibility 10' Radius.
We have a chat with the Duergar, free and speak with Vithal, and prepare for a fairly serious fight: The Drow party guarding the approach to the Swirfneblin village to the north.
Anomen has hit level 15 by now, and thinking it'll be fun to watch the Drow torn to pieces by a ravenous demon, we lead with Gate. I won't say the Pit Fiend impressed me, but it at least kept the Drow busy through most of the fight, and Death Spell doesn't work on it. I might try to use demons more.
The battle wages back and forth a bit, but it really seems the Drow went heavy on defense (and Death Spell... they cast it four times throughout the battle) and light on offense. We keep churning out summons and Breaching their mages, and really, the outcome isn't in doubt.
We save the... um... what's-his-face, the Swirfneblin "child", and proceed towards the Swirfneblin village,
clearing the Myconids barring our path with the aid of a few Skull Trap/Fireball. Having received our reward for the valiant rescue, there are still some spells remaining, so we return and free/kill Riti as well as Madman Aganalo, and finish up by helping Vithal with his predicament.
The Greater Earth Elemental renders Minsc unconscious with its initial Earthquake, but Greater Malison + Slow turns the tide in our favour. The Greater Fire Elemental gets a good Fireball off, but dies before it finishes a Flame Strike. The Greater Air Elemental proves the least dangerous of all. We press Vithal a bit, and get scrolls of Simulacrum (eh...) and Abi-Dalzim's Horrid Wilting (hooray!). It's not that I'm too worried about fighting him, it's just that we're not robbers.
Alright! Lots of things left to do. We start by taking care of the Balor tormenting the Swirfneblin.
Benedict and Imoen go in, under ample protections (Death Ward/Chaotic Commands/Protection from Fire/Remove Fear means it can only hurt you through physical attacks) and with SI: Abjuration up to protect the protections. We also had some Skeleton Warriors, but they went down rather quickly to the initial Fire Storm and Aura of Flaming Death. Several Lower Resistance, Skull Trap and Magic Missile later (and two Chain Lightning that strangely enough did absolutely nothing... no resistance message or anything, they just had no effect), the demon is done for. It actually dropped a Flail +3. Eh.
So, what I usually do is clear the encounters in the main map proper, then start dealing with the side areas (Kuo-toas, Mind Flayers, Beholders). This means fighting the dread lich, Alchra Diagott!
However, Alchra is very fond of chasing after the party. So fond in fact, that he will completely ignore summons, as well as happily let his protections expire as he's very slowly shuffling along trying to find a better target for his spells. When he finally catches up to Mazzy, he's out of Protection from Magical Weapons spells, and being a Lich, has a bad reaction to Azuredge.
Hah! Suck a lemon, Alchra! Now all that remains is to clean up that annoying Cornugon you summoned.
ALCHRAAAAAAA!
OK. I managed to pause the instant before that bolt o' death hits. The Cloak of Reflection goes on Benedict, but we still have a serious problem. A Lightning Bolt like that can easily kill everyone else... and (at least to my knowledge) there's no temple available down here. Further enhancing our prospects is the fact that we have nothing aside from the cloak that helps with lightning resistance, and Mazzy/Jaheira/Anomen are under Greater Malison. Nothing I can do but unpause and let the chips fall where they may...
Lucky, lucky. We shuttle the dropped equipment to the nearest container, and rest up, after which Anomen raises Jaheira and Imoen. A good reminder that you're never more than one bad decision away from potential disaster. We should've just let that Cornugon be.
Back to the business at hand! Raevilin Strathi at least doesn't cast Time Stop, but for reasons unknown (he never put up SI: Abjuration), he seems utterly immune to Breach. Still, he runs out of PfMW eventually, and Mazzy takes him down.
We swing south and clear out the Kuo-toa guarding the bridge (I find they're surprisingly tough if you just try to power through with basic buffs, but a couple Skull Trap/Fireball make things go smoothly).
Finally, we head north, tackling the Drow guarding the bridge to Ust Natha. These Drow are nothing like the ones we fought previously, and stand no real chance. I guess they prefer form over function, but still, you shouldn't leave vital body parts (your head) exposed around a Fire Elemental.
Spells largely depleted and the caverns of the Underdark a little safer, this seems a good place to stop for now. Next time, things turn decidedly more dangerous: Though the Kuo-toa lair on its own isn't that harsh, we most assuredly want to wake up (and subsequently put down) the Demon Knights there.
And if we survive that, there's Mind Flayers and Beholders to contend with. It shall take every last ounce of our tactical acumen to pull through unscathed!
Benedict remains a L14 Human Conjurer.
S18/97 D19 C17 I18 W4 Ch13
Difficulty: Tactical
Mods: SCS and Tweaks Anthology (see first update for WeiDU.log)
Previous updates:
Beregost: Backstab Karlat, attempt to stealth behind posts in the inn, backstab again. Set traps for Silke, initiate dialogue with Garrick, loot Silke and claim the potion.
Temple: Charm and kill sirines one by one (5/4/5).
Mutamin's Garden: Use PfP on myself, charm a lesser basilisk, and use PfP on it. Cleared the basilisks (re-casting PfP) except for Mutamin's (5/5/6). Recruit Korax. Stealth in and set Korax and the lesser basilisk on Mutamin, who is petrified. Attempt the same with Kirian's party, but the lesser basilisk melees and it and Korax both die. I leave and rest then charm Peter. Peter falls to Baerin. I leave and rest then charm Kirian. Kirian and I kill Baerin. Lindin (who has run away from the party) kills Kirian. I kill Lindin.
High Hedge: Sell loot. Purchase Invisibility (success), Sleep (success), Skull Trap (success), Blindness (success), Mirror Image (success), and Hold Person x2 (failure, success).
Beregost: Sleep Landrin's spiders, kite the one that saves, then mop up the rest. Quick trip to the FAI, where I forget to cast Friends and don't get any antidote potions before turning in.
I was going to wait to get reputation up before buying scrolls, but that won't be until after the final attempt on Elminster in Baldur's Gate, and I'd like access to Web (from Dushai). I travel back to High Hedge, cast Friends, and purchase all the scrolls I don't have, plus Glitterdust at Feldepost's Inn. Drink the Red Potion, scribe all the scrolls. Next up will be the Lighthouse, charisma manual, Krumm's Club +1, and then Durlag's Tower upper levels.
L5/5/6, HP49
S18/97 D19 C17 I18 W4 Ch13
The equipment thus acquired will make the party VERY RICH and some of it is would also be of minor use except that there is little that is better than that which was already in their possession. There is a crossbow which poisons and that could be useful against mages.
Now for the Iron Throne.
Brentan and his band of fighters
The party has ploughed their way through the Cloakwood - well actually they are still in it, they have just made it to Cloakwood Area 4. Party is now level 6, except for the fighter/thief who is fighter 5/thief 6. We stay in all ambushes to try to get experience. We do get occasionally poisoned during the ambushes, but it's nothing an antidote of some kind can't fix.
As is my usual practice, for Cloakwood Area 2, I have one person gulp a freedom potion and then they gulp an invisibility potion, then with AI off, they trigger as many of the web traps as they can. They then come back to the party when done, and then the party engages the enemies here. This makes it safe to clean the area out of the spiders/ettercaps, which is really good experience.
Will keep at it.