At the Lighthouse area the first group of sirines died in webs without a whimper. However, the second lot were luckier and one of the 2 sirines broke free of the web long enough to target me with a dire charm. I wasn't sure if my aura was clear yet, so ran as far as I could before trying to take a potion of magic blocking - that worked, though I cut it very fine (taking potions isn't quite instant, so if a spell projectile is very close it can hit before the potion takes effect). Inside the cave the golems fell rapidly to MMMs.
Then it was time to return to Baldur's Gate, where the Iron Throne party were impatiently waiting ...
Fight of the day
At the Throne few solo PCs can go toe to toe
Unless they buff up to put on a show
I was keen to avoid any item use there
Stupid I know - but that was the dare
My standard routine is to hop between floors
Breaking off spells without using doors
Just for a change though, this time I thought
I'd stay on the level and see if I was caught
The first thing to do was shut down Alai
By casting a spell to block up his eye
His free action ring would be no good to him
When he could see no attack as his eyesight grew dim
With webs firmly in place, a skull trap then burst
And a malison followed as the enemies cursed
A second skull blew and the first bodies fell
And a watcher might think the outcome was easy to tell
I was now out of most spells and MMMs to boot
And dependent on sword or arrows to shoot
Then Gardush broke free and chased down the hall
That made him prime target and caused his downfall
The delay meant though that webs had now gone
And spells were a danger as Aasim lived on
I was happy to tank his initial flame strike
But as others appeared I leapt onto my bike
I thought Cloudwulfe would follow to the back room
And a final spell blended me into the gloom
Unfortunately though, he stayed still in place
Which meant unpromising odds for the remains of the race
By attacking from range I pulled the doppleganger away
And my sword was the victor, when he came over to play
Cloudwulfe hits hard with halberd or bow
But arrows of cold gave me the last blow
Aasim was left and lined up one more strike
But arrows hit first to make moot his dislike
That left Alai, who all this time had been turning his head
No need for more worry though - not now that he's dead
(one reference in that especially for @Wise_Grimwald . Even with the restrictions I put on myself the battle was harder than it should have been. I didn't equip Icingdeath against flame strike and also forgot to put on Drizzt's armor, after using my last spell to make myself invisible - and hence took more damage from the doppleganger and Zhalimar than I would otherwise have done.)
After reporting in to Duke Eltan I was dispatched to Candlekeep. I gave myself up to the authorities there, though not before making a rare use of wands on a malisoned greater doppleganger.
In the catacombs, minor globe protected me from traps while I knocked open some tombs - a few spiders being skull trapped and shot down on the way.
Another greater doppleganger died from skull traps as I moved on to find Prat's party. Webs and malison stuck all those in place while death rained down.
Back in the City, I went to find Slythe. A single monster gave me a moment's respite to cast malison on him, but he got a couple of hits in through mirrors before I was able to get him stuck in a web. Once he was stuck though, it was a matter of moments to finish him off with MMMs.
Krystin failed to complete a couple of attempted cloudkills while under attack by worgs.
There was enough time left in the session to do the coronation fight as well, but I chose to spend that double-checking that I was prepared and all desired equipment is in place. A first use of wand summons will emerge from hibernation at the start of the next session.
Bard L10, 70 HPs, 268 kills
Journal of Constant
Everything was so easy until I reached Davaeorn.
He wasn't the problem. I am an Inquisitor after all. It was the battle horrors who weren't getting hurt at all. I was! I therefore fled outside and rested before returning. Upon my return I went past the horrors using invisibility and then attacked Davaeorn. The spells that Davaeorn used actually hurt the horrors more than I had. However they were still hurting me badly when Davaeorn fell.
I didn't bother with looting.
I just fled and killed the horrors etc by7 flooding the mine.
Upon reaching baldur's Gate I regretted choosing to fight Larze. He was hurting me more than I was hurting him, so I fled to another area. I didn't rest as I suspected that Larze would recuperate too, I therefore used up a stack of potions. (In retrospect a temple might have been better) A second visit killed him.
Marek was unable to cast confusion as I used a poison arrow.
[I don't like using tactics that I wouldn't normally use, but I know how dangerous that confusion spell is, partcularly for a paladin who could so easily fall]
I spin another 2 Wizard slayers dual to thief. It was going well the second time. Got to Candlekeep's caves and my carelessness around the second basilisk proved fatal. I horrored them and meleesd the first one, giving the second one time to escape.further down the cave and block the exit. I mindlessly rushed after it, the beast found its bravery once again and my character fot petrified. I have the path down right now I think. Quick Shaol kill, to Nashkel Mines and then straight to the Bandit Camp. Ignore all side quests, they are mostly useless, grab the staff + 3 after mines from the Ulgoths Beard Inn, slaughter bandits, move to Cloakwood, rush through there and arrive at BG. There kill ogre mage, move to seven suns, then grab helm of balduran and quickly to Candlekeep. I put three pips in quarterstaves and shortbows, bought a ton of arrows - dispelling, detonation, + 2. Lowered the reputation to get both horrors as Bhaal powers. It's not that hard tbh, I just completely forgot about those two basilisks and had no scroll of petrification at hand (had other though). I gave up on the time of constitution early, I don't think it's worth the scrolls and it's risky. Although I can give I a try quite early in the run, so the risk might be worth the time invested.
Keep it going @Joniren . You can kill the sirines safely even unbuffed by using arrows of detonation. Even prior to that you can get constitution regeneration by buying Buckley's Buckler at the FAI.
There are scrolls of PfP at the Iron Throne and the top floor of Candlekeep, so you've got the chance to kill those basilisks without relying on horror even if you've used PFP scrolls to kill basilisks elsewhere.
The deal would be that I'd have to beat all of the games with the same party: same race, class, and stats for each character; nothing else transfers unless it normally does (like BG2:EE going right into ToB). Thus, no kits and no sorcerers or monks due to BG1 not having them.
The main sticking point is IWD2. Non-caster classes are generally garbage pre-EE, but a single-classed druid and cleric don't add very much to a BG saga run, mages are weak in the IWD games, sorcerers aren't allowed, and small parties suffer terribly in vanilla IWD2 due to the level problem. Plus, immunities are hard to come by in vanilla IWD2, and IWD2 has critical failures for saving throw rolls (there's always a 5% chance of failure). BG1 stat rolls would be great in IWD2, though, which otherwise basically just has a 76 point buy system for character creation.
Sounds interesting @semiticgod. I've got a few questions about your intentions though.
- were you envisaging playing the original BG (without TotSC) and then importing characters into TotSC. Alternatively were you just not going to level up beyond 89k in BG1 and avoid the TotSC areas until after defeating Sarevok and reloading the final save? Similarly, what about SoA - are you expecting to use the original SoA rules there or ToB ones? My inclination would be to play the revised game in both cases - otherwise it would create difficulties with BGEE and BG2EE, which don't work in quite the same way.
- is all content optional, are specific targets required, or do you have to do everything (if progress is optional that would mean for instance that you could skip TotSC entirely)?
- your outline suggests that you were not expecting to use any mods (beyond the basic game itself, as IWD2EE and TotLM could be described as mods) - is that right?
- should starting proficiencies and spells be consistent from game to game, even if not exactly the same (so bow in vanilla BG1 would translate into either long bow or short bow, but not cross bow).
Death of Constant: Stunned near the exit from Candlekeep. (One of Prat's cohorts)
The worst part is that sinc she was already at the level cap, she could have just gone through invisible.
Then there was just the Ducal Palace and Final Battle and I would have beaten EE solo for the first time.
[I don't usually play solo]
@Grond0 I'm not sure about all of the details. I don't know if I want to do all of the expansions because it's hard to define what counts as a side quest. Tales of the Sword Coast seems like all side quests, but Heart of Winter doesn't, just because HoW and/or TotLM is canonical per the events of IWD2 and they have formal endings, even though TotSC and HoW and TotLM are all expansions, as is ToB. I might make TotSC optional since completing those quests doesn't end the game and send you to the menu or a separate game.
It would be a pain to try to play pre-ToB Shadows of Amn since I'd have to get a version without the ToB patch, so I think I'll just go with vanilla BG2-with-ToB.
I'd go with the unmodded game, unlike my previous runs, which are all SCS.
I won't be worrying about making proficiencies or spells apply across games, largely because IWD2 uses a completely different weapon proficiency system.
Just stopped by to check in on the community's progress! I just added @Corey_Russell's Jeanluc the paladin, @Mantis37's Adorar the druid, and @Flashburn's Blaggard and the Blackguard to the Hall of Heroes. Congratulations, and well done!
Corey_Russell and Mantis37, I'm missing a starting post for your two runs, so if you give me a link, I'll add it to the entries.
Good luck if you try the run, I’m sure you’d find a way to succeed with your skills. If I were to try it I think I might consider using either Gorion or Alianna, so a wizard or some sort or a Priestess of Bhaal. I look forward to trying IWD2EE sometime thanks to your and the rest of the team’s efforts, never got round to playing that one.
I shelved the idea of the wizard slayer for now, not going to lie, I was frustrated by my performance with them and decided to take a break. When I came back, I settled on another fighter/thief, but not WS this time. I am sticking to it, because I have never finished the game solo as a non-arcance caster and I desperately want to crack this barrier for me.
I scrolled through base fighter and different kits, briefly deliberating on swashbuckler, assassin, but ultimately went for a kensai/thief dual. I put 2 pips in daggers and quarterstaves. Throwing daggers for ranged, staff for melee.
I had one other run, which ended in the Duchal Palace, so this was my second try at this dual. First one was with axes, but I was not amazed by the low APR. Daggers might be worse in the long run, but I figured that I will stick to staves and backstabs in BG2 with an occasional item swap to two handers and long swords, so axes were not in the picture anyway. There is some mechanical consideration: I will not be getting whirlwinds, so I have to find a way to boost my APRs in ToB. One way is Belm and some source of Improved Haste, which would pump me to 7 attacks (1 base + 1 fighter + 0.5 prof + 1 belm) x 2, which is not terrible but not that great either. Also I will be struggling a little bit with Tac0 but I hope to cross that bridge in ToB. Nothing I can do right now (maybe hit n run tactics will be a solution). I hope the thief kit will give me some leverage in the final Mellisandre fight, but I do not really know. Never unlocked thief HLA. I will need to read up on it.
Usual path was taken - kill Shaol, grab the ring of wizardry, sell loot, buy potions, kill Silke, talk down Marl and head to Nashkel. Kill Neira in the Nashkel's Inn, buy Shiel Amulet from Carnaval, delve into mines after killing Greywolf. Run arond the pond to kill Mullahey, go to Ulgoth's Beard Inn, killin Sonner on the way and giving back the bowl to a lonely femal cleric. There buy the staff + 3 and Greenstone amulet, trot back to the lighthouse and clear sirens to get the tome of constitution and a level up. Let Teven recruit me into the bandits, then enter the main tent, use one oil of fiery burning and kill everyone (Sendai included, sorry). Sell the loot, go Cloakwood, skip everything. There was one scary moment, when I got tangled into a web and a solo giant spider was attack Saint Thief, but he saved after two round and safely got out of the web. Breezed through Cloakwood mines with the help of Greenstone amulet, skipped everything, did not even flood the mines (I missed the reputation there, but was not that important, it was 450 gold, so I figured I would live and time is of the essence). In BG I stocked up on potions, killed ogre mage, went straight to seven suns and then Scar. After that I went to Iron Throne and cleared it. The fight on the last floor was the usual mess. I used two exploding alchemy items to damage all the people and then abused the stairs to split the party. Candlekeep this time was easy. I brought plenty of potions of elemental resist and equipped the grounding boots and the fire resist ring to just walk through the traps on the first level and grab both tomes. Then I simply run through all the encounters not stopping for anything. Out of curiosity I killed the Prat party this time. Used 2 oils of fiery burning to kill mages and the rest fell easy to throwing daggers and a staff. This time I used a potion of mirroring gaze to defeat basilisk and was soon safe on the way back to BG.
Duchal palace was what had killed my first kensai/thief run, so this time I tried to prepare extra. Potion of heroism, invulnerability, absorption (-10 AC for crushing!), strength 24, oil of speed, DUHM. I placed Saint Thief in front of the dukes, initiated the fight with a horror. Doppelgangers fell down left and right. I delayed killing last two to heal myself and the dukes with CLW, so my character was full HPs going into the Sarevok phase. Thief endured with ease and using the buffs from this fight I ran through the maze not stopping for anything. I used one invis potion to get past the undercity party, talked with Tamoko and found an amusing bug - I managed to clone her! Then rested on the temple's grounds, entered the temple, prepotioned with basically the same conconction with additional elemental resist and magical protection potions as well as a scroll of protection from poiison and just walked up to Sarevok. I ran around the room to trigger any traps. Thief was hurling daggers towards Sarevok with the speed of light and he soon fell.
My conclusions: being able to use potions is a game changer.
Onto SoD. Now here is a thing. I have NEVER played SoD. This will be a blind solo no-reload. Do you have any tips? XD
By stealing, scrounging aand getting paid a pittance for jobs, I eventually was reasonably well equipped when I set of from Candlekeep. I am there again now, but the guard will not permit entrance to my own home!
I did feel a bit guilty about the stealing despite paying the appropriate fines. However, I'll make up for my poor behaviour in due season.
Onto SoD. Now here is a thing. I have NEVER played SoD. This will be a blind solo no-reload. Do you have any tips? XD
There are a number of situations in the game where lack of knowledge can easily kill you. As a general tip I would suggest remembering potions of invisibility to help get out of some tricky spots - there are lots of those available for sale.
By stealing, scrounging aand getting paid a pittance for jobs, I eventually was reasonably well equipped when I set of from Candlekeep. I am there again now, but the guard will not permit entrance to my own home!
I did feel a bit guilty about the stealing despite paying the appropriate fines. However, I'll make up for my poor behaviour in due season.
Interesting take on the prologue. Any particular reason you spend so much time there?
Just stopped by to check in on the community's progress! I just added @Corey_Russell's Jeanluc the paladin, @Mantis37's Adorar the druid, and @Flashburn's Blaggard and the Blackguard to the Hall of Heroes. Congratulations, and well done!
Corey_Russell and Mantis37, I'm missing a starting post for your two runs, so if you give me a link, I'll add it to the entries.
Where is the link for Hall of Heroes? Is Gawain or Dispenser in there (my only two successes).
Onto SoD. Now here is a thing. I have NEVER played SoD. This will be a blind solo no-reload. Do you have any tips? XD
Possible spoilers below.
My main tips for SOD for a non-mage party member are save all the Oils of Fiery Burning, Potions of Explosions, and potions of Freedom that you can; there are quite a few fights that solo it is very easy to get stunned and killed and also SOD really loves throwing hordes at you and as a solo character that can get somewhat unmanageable. Grond0's tip about invisibility potions is very applicable as well. There are two possible liches in SOD, one is made mostly irrelevant through a quest item but the other is VERY hard for a party without a mage and you might as well skip him completely in a no reload. Buy restoration scrolls when they're available, there are a ton of creatures in the starting dungeon that level drain, quite a few level draining traps, and multiple stronger creatures that level drain. There's a dragon in SOD, I'd advise not waking it as a solo character or just running past it; the reward for a Kensai is pretty much useless but if you want to fight it make sure you have remove fear somehow (not sure if that's possible solo Kensai) as well as protection from Poison. Final boss requires +3 weapons on Core and higher difficulties, so keep that in mind. Also, it may be a good idea not to overbuff for the final fight because the boss's lackey will immediately use Remove Magic if he doesn't die (which he will if you keep your solo at the end of SOD). There's a very hard fight for a solo character with a FMC who uses sanctuary; you can counter that with potions of explosion/oil of FB, make sure to do this or she will full heal herself twice iirc. Watch out for a very spooky room, and prepare for a tough fight there.
Onto SoD. Now here is a thing. I have NEVER played SoD. This will be a blind solo no-reload. Do you have any tips? XD
Possible spoilers below.
My main tips for SOD for a non-mage party member are save all the Oils of Fiery Burning, Potions of Explosions, and potions of Freedom that you can; there are quite a few fights that solo it is very easy to get stunned and killed and also SOD really loves throwing hordes at you and as a solo character that can get somewhat unmanageable. Grond0's tip about invisibility potions is very applicable as well. There are two possible liches in SOD, one is made mostly irrelevant through a quest item but the other is VERY hard for a party without a mage and you might as well skip him completely in a no reload. Buy restoration scrolls when they're available, there are a ton of creatures in the starting dungeon that level drain, quite a few level draining traps, and multiple stronger creatures that level drain. There's a dragon in SOD, I'd advise not waking it as a solo character or just running past it; the reward for a Kensai is pretty much useless but if you want to fight it make sure you have remove fear somehow (not sure if that's possible solo Kensai) as well as protection from Poison. Final boss requires +3 weapons on Core and higher difficulties, so keep that in mind. Also, it may be a good idea not to overbuff for the final fight because the boss's lackey will immediately use Remove Magic if he doesn't die (which he will if you keep your solo at the end of SOD). There's a very hard fight for a solo character with a FMC who uses sanctuary; you can counter that with potions of explosion/oil of FB, make sure to do this or she will full heal herself twice iirc. Watch out for a very spooky room, and prepare for a tough fight there.
Thanks! I will keep in mind not to bring upon myself any unnecessary anger.
Just stopped by to check in on the community's progress! I just added @Corey_Russell's Jeanluc the paladin, @Mantis37's Adorar the druid, and @Flashburn's Blaggard and the Blackguard to the Hall of Heroes. Congratulations, and well done!
Corey_Russell and Mantis37, I'm missing a starting post for your two runs, so if you give me a link, I'll add it to the entries.
Where is the link for Hall of Heroes? Is Gawain or Dispenser in there (my only two successes).
It's the first post of this thread, in a spoiler because it's gotten so long.
Interesting take on the prologue. Any particular reason you spend so much time there?
I like to role play. On this occasion he got very little starting gold, but that isn't the real reason. I find that I get more immersed in the game if I can actually get inside the character's thoughts. I could just play to get the optimal results, ie powergaming, but I wouldn't enjoy that.
I could with that character have just exported him and reimported him hoping to, and probably getting more gold. That isn't my style. Winning isn't my reason for playing, fun is.
Just stopped by to check in on the community's progress! I just added @Corey_Russell's Jeanluc the paladin, @Mantis37's Adorar the druid, and @Flashburn's Blaggard and the Blackguard to the Hall of Heroes. Congratulations, and well done!
Corey_Russell and Mantis37, I'm missing a starting post for your two runs, so if you give me a link, I'll add it to the entries.
Arthurian Medley: BG2; First Journal of Armok
Weidu Log:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.12
~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #10 // Shadows Of Amn Item Upgrades -> Revised Version (new upgrades presented in the same style as existing upgrades): v44
~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #11 // Throne Of Bhaal Item Upgrades -> Revised Version (new upgrades presented in the same style as existing upgrades): v44
~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #12 // Install supplemental Cespenar audio for Item Upgrade: v44
~UB/SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v26
~UB/SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v26
~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v26
~UB/SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v26
~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v26
~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v26
~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v26
~UB/SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v26
~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v26
~UB/SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher: v26
~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v26
~UB/SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v26
~UB/SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v26
~UB/SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v26
~UB/SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v26
~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v26
~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v26
~UB/SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v26
~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v26
~UB/SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v26
~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v26
~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v8.3
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #0 // SoD to BG2:EE Item upgrade by Daeros_Trollkiller: v1.0.1
~THALAN/THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: v4.2.5
~SETUP-UNDERREP.TP2~ #0 #0 // Underrepresented Items From Icewind Dale 2
~WSR/WSR.TP2~ #0 #100 // Wizard Slayer kit revision: v1.14
~WSR/WSR.TP2~ #0 #200 // Wizard Slayer High Level Ability revision: v1.14
~WSR/WSR.TP2~ #0 #302 // Revised Wizard Slayer item restrictions -> Moderate changes: v1.14
~WSR/WSR.TP2~ #0 #999 // BG2-style icons for WSR content: v1.14
~EXPANDEDCLASSES/EXPANDEDCLASSES.TP2~ #0 #13 // War Hulk Kit for Fighters: v1.0
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #191 // Use Character Colors Instead of Item Colors -> For non-magical shields and helmets: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash) -> No Restrictions (Baldurdash):
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1180 // Female Edwina: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Paladins Use Icewind Dale-Heart of Winter Spell Tables (grogerson): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Rangers Use Icewind Dale-Heart of Winter Spell Tables (grogerson): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi-Classes: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2430 // Loosen Equipment Restrictions for Druid Multi-Classes: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: Beta 4
~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): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: Beta 4
~KLATU/SETUP-KLATU.TP2~ #0 #1000 // The Gloves of Goodman Hayes: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #1020 // Prepared Wishes: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #1050 // Appropriate XP Rewards for Cowled Enforcers: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2070 // Free Action does not prevent Haste or Movement Rate Bonus: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2180 // Charisma has a stronger Effect on Store Prices: 1.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2900 // Move or modify some overpowered magic items: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3551 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict the maximum amount of damage in this range: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4160 // Increase the price of a license to practise magic in Athkatla -> License costs 10,000 gp: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.2
~CELESTIALS/SETUP-CELESTIALS.TP2~ #0 #0 // PnP Celestials: v7
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.53
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #150 // Category Portraits (Recommended) -> Random: 1.01
~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
~PPE/SETUP-PPE.TP2~ #0 #30 // Ust Natha Drow NPCs: 1.01
~PPE/SETUP-PPE.TP2~ #0 #35 // Vampire NPCs: 1.01
(This beer-stained leather journal is made of leather and parchment and menaces with spikes of steel and pearl. All craftsdwarfship is of the finest quality - except for the beer, which is weak human fare)
Ah, so I guess I'm writing down our adventures now - I'm the most intelligent dwarf here and the only one smarter than me is Morgana, but she's too busy writing down spells and things to steal to write much. The tale begins in a dungeon, with all of us but Morgana in cages. Nimue got free thanks to Imoen's assistance but Imoen then left and then Morgana and Nimue freed the rest of us. We headed northwest from our cages and came across some equipment - I picked out a Halberd and a Two-Hander, while everyone else picked up their preferred weapons and armor. Morgana broke the lock on a painting but then I guess she forgot to check for traps, because a poisoned needle fired and hit her when she tried to open the painting. Nimue healed her soon enough, but I really hope she doesn't forget to do that with any more traps, they've killed as many enemies as dwarves as it stands.
We headed to a room that spewed Lightning bug-like creatures out of a lamp, and I slew one with an appreciably strong blow before Morgana turned off the machine.
We headed further into the complex, and came across a genie who asked Nimue a question about buttons and cages (not completely sure why). He then summoned an Ogre Mage, which we dispatched handily. I hate those buggers - their illusions make it difficult to plunge a blade right into them. We then headed further northwest and met some evil dwarves - no doubt corrupted by adamantine and turned from their brethren - and slew them with our weapons. We continued through the complex until a room with two golems within was located. Now, I hate golems with a deadly passion because they remind me of the horrid Bronze Colossi that have strangled many a dwarf, so I locked myself in the room with the golems and went to work, telling my teammates to let me out when the roaring stopped. I slew both golems, and returned to my party.
We met some poor bugger in a tank who Nimue put out of his misery, and then I talked to some mad buggers trapped in other tanks.
We started up a golem, and then killed some dwarves in a library who called on their allies which included some chief-looking bugger named Ilyich. Ilyich wore Nimue's preferred gauntlets, and was difficult to dispatch, but his advantages were removed when Morgana blinded him. We headed further northeast and Knell slew a dark dwarf mage and we found Knell's Cloak of Balduran in a chest. We then headed east, and found an evil adamantine-spawned demon trapped in a bubble. Morgana removed the bubble and Knell, Nimue, and Myself went to work slaying this abomination. I struck well and paved the way for Knell to get the killing blow.
We continued through the dungeon, killing many in glorious battle and finding three Helms of Balduran in a chest (this was a game bug evidently). Caelynn spoke wisely and said that we shouldn't take more than one and I agreed - for sudden fortune can sometimes lead to great misfortune.
We continued further into the complex and slew some elf clone who was obviously quite crazy and violent after obtaining Sarevok's old sword from yet another Djinn and pledging to free some dryads and going through a portal. I slew the clone myself after she failed to protect herself with Stoneskin.
We then further continued and I was leading and I apparently stepped on a pressure plate that Morgana noticed two seconds later that triggered spikes from the floor that impaled me. Fortunately, my war hulk training let me survive this.
We continued further, got some wands with the keys we'd been finding, and found a bloodsucker which I cleansed with one mighty blow.
We slew a mirrorkin and multiple assassins, and emerged into daylight. Ah, it's a good day to be free.
Note for readers who haven't played or read about Dwarf Fortress: Adamantine is a metal that corrupts fortresses by unleashing the legions of hell upon them, this is essentially just Armok saying that he thinks the creatures and the demon are similarly evil.
A technical issue - you've got the same vampire-kill picture repeated three times. Once in the middle of the WeiDU log, once in place of the cambion kill, and once where it should be. I know Armok is proud of that hit, but some editing is in order.
A technical issue - you've got the same vampire-kill picture repeated three times. Once in the middle of the WeiDU log, once in place of the cambion kill, and once where it should be. I know Armok is proud of that hit, but some editing is in order.
That should be fixed, whoops. I should have previewed the post before posting it.
The session started with Siri commenting that it looked like we'd just arrived at Baldur's Gate. Our resident kensai though has a rather better memory and confirmed we'd actually cleared most of that already - so it was off to deal with some dopplegangers with the help of a backstab or two.
Siri then went after Sunin to ensure there was no mage competition left in the City. He was in the process of finishing him off with skull traps from out of sight when Thwaka arrived - just in time to be sent running by a horror.
Kencore then buffed up with a scroll of PfM and some potion protections. He could almost certainly have steam-rollered the Iron Throne party like that on his own, but Siri cut down the opposition further with an emotion.
Looking for further targets to use those buffs on, Kencore led the way to sort out Wiven and some thieves and then a group of ogre mages. Thwaka was sent running in horror again there.
A basilisk was another potential target, but its gaze would go through PfM. Reluctantly, Siri opened his bag and dug out a Mirrored Eyes potion - which as it happened was entirely wasted as Thwaka weighed in with a one-shot backstab.
The final target while buffs were still running was Desreta and Vay-ya. Kencore approached them confidently, but became rather less so as his magic sphere dissipated. An immediate confusion spell affected both Kencore and Thwaka. Kencore started chasing after Siri - while not a comfortable situation for a low-HP mage, he didn't immediately disappear as he hoped Kencore might get distracted and attack another target. He really had Desreta in mind there, but Kencore decided that an innocent or two would tank our reputation nicely!
Meanwhile, Thwaka had been affected by horror there (for the 3rd time in 25 minutes) as well as confusion (got to love those half-orc saves ). That meant he had no means of escape from Vay-Ya's spells and eventually snuffed it just before Kencore came back to his senses to finish off the opponents.
While selling a few things at Sorcerous Sundries, Thwaka commented that the mages upstairs had not yet been dealt with. Keen to correct that oversight he nipped up for a backstab before the others could get there - and ran off in terror for the 4th time ). Siri managed to get a skull trap in to devastate the mages just before Thwaka ran into the kill zone.
The final bit of work in the City was crumbling some statues on the way to get Balduran's Cloak. Then it was off to Candlekeep. Thwaka gulped potions of perception and mind focusing to be able to disarm traps guarding the tombs, before Kencore got his final BG1 level against some dopplegangers.
After an invisible rest, Prat's party mainly lay down to die in despair, but Sakul did last long enough to confuse Kencore - fortunately he didn't run into any enemies though.
A couple of basilisks on the way out got Siri his final level.
Kencore had convinced Siri to leave reputation low on the way into Candlekeep and he had thus got vampiric touch as a Bhaal power there. He'd made use of the strength tome available there though (as both the half-orcs had strength 19 anyway, a boost was less useful to them than would be normal for a fighter), partly with the idea that would help DUHM enhancement - so a temple visit boosted popularity before resting.
Slythe's positioning makes it hard to get a backstab on him and Thwaka didn't manage that. Slythe is quick on his feet, but his attempt at revenge took a knock after he was blinded.
At the palace some wand summons and chaos on the dopplegangers made for an easy fight.
Kencore led the way through the maze - tripping the traps with 100% MR from potions and using a scroll of PfU to deal with skeleton warriors. The Undercity party was a bit harder than anticipated. Skeletons attacked Rahvin with the aim of getting him to retaliate with exploding arrows, but he switched to melee quicker than expected and hence did not annoy his companions. Siri thought it would only be fair to use horror on the enemies for a change, but that just led to targets spreading out and it took a while to hunt them down.
In the temple, Thwaka sneaked forward to fire a dispelling arrow at Sarevok, but missed. The big man used his speed advantage to storm forward and a couple of blows had Thwaka in trouble - but he gulped a potion of invisibility just in time.
Siri had used malison on Sarevok there, but was himself targeted after Thwaka disappeared and had to do a couple of laps before Kencore offered himself as a distraction. That allowed Siri to slow Sarevok, making him no longer much of a threat.
At the same time, Semaj (who had been occupied by a skeleton warrior) congratulated himself on successfully casting a cloudkill spell - not the ideal choice with only a handful of HPs left and an opponent in melee who wouldn't be affected by it anyway . He died immediately after that and Sarevok followed shortly.
There was time left to do much of the first level of Jon's dungeon, with Thwaka making good use of the staff spear found there and Siri demonstrating to Kencore why encouraging him to acquire vampiric touch might not have been an entirely good thing .
Enchanter - L9, 45 HPs, 22 kills (98 in BGEE)
Assassin - L10, 63 HPs, 13 kills (187 in BGEE), 2 deaths
Kensai - L8, 88 HPs, 18 kills (199 in BGEE), 0 deaths Kencore took advantage of all the running round in horror Thwaka did to take the laurels in BGEE. Siri has got some early success in BG2 by using skull traps on weak goblins, but won't be able to keep that success rate up.
Oh by the way, I included the following in the previous report:
"Siri ended the session by learning even more spells at Sorcerous Sundries. He'd failed to learn the Find Familiar scroll from Nimbul, but got it this time. Just possibly he'll remember to use that next time to reinforce his HPs a bit more"
Did he remember? - did he hell . He's permanently lost the chance to get those HPs, but can still get a boost by using find familiar in BG2 (if he remembers ...). Without wearing the Claw though, his HPs already look much more respectable.
Without wearing the Claw though, his HPs already look much more respectable.
Ah you mean the claw that should be in your inventory unless it disappeared when I passed it to you - we didn't have the Helm of Balduran to transfer this time and the claw was there
Upon leaving the site of the ambush where my mentor Gorion was slain I made my way to the Friendly Arms Inn where I was met by yet another assassin! That is four in total in a matter of days. Clearly my enemy knew Gorion's plans.
Fearing the presence of further assassins inside the inn I made my way north where I came across an evil band of fishermen, all of whom I slew.
I returned the bowl that they had taken to the priestess.
Still further north I came across a large number of zombies. They all died and as a result of that I gained level 3. However, in the process, no fewer than three of my swords broke. It is well that I had bought and acquired spares as before long I was reduced to just two!
I later attempted to help Mellicamp but failed and so I went to Beregost for a rest. Whilst there I calmed Marl down and took a tome to Firebead. I then bought more bolts and swords.
Here is Saint Thief in the beginning of SoD.
And here is his inventory:
I have read up on SoD just a little bit and taken to my heart the advice of @Grond0 and @Dracoqwerty and will try to tread lightly. But the run is bound to be heavily unoptimal as I want to enjoy at least part of SoD. So there will be lots of reading the dialogue and going back and forth fruitlesslyl, probably. Saint Thief longs for the simplicity of vicinity of Candlekeep as much as I do and even his untimely death will not be crushing. I decided I will take my time and try to figure out my way of SoD by test XD. That is bound to end badly, but I welcome the nigh end with a smile and another character in tow.
So here we go. Saint Thief jumped down the rope and entered the underground, where supposedly the remnants of Sarevok's cult dwell. A quick chat with a mage on the other side of the chasm proved to be quite a nonsensic act and to be honest the guy sounds mad talking about a sword, whereas I came here to capture him or kill. Note on Ammon's table informed Sarevok loyalists intend to flee and take refuge in Zazesspur, wherever that is, so I hurried to catch them in time.
I gulped the invisibility potion and rushed towards Porios ignoring the forces outside the chamber he resided. Saint Thief used his excellent Charisma to convince him to lay his weapon. Fanegonorom horrored Saint Thief, but I was wary enough to retreat to the room with the Flaming Fist in case things went wrong. They did, but Saint Thief was safe.
We went deeped, me and the Flaming Fist, defeating a host of monster and servants on the way. Saint Thief dealt with Korlash gulping potions beforehand (and fortunately after the dispel trap - I had no idea it existed). The fight was touch and go, many times Saint Thief was one critical from dying, but he prevailed. I used tons of potions in that fight, completely forgetting I at least could try to crowd control this fight with Horrors. Korlash negotiated her way out of dying by Saint Thief hand after barely one attack from the hero.
I returned the stsaff to a spirit and he reciprocated with a stream of gems, then I moved on to a burned out torch. There was also this cobalt moss to be gathered, so I explored the tomb in search of that. I quickly figured out the burned out torch riddle. Took some Sarevok notes and I regrettably used a potion of cloud giant strength to try to break open into chests in the chamber, but they did not budge an inch. Well. That is 1.5k down the drain.
Saint Thief backtracked upstairs, where he remembered there was one pair of closed doors he did not explore. I tried that, but they did not budge as well. I noticed there was a rope attached to the room behind, so I went down and used that to get upstairs. Saint Thief could not resist opening all the sarcophaguses and he was punished for that by a host of shadows, among them one who drained strength and cast Chill spells, which slowed Saint Thief down and damaged him considerably, but he prevailed nonetheless.
Battered, but with his life intact, Saint Thief dug out some Cobalt Moss from a nearby sarcophagus and brought that back to Ammon. Saint Thief signed a letter of recommendation for her and returned to the surface.
My take-away: too much resources used, I could have just rushed to Korlasz and used one oil of fiery burning to convince her to surrender...
Saint Thief survived the assassins' attack and after conferring with the dukes, trying to get my money from the treasurer and talking with Skie and Josplin set out to Sorcerers Sundries. There I sold what measly loot I got from the tomb and got upstairs. Caught some thieves, gulped a potion of invisibiility and planned my alphla strike. Mage first, right?
. They soon died.
Visit to the Elfsong Tavern: Saint Thief met Zaviak and got his glasses then met Irina and promised to steal some ruby wine from the dukes cellar.
The doppelganger Saint Thief freed from the duchal palace actually delivered on his promise to give away his treasure. Amazing. Nothing else I could find there, so off to Three kegs. There I challenged a party of four, which turned being a part of three as one its member caved in to Saint Thief threats. Inside the Keg I sent a drink crier's way and let Thief convince the stealing refugees to turin for their misgivings and frightened a noble lay out of her room. He also played a part in foiling a coup, working as an undercover co-conspirator. A barrer of wine got Thief a tankard helmet . This conclued Thief's business in the city. Next time I will not bother with any of that side quests beside the Doppelganger and will read up on ways to regain my money next time I ran through this sequence. It is quite diasppointing that most of them is as usual useless to a solo player.
Thief met the Hooded Man in the Duchal Palace and slept off the stress of the assasination attack before venturing forth!
Side note: writing for NPCs in SoD is much better than in BG1 and BG2. I actually enjoy the conversations and they seem quite realistic. Especially the Imoen part was good - she was such a nobody in both 1 and 2 in terms of personality. She catered to the simple want of "saving" a girl. Cliche I personally detest, she is much more mature in SoD and tries to play with main character's emotion and explot their connection to make the PC do the thing she wants. It is nice. I felt the emotional pull, so writing 10/10. I never liked Imoen in any of the Baldur's Gate games and avoided her like a plague, but she grows on me in SoD. And the archer girl - Corwin, I love the writing on her and especially enjoy the banter she has with the main character. I like her so much, I might break the solo rule for SoD...
Coast Way Crossing
Nothing of interest happened except Thief being held, paralyzed ans slowed by a Gauth, which ended the run. Technically Saint is not dead, but he cannot save his way out of this. Funny thing is I used spectacles to conjure the Gauth to the first plane. The conversation did not go well, and I had a split second to make an action, but apparently Thiefs aura was not clear and my Greenstone Amulet did not fire. Well, to BG1 we go!!!
Orientals - Infinity run using unmodded core rules {2} (update 1)
I've made a start on @semiticgod's challenge, by taking down vanilla BG1. There are a lot of differences in game play in that and one of those caused a fairly early restart - I forgot that I couldn't bump neutral characters out of the way and one of the party was trapped and chunked as a result.
The second time was relatively straightforward, though Tobet did get briefly trapped and damaged at one point as a result of forgetting for a moment that going into inventory unpaused the game. Sarevok was pulled out with a dispelling arrow and Semaj teleported out in support, i.e. essentially the same mechanic as in BGEE. Sarevok chewed through a single casting of skeletons and a second lot was produced just as he died - there's no limitation on summons in BG1, though I generally acted as if there were.
It seemed to me not in the spirit of this challenge to totally ignore TotSC. The problems of inventory management, poor UI and extremely small area of vision make playing vanilla BG1 rather a pain though, so I don't think I'll do all the quests - but will look to complete Durlag's Tower. The party has slightly over the 89k limit in the final save taken and I'll console that away before continuing.
I tend to find making progress in the game is roughly as easy whether solo or with a party. However, avoiding dying is certainly easier with a party which makes attempting to complete multiple games no-reload with a party somewhat less far-fetched. As there's no chance I will regularly use buffs for safety I wanted to have a group with robust passive defenses so decided to go for a group of multi-class fighters. The inclusion of IWD games means I think the party would have been stronger overall by putting a bard in, but I stuck with just the multis for consistency. Here are the character records and inventories of the party from the final save.
I spent quite a while rolling the party up with the ideal of giving everyone 18(00) strength. In the final save 4 of the party have that naturally. Tobet is the PC in the BG games and started with 18(46), but used the tome to push that to 19. Indie the F/D is the weak one of the group with only 18(94) strength. That's because rolling for decent stats for a F/D is extremely difficult and her original total of 95 with that strength was quite exceptional already. She used the intelligence tome to push that to 9 (though that was unnecessary for vanilla BG1 which does not require intelligence 9 to use items).
Characters will revert to their starting stats when commencing a new game, with the exception that tomes found in BG1 will be added for BG2. In addition to races, classes and stats I'll also keep proficiencies consistent with originals. Tobet - gnome F/I (18(46),18,18,19,2,18) used charisma and strength Small sword, missile weapons Kills: BG1-166
Indie - half-elf F/D (18(94),18,18,8,18,15) used intelligence and wisdom Large sword, missile weapons Kills: BG1-140
Brutan - dwarf F/Cl (18(00),17,19,10,18,2) used constitution Blunt weapons, missile weapons Kills: BG1-193
Nipal - dwarf F/T (18(00),17,19,11,3,10) used dexterity Blunt weapons, bow Kills: BG1-285
Chila - elf F/M (18(00),19,17,18,3,9) Axe, bow Kills: BG1-208
Hapan - gnome F/T (18(00),18,19,11,2,8) Large sword, missile weapons Kills: BG1-161
Vienxay watched Dorn’s massive Pole Axe burst Davaeorn’s head like a melon. Despite the lightning quickness of the blow, it seemed to her like slow motion. Davaeorn’s head exploded, then just slid off the sides of the blade as Dorn held it steady admiring his handiwork. Ever since he picked up the Pole Axe +2 (Kilther) he became a killing machine, and that is saying something because he is no slouch with his Two-Handed Sword (Spiders Bane). Just like that, Angmar brought the Cloakwood Mines to their knees.
Vienxay started traveling with Angmar after his former mage died in battle at the Firewine Bridge. Since then she journeyed with him through the Firewine and Ulcaster Dungeons, along the Sword Coast, and northward until he destroyed the bandit operation in the Wood of the Sharp Teeth. After that, he led them through the Cloakwoods destroying everything in his path: a difficult spider nest, a sect of radical Druids, several huge Wyverns, and three formidable mages right here in the Cloakwood Mines. Outwardly, Vienxay was brash and condescending to everyone around her, hiding behind the façade of one hailing from a prominent home in Trademeet. Secretly though, she worried about whether she was measuring up in Angmar’s eyes. She wanted to feel important, and at times she did, especially when he needed her to Find and Remove Traps or Open Locks. But she was still uneasy. Angmar dismisses followers on a whim. Dorn himself traveled with Angmar before she did, but was dismissed for Branwen the warrior priestess, then re-recruited when Branwen got the axe. Vienxay worried she might be next. She could not imagine what she would do if that happened. There was nowhere else for her to go, certainly not back to Evermeet – she was not welcome there despite her feigned air of superiority. Angmar valued his Drow Assassin Vynd and Vynd was the only one who could get away with teasing the big guy. Now it appeared Dorn was back to stay. He was Angmar’s primary mouthpiece now and since they entered the Cloakwoods, Dorn scored kills on the spider queen, several Wyverns, and now, Davaeorn. She knew Angmar kept note of which of them was leaving the bloodiest trail. It was months now since she killed a Sirine at the Light House which, at the time, was a good kill but now all the others had slain a more valuable foe. She could not see him releasing Shar-Teel for any reason and that only left her and the other Drow, Baeloth, the Sorcerer. Recently, she got the uneasy feeling that Baeloth had taken her place as Angmar’s favored mage. That only left her thieving skills. She was much better at thieving than the assassin - could detect traps and open locks far more effectively than he – of that there was no doubt. She had also dispatched two of the four assassins that tried to kill bump off Angmar when he arrived at the Mines. She hoped that was enough, but still she worried.
VIENXAY FIREBALL'S TWO MAGE ASSASSINS
She exhaled and began opening chests and assisting in site collection, something they always did after a battle. Angmar decided what to take and what to leave but he always wanted the magic items, potions, scrolls, gold, and jewels. There were quite a few things that required identification among the mage’s belongings – another thing that she added to the party. She made a mental note of that, and got on with the work.
Hours later, on the march, she sized up her situation. She was alone with her thoughts as Angmar’s wagon train rolled along carrying his treasure and equipment– he was becoming extremely wealthy. She did not know for sure where they were heading. She thought they were going north but Angmar never revealed his direction – he just went and they followed. She was exhausted and the thought of several more hours on horseback was daunting. She knew better than to complain though. Angmar was tireless. Vynd and Shar-Teel used to grumble incessantly when they got fatigued. Several weeks ago, though, they were both murmuring under there breath when Angmar shot back, “We get tired when I get tired!” And that was that. Oh well, she thought, “Suck it up Vienxay, at least you’re not walking.”
Misc & Artifacts: Robe of the Grand Wizard, Robe of the Evil Arch-Magi, Adventurers Robes (2), Boots of Speed (Paws of the Cheetah), Cloak of Non-Detection, Boots of the Forest, Crown of the Archdruid (2), Mage Robe of Cold Resistance, Tiara of Chanah’Rea, Traveler’s Robe
Angmar: CE Anti-Paladin (Black Guard of Talos)/7 (HP 72); Armor: Black Swan Armor +2, Amulet of Spell Warding, Boots of Avoidance (Senses of the Cat), Crystal Helm, Gauntlet of Dexterity, Golden Girdle (Girdle of Slashing +3), Ring of Fire Shielding (Charvirak’s Glow); Weapons: Spear +3 (Dragon Scepter), Flail** (Two-Handed Weapon Style*); Items: Ring of Human Influence; Special Abilities: Absorb Health, Aura of Despair, Cause Affliction, Drain Life (2), Lightning Bolt, Poison Weapon, Shocking Grasp; Spells: None; Skills; None; High-Level Abilities: None
Shar-teel: CE Fighter (Berserker)/7 (HP 60); Armor: Crystal Plate Mail +2, Boots of Grounding (Tolos’s Gift), Elves Bane (Girdle of Piercing +3); Weapons: Long Sword +1***, Long Sword +1**, Gauntlets of Weapons Expertise (Long Sword***, Dagger*, Two-Weapon Style**); Items: None; Special Abilities: Berserkers Rage; Spells: None; Skills: None; High-Level Abilities: None
Dorn: NE Paladin (Black Guard of Ur-Gothoz/6 (HP 43); Armor: Full Plate Armor, Ring of Protection +1, Golden Girdle (Girdle of Slashing +3); Weapons: Two-Handed Sword +2 (Spiders Bane)**, Pole Axe +2 (Kilther)** (Two-Handed Weapon Style**, Axe**), Gauntlet of Weapons Expertise; Items: Boots of Speed (Paws of the Cheetah); Special Abilities: Absorb Health, Aura of Despair, Poison Weapon (2); Spells: None; Skills; None; High-Level Abilities: None
Vynd: NE Thief (Drow Assassin)/8 (HP 50 ); Armor: Shadow Armor +3; Weapons: Long Sword +1*, Short Sword +1, (2), Darts of Ice +1* w/ Bracers of Archery (Dart*, Long Sword*, Short Sword*, Two-Weapon Style*); Items: Boots of Stealth, Cloak of Non-Detection, Master Belt, Ring of Energy, Unfailing Missile Deflector (Ring); Special Abilities: Poison Weapon (2), Set Snare (2); Spells: None; Skills; OL 35, FT 25 PP 35, MS 95, HS 105, DI 10, ST 65, BS x 4; High-Level Abilities: None
Vienxay: NE Mage/Thief (Shadowmage)//6/7 (HP 23); Armor: Robe of the Evil Arch Magi, Vienxay’s Silk Gloves; Weapons: Dagger +2* (Heart of the Golem +2), Dart of Ice +1*; Items: Courier’s Boots; Special Abilities: Shadowjump, Set Snare (2); Spells: Fireball, Lightning Bolt, Blur, Mirror Image, Magic Missile (2), Blindness, Charm Person; Skills; OL 60, FT 55, PP 40, MS 75, HS 75, DI 15, ST --, BS x 2; High-Level Abilities: None
Baeloth: CE Sorcerer/7 (HP 37); Armor: Robe of the Grand Wizard, Bracers of Defense AC6, Amulet of Protection +1, Cloak of Displacement; Weapons: Quarterstaff +3 (Aule’s Staff)*, Dart of Ice +1*; Items: Ring (Barrityl’s Burden); Special Abilities: None; Spells: Icelance (4), Melf’s Meteors (4), Melf’s Acid Arrow (6), Globe of Darkness (6), Horror (6), Blindness (6), Chromatic Orb (6), Expeditious Retreat (6), Magic Missile (6), Spook (6); Skills; None; High-Level Abilities: None
MOD USED: Convenient Enhanced Edition NPCs v4.0, Ajantis BG1 v15, NPC Aura BG1, BG1 NPC Project v24-8, BG1 Romantic Encounters V4, BGEE NPC Tweaks, BG Quests and Encounters v22, Brage’s Redemption v4, Tweaks Anthology Beta 4, Deities of Faerun v1.9.7.6.1, Distinguishable Clubs, Divine Remix v8 Beta, NPC Drake, Dark Side of the Sword Coast v102, NPC Emily BG1, NPC Finch v4.0 Beta 7, NPC Gavin V14, NPC Glam Pack v3, I Hate Undead Kitpack v3.8
We started the session in the middle of the poison quest and were soon confronted by Larze. He saved against several attempts to blind him, but eventually succumbed to provide a bit of target practice. Upstairs, Marek stood dozily as Hubris used his improved invisibility to good effect.
On the trail of the Cloak of Balduran, Degrodel's guards proved quite tough. We didn't rest in between pulling them out of their house in dribs and drabs - so there was some resort to wand use to finish them off. Inside, a spinning Hubris couldn't quite finish off the mage before running in terror, but did enough of the job for Ill to have no trouble completing it.
With XP already at decent levels, we just sneaked up through the Iron Throne to gather evidence and moved on to Candlekeep. MGoI helped negate traps there while looting the tombs. Prat's gang were webbed and only their eyes flickered madly as skull traps and cloudkills descended.
On the way out, Hubris would have had no trouble hacking down a pair of basilisks, but Ill couldn't resist looking at the way their legs sprawl out when unconscious.
Back in the City we went in search of Slythe. Ill wanted to try out Otiluke's on Hubris to see if Slythe would attack that - allowing Ill freedom to act. However, even with Ill invisible, Slythe was still not interested in attacking. Instead, after he was free, Hubris used a dispelling arrow to slow Slythe down and make him a pretty easy target.
At the palace no summons were used, but Ill did throw in a chaos to disrupt the doppleganger attacks. They still managed to finish off Liia, but Belt survived comfortably.
One amusing incident occurred prior to the fight though. As part of buffing, both Hubris and Ill were invisible and hence could not prompt Sarevok to start the combat. Ill therefore went to talk to Hubris to make himself visible - and was surprised to be asked if he wanted Hubris to rejoin the party . He said no, but the bard chose not to storm off in a huff ...
We've had a few problems in the thieves maze in recent runs - and there was another this time. Ill used a scroll of PfU on Hubris to allow him to approach the skeleton warriors and then handed him a couple of potions of magic protection to give him magic resistance to tank the nearby traps. However, the communication ran something like:
Ill: "I've given you PfU"
Hubris: "what about the traps"
Ill: "I've given you magic protection for those"
the repeated use of "given" convinced Hubris that he was already protected and he stormed through the traps while Ill watched in (short-lived) horror as his companion's life burnt away.
That wasn't the end of the story though. Ill was well aware that his position in the corridor was vulnerable to a lightning strike - he had expected to have time to get to safety while Hubris was gulping potions. It was therefore no great surprise when a bolt from the black hit and damaged him. The level of surprise was also underwhelming as the same bolt reappeared from the other direction. That looked potentially dangerous and he quickly chugged a potion.
Despite having two pretty vulnerable characters, that series of traps was the first death. After returning from the temple, Hubris grabbed his gear and we moved on - bypassing Rahvin on the way to the temple. Inside, Ill had not bothered to buy a summoning wand, but used a spell to get a distraction for Semaj. Hubris successfully dispelled Sarevok and with both him and Semaj malisoned and stuck in a web, it looked like it might be a pretty short battle. However, Sarevok broke free at the first opportunity and it took a little while of running round to wear him down.
There was still time to complete Jon's dungeon. Against Ulvaryl, both of us were watching her HPs closely in order to try and finish her off when she got low - before she could run away. Ill attempted to target her with a magic missile when that happened, but missed. However, Hubris' aim was true ...
Illusionist 9, 56 HPs, 48 kills (+170 in BGEE)
Blade 11, 68 HPs, 46 kills (+219 in BGEE), 1 death
Whilst the Sir Grimm run was going moderately OK, the discovery of some new portraits on the web caused me to start him again but with two companions but with a new name and portrait. The run is called the Good the Bad and the Ugly for obvious reasons.
It is a party of Helmites who became comrades despite their differences due to their common faith.
I would have liked Ugo to have been a Priest of Helm/Thief, but because of the game being unmodded that was impossible.
Comments
Previous updates:
https://forums.beamdog.com/discussion/comment/1142354/#Comment_1142354
https://forums.beamdog.com/discussion/comment/1142571/#Comment_1142571
https://forums.beamdog.com/discussion/comment/1143220/#Comment_1143220
At the Lighthouse area the first group of sirines died in webs without a whimper. However, the second lot were luckier and one of the 2 sirines broke free of the web long enough to target me with a dire charm. I wasn't sure if my aura was clear yet, so ran as far as I could before trying to take a potion of magic blocking - that worked, though I cut it very fine (taking potions isn't quite instant, so if a spell projectile is very close it can hit before the potion takes effect). Inside the cave the golems fell rapidly to MMMs.
Then it was time to return to Baldur's Gate, where the Iron Throne party were impatiently waiting ...
Fight of the day
At the Throne few solo PCs can go toe to toe
Unless they buff up to put on a show
I was keen to avoid any item use there
Stupid I know - but that was the dare
My standard routine is to hop between floors
Breaking off spells without using doors
Just for a change though, this time I thought
I'd stay on the level and see if I was caught
The first thing to do was shut down Alai
By casting a spell to block up his eye
His free action ring would be no good to him
When he could see no attack as his eyesight grew dim
With webs firmly in place, a skull trap then burst
And a malison followed as the enemies cursed
A second skull blew and the first bodies fell
And a watcher might think the outcome was easy to tell
I was now out of most spells and MMMs to boot
And dependent on sword or arrows to shoot
Then Gardush broke free and chased down the hall
That made him prime target and caused his downfall
The delay meant though that webs had now gone
And spells were a danger as Aasim lived on
I was happy to tank his initial flame strike
But as others appeared I leapt onto my bike
I thought Cloudwulfe would follow to the back room
And a final spell blended me into the gloom
Unfortunately though, he stayed still in place
Which meant unpromising odds for the remains of the race
By attacking from range I pulled the doppleganger away
And my sword was the victor, when he came over to play
Cloudwulfe hits hard with halberd or bow
But arrows of cold gave me the last blow
Aasim was left and lined up one more strike
But arrows hit first to make moot his dislike
That left Alai, who all this time had been turning his head
No need for more worry though - not now that he's dead (one reference in that especially for @Wise_Grimwald . Even with the restrictions I put on myself the battle was harder than it should have been. I didn't equip Icingdeath against flame strike and also forgot to put on Drizzt's armor, after using my last spell to make myself invisible - and hence took more damage from the doppleganger and Zhalimar than I would otherwise have done.)
After reporting in to Duke Eltan I was dispatched to Candlekeep. I gave myself up to the authorities there, though not before making a rare use of wands on a malisoned greater doppleganger.
In the catacombs, minor globe protected me from traps while I knocked open some tombs - a few spiders being skull trapped and shot down on the way. Another greater doppleganger died from skull traps as I moved on to find Prat's party. Webs and malison stuck all those in place while death rained down.
Back in the City, I went to find Slythe. A single monster gave me a moment's respite to cast malison on him, but he got a couple of hits in through mirrors before I was able to get him stuck in a web. Once he was stuck though, it was a matter of moments to finish him off with MMMs. Krystin failed to complete a couple of attempted cloudkills while under attack by worgs.
There was enough time left in the session to do the coronation fight as well, but I chose to spend that double-checking that I was prepared and all desired equipment is in place. A first use of wand summons will emerge from hibernation at the start of the next session.
Bard L10, 70 HPs, 268 kills
Everything was so easy until I reached Davaeorn.
He wasn't the problem. I am an Inquisitor after all. It was the battle horrors who weren't getting hurt at all. I was! I therefore fled outside and rested before returning. Upon my return I went past the horrors using invisibility and then attacked Davaeorn. The spells that Davaeorn used actually hurt the horrors more than I had. However they were still hurting me badly when Davaeorn fell.
I didn't bother with looting.
I just fled and killed the horrors etc by7 flooding the mine.
Upon reaching baldur's Gate I regretted choosing to fight Larze. He was hurting me more than I was hurting him, so I fled to another area. I didn't rest as I suspected that Larze would recuperate too, I therefore used up a stack of potions. (In retrospect a temple might have been better) A second visit killed him.
Marek was unable to cast confusion as I used a poison arrow.
[I don't like using tactics that I wouldn't normally use, but I know how dangerous that confusion spell is, partcularly for a paladin who could so easily fall]
There are scrolls of PfP at the Iron Throne and the top floor of Candlekeep, so you've got the chance to kill those basilisks without relying on horror even if you've used PFP scrolls to kill basilisks elsewhere.
Sounds interesting @semiticgod. I've got a few questions about your intentions though.
- were you envisaging playing the original BG (without TotSC) and then importing characters into TotSC. Alternatively were you just not going to level up beyond 89k in BG1 and avoid the TotSC areas until after defeating Sarevok and reloading the final save? Similarly, what about SoA - are you expecting to use the original SoA rules there or ToB ones? My inclination would be to play the revised game in both cases - otherwise it would create difficulties with BGEE and BG2EE, which don't work in quite the same way.
- is all content optional, are specific targets required, or do you have to do everything (if progress is optional that would mean for instance that you could skip TotSC entirely)?
- your outline suggests that you were not expecting to use any mods (beyond the basic game itself, as IWD2EE and TotLM could be described as mods) - is that right?
- should starting proficiencies and spells be consistent from game to game, even if not exactly the same (so bow in vanilla BG1 would translate into either long bow or short bow, but not cross bow).
The worst part is that sinc she was already at the level cap, she could have just gone through invisible.
Then there was just the Ducal Palace and Final Battle and I would have beaten EE solo for the first time.
[I don't usually play solo]
It would be a pain to try to play pre-ToB Shadows of Amn since I'd have to get a version without the ToB patch, so I think I'll just go with vanilla BG2-with-ToB.
I'd go with the unmodded game, unlike my previous runs, which are all SCS.
I won't be worrying about making proficiencies or spells apply across games, largely because IWD2 uses a completely different weapon proficiency system.
Cheers, my run started here:
https://forums.beamdog.com/discussion/comment/1116514#Comment_1116514
Good luck if you try the run, I’m sure you’d find a way to succeed with your skills. If I were to try it I think I might consider using either Gorion or Alianna, so a wizard or some sort or a Priestess of Bhaal. I look forward to trying IWD2EE sometime thanks to your and the rest of the team’s efforts, never got round to playing that one.
I shelved the idea of the wizard slayer for now, not going to lie, I was frustrated by my performance with them and decided to take a break. When I came back, I settled on another fighter/thief, but not WS this time. I am sticking to it, because I have never finished the game solo as a non-arcance caster and I desperately want to crack this barrier for me.
I scrolled through base fighter and different kits, briefly deliberating on swashbuckler, assassin, but ultimately went for a kensai/thief dual. I put 2 pips in daggers and quarterstaves. Throwing daggers for ranged, staff for melee.
I had one other run, which ended in the Duchal Palace, so this was my second try at this dual. First one was with axes, but I was not amazed by the low APR. Daggers might be worse in the long run, but I figured that I will stick to staves and backstabs in BG2 with an occasional item swap to two handers and long swords, so axes were not in the picture anyway. There is some mechanical consideration: I will not be getting whirlwinds, so I have to find a way to boost my APRs in ToB. One way is Belm and some source of Improved Haste, which would pump me to 7 attacks (1 base + 1 fighter + 0.5 prof + 1 belm) x 2, which is not terrible but not that great either. Also I will be struggling a little bit with Tac0 but I hope to cross that bridge in ToB. Nothing I can do right now (maybe hit n run tactics will be a solution). I hope the thief kit will give me some leverage in the final Mellisandre fight, but I do not really know. Never unlocked thief HLA. I will need to read up on it.
Usual path was taken - kill Shaol, grab the ring of wizardry, sell loot, buy potions, kill Silke, talk down Marl and head to Nashkel. Kill Neira in the Nashkel's Inn, buy Shiel Amulet from Carnaval, delve into mines after killing Greywolf. Run arond the pond to kill Mullahey, go to Ulgoth's Beard Inn, killin Sonner on the way and giving back the bowl to a lonely femal cleric. There buy the staff + 3 and Greenstone amulet, trot back to the lighthouse and clear sirens to get the tome of constitution and a level up. Let Teven recruit me into the bandits, then enter the main tent, use one oil of fiery burning and kill everyone (Sendai included, sorry). Sell the loot, go Cloakwood, skip everything. There was one scary moment, when I got tangled into a web and a solo giant spider was attack Saint Thief, but he saved after two round and safely got out of the web. Breezed through Cloakwood mines with the help of Greenstone amulet, skipped everything, did not even flood the mines (I missed the reputation there, but was not that important, it was 450 gold, so I figured I would live and time is of the essence). In BG I stocked up on potions, killed ogre mage, went straight to seven suns and then Scar. After that I went to Iron Throne and cleared it. The fight on the last floor was the usual mess. I used two exploding alchemy items to damage all the people and then abused the stairs to split the party. Candlekeep this time was easy. I brought plenty of potions of elemental resist and equipped the grounding boots and the fire resist ring to just walk through the traps on the first level and grab both tomes. Then I simply run through all the encounters not stopping for anything. Out of curiosity I killed the Prat party this time. Used 2 oils of fiery burning to kill mages and the rest fell easy to throwing daggers and a staff. This time I used a potion of mirroring gaze to defeat basilisk and was soon safe on the way back to BG.
Duchal palace was what had killed my first kensai/thief run, so this time I tried to prepare extra. Potion of heroism, invulnerability, absorption (-10 AC for crushing!), strength 24, oil of speed, DUHM. I placed Saint Thief in front of the dukes, initiated the fight with a horror. Doppelgangers fell down left and right. I delayed killing last two to heal myself and the dukes with CLW, so my character was full HPs going into the Sarevok phase. Thief endured with ease and using the buffs from this fight I ran through the maze not stopping for anything. I used one invis potion to get past the undercity party, talked with Tamoko and found an amusing bug - I managed to clone her! Then rested on the temple's grounds, entered the temple, prepotioned with basically the same conconction with additional elemental resist and magical protection potions as well as a scroll of protection from poiison and just walked up to Sarevok. I ran around the room to trigger any traps. Thief was hurling daggers towards Sarevok with the speed of light and he soon fell.
My conclusions: being able to use potions is a game changer.
Onto SoD. Now here is a thing. I have NEVER played SoD. This will be a blind solo no-reload. Do you have any tips? XD
By stealing, scrounging aand getting paid a pittance for jobs, I eventually was reasonably well equipped when I set of from Candlekeep. I am there again now, but the guard will not permit entrance to my own home!
I did feel a bit guilty about the stealing despite paying the appropriate fines. However, I'll make up for my poor behaviour in due season.
There are a number of situations in the game where lack of knowledge can easily kill you. As a general tip I would suggest remembering potions of invisibility to help get out of some tricky spots - there are lots of those available for sale.
Interesting take on the prologue. Any particular reason you spend so much time there?
Where is the link for Hall of Heroes? Is Gawain or Dispenser in there (my only two successes).
Thanks! I will keep in mind not to bring upon myself any unnecessary anger.
@semiticgod - I didn't actually put in a starting post, as I had a lot of failures so thought I'd post after I made some progress. I am pretty sure this one is my first BG 1 post: https://forums.beamdog.com/discussion/comment/989168/#Comment_989168
Weidu Log:
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.12
~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #10 // Shadows Of Amn Item Upgrades -> Revised Version (new upgrades presented in the same style as existing upgrades): v44
~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #11 // Throne Of Bhaal Item Upgrades -> Revised Version (new upgrades presented in the same style as existing upgrades): v44
~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #12 // Install supplemental Cespenar audio for Item Upgrade: v44
~UB/SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v26
~UB/SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v26
~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v26
~UB/SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v26
~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v26
~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v26
~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v26
~UB/SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v26
~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v26
~UB/SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher: v26
~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v26
~UB/SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v26
~UB/SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v26
~UB/SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v26
~UB/SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v26
~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v26
~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v26
~UB/SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v26
~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v26
~UB/SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v26
~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v26
~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v8.3
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #0 // SoD to BG2:EE Item upgrade by Daeros_Trollkiller: v1.0.1
~THALAN/THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: v4.2.5
~SETUP-UNDERREP.TP2~ #0 #0 // Underrepresented Items From Icewind Dale 2
~WSR/WSR.TP2~ #0 #100 // Wizard Slayer kit revision: v1.14
~WSR/WSR.TP2~ #0 #200 // Wizard Slayer High Level Ability revision: v1.14
~WSR/WSR.TP2~ #0 #302 // Revised Wizard Slayer item restrictions -> Moderate changes: v1.14
~WSR/WSR.TP2~ #0 #999 // BG2-style icons for WSR content: v1.14
~EXPANDEDCLASSES/EXPANDEDCLASSES.TP2~ #0 #13 // War Hulk Kit for Fighters: v1.0
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #191 // Use Character Colors Instead of Item Colors -> For non-magical shields and helmets: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash) -> No Restrictions (Baldurdash):
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1180 // Female Edwina: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Paladins Use Icewind Dale-Heart of Winter Spell Tables (grogerson): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Rangers Use Icewind Dale-Heart of Winter Spell Tables (grogerson): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi-Classes: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2430 // Loosen Equipment Restrictions for Druid Multi-Classes: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: Beta 4
~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): Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: Beta 4
~KLATU/SETUP-KLATU.TP2~ #0 #1000 // The Gloves of Goodman Hayes: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #1020 // Prepared Wishes: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #1050 // Appropriate XP Rewards for Cowled Enforcers: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2070 // Free Action does not prevent Haste or Movement Rate Bonus: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2180 // Charisma has a stronger Effect on Store Prices: 1.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2900 // Move or modify some overpowered magic items: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3551 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict the maximum amount of damage in this range: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4160 // Increase the price of a license to practise magic in Athkatla -> License costs 10,000 gp: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.2
~CELESTIALS/SETUP-CELESTIALS.TP2~ #0 #0 // PnP Celestials: v7
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.53
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #150 // Category Portraits (Recommended) -> Random: 1.01
~PPE/SETUP-PPE.TP2~ #0 #10 // Isandir's CHARNAME Portraits: 1.01
~PPE/SETUP-PPE.TP2~ #0 #30 // Ust Natha Drow NPCs: 1.01
~PPE/SETUP-PPE.TP2~ #0 #35 // Vampire NPCs: 1.01
Ah, so I guess I'm writing down our adventures now - I'm the most intelligent dwarf here and the only one smarter than me is Morgana, but she's too busy writing down spells and things to steal to write much. The tale begins in a dungeon, with all of us but Morgana in cages. Nimue got free thanks to Imoen's assistance but Imoen then left and then Morgana and Nimue freed the rest of us. We headed northwest from our cages and came across some equipment - I picked out a Halberd and a Two-Hander, while everyone else picked up their preferred weapons and armor. Morgana broke the lock on a painting but then I guess she forgot to check for traps, because a poisoned needle fired and hit her when she tried to open the painting. Nimue healed her soon enough, but I really hope she doesn't forget to do that with any more traps, they've killed as many enemies as dwarves as it stands. We headed to a room that spewed Lightning bug-like creatures out of a lamp, and I slew one with an appreciably strong blow before Morgana turned off the machine. We headed further into the complex, and came across a genie who asked Nimue a question about buttons and cages (not completely sure why). He then summoned an Ogre Mage, which we dispatched handily. I hate those buggers - their illusions make it difficult to plunge a blade right into them. We then headed further northwest and met some evil dwarves - no doubt corrupted by adamantine and turned from their brethren - and slew them with our weapons. We continued through the complex until a room with two golems within was located. Now, I hate golems with a deadly passion because they remind me of the horrid Bronze Colossi that have strangled many a dwarf, so I locked myself in the room with the golems and went to work, telling my teammates to let me out when the roaring stopped. I slew both golems, and returned to my party.
Note for readers who haven't played or read about Dwarf Fortress: Adamantine is a metal that corrupts fortresses by unleashing the legions of hell upon them, this is essentially just Armok saying that he thinks the creatures and the demon are similarly evil.
That should be fixed, whoops. I should have previewed the post before posting it.
Siri - male, elf enchanter (Grond0)
Kencore - male, half-orc kensai (Corey_Russell)
Thwaka - female, half-orc assassin (Gate70)
Previous updates
https://forums.beamdog.com/discussion/comment/1141650/#Comment_1141650
https://forums.beamdog.com/discussion/comment/1142638/#Comment_1142638
The session started with Siri commenting that it looked like we'd just arrived at Baldur's Gate. Our resident kensai though has a rather better memory and confirmed we'd actually cleared most of that already - so it was off to deal with some dopplegangers with the help of a backstab or two. Siri then went after Sunin to ensure there was no mage competition left in the City. He was in the process of finishing him off with skull traps from out of sight when Thwaka arrived - just in time to be sent running by a horror.
Kencore then buffed up with a scroll of PfM and some potion protections. He could almost certainly have steam-rollered the Iron Throne party like that on his own, but Siri cut down the opposition further with an emotion. Looking for further targets to use those buffs on, Kencore led the way to sort out Wiven and some thieves and then a group of ogre mages. Thwaka was sent running in horror again there.
A basilisk was another potential target, but its gaze would go through PfM. Reluctantly, Siri opened his bag and dug out a Mirrored Eyes potion - which as it happened was entirely wasted as Thwaka weighed in with a one-shot backstab. The final target while buffs were still running was Desreta and Vay-ya. Kencore approached them confidently, but became rather less so as his magic sphere dissipated. An immediate confusion spell affected both Kencore and Thwaka. Kencore started chasing after Siri - while not a comfortable situation for a low-HP mage, he didn't immediately disappear as he hoped Kencore might get distracted and attack another target. He really had Desreta in mind there, but Kencore decided that an innocent or two would tank our reputation nicely! Meanwhile, Thwaka had been affected by horror there (for the 3rd time in 25 minutes) as well as confusion (got to love those half-orc saves ). That meant he had no means of escape from Vay-Ya's spells and eventually snuffed it just before Kencore came back to his senses to finish off the opponents.
While selling a few things at Sorcerous Sundries, Thwaka commented that the mages upstairs had not yet been dealt with. Keen to correct that oversight he nipped up for a backstab before the others could get there - and ran off in terror for the 4th time ). Siri managed to get a skull trap in to devastate the mages just before Thwaka ran into the kill zone.
The final bit of work in the City was crumbling some statues on the way to get Balduran's Cloak. Then it was off to Candlekeep. Thwaka gulped potions of perception and mind focusing to be able to disarm traps guarding the tombs, before Kencore got his final BG1 level against some dopplegangers. After an invisible rest, Prat's party mainly lay down to die in despair, but Sakul did last long enough to confuse Kencore - fortunately he didn't run into any enemies though. A couple of basilisks on the way out got Siri his final level.
Kencore had convinced Siri to leave reputation low on the way into Candlekeep and he had thus got vampiric touch as a Bhaal power there. He'd made use of the strength tome available there though (as both the half-orcs had strength 19 anyway, a boost was less useful to them than would be normal for a fighter), partly with the idea that would help DUHM enhancement - so a temple visit boosted popularity before resting.
Slythe's positioning makes it hard to get a backstab on him and Thwaka didn't manage that. Slythe is quick on his feet, but his attempt at revenge took a knock after he was blinded.
At the palace some wand summons and chaos on the dopplegangers made for an easy fight. Kencore led the way through the maze - tripping the traps with 100% MR from potions and using a scroll of PfU to deal with skeleton warriors. The Undercity party was a bit harder than anticipated. Skeletons attacked Rahvin with the aim of getting him to retaliate with exploding arrows, but he switched to melee quicker than expected and hence did not annoy his companions. Siri thought it would only be fair to use horror on the enemies for a change, but that just led to targets spreading out and it took a while to hunt them down.
In the temple, Thwaka sneaked forward to fire a dispelling arrow at Sarevok, but missed. The big man used his speed advantage to storm forward and a couple of blows had Thwaka in trouble - but he gulped a potion of invisibility just in time. Siri had used malison on Sarevok there, but was himself targeted after Thwaka disappeared and had to do a couple of laps before Kencore offered himself as a distraction. That allowed Siri to slow Sarevok, making him no longer much of a threat. At the same time, Semaj (who had been occupied by a skeleton warrior) congratulated himself on successfully casting a cloudkill spell - not the ideal choice with only a handful of HPs left and an opponent in melee who wouldn't be affected by it anyway . He died immediately after that and Sarevok followed shortly.
There was time left to do much of the first level of Jon's dungeon, with Thwaka making good use of the staff spear found there and Siri demonstrating to Kencore why encouraging him to acquire vampiric touch might not have been an entirely good thing .
Enchanter - L9, 45 HPs, 22 kills (98 in BGEE)
Assassin - L10, 63 HPs, 13 kills (187 in BGEE), 2 deaths
Kensai - L8, 88 HPs, 18 kills (199 in BGEE), 0 deaths
Kencore took advantage of all the running round in horror Thwaka did to take the laurels in BGEE. Siri has got some early success in BG2 by using skull traps on weak goblins, but won't be able to keep that success rate up.
Oh by the way, I included the following in the previous report:
"Siri ended the session by learning even more spells at Sorcerous Sundries. He'd failed to learn the Find Familiar scroll from Nimbul, but got it this time. Just possibly he'll remember to use that next time to reinforce his HPs a bit more"
Did he remember? - did he hell . He's permanently lost the chance to get those HPs, but can still get a boost by using find familiar in BG2 (if he remembers ...). Without wearing the Claw though, his HPs already look much more respectable.
Upon leaving the site of the ambush where my mentor Gorion was slain I made my way to the Friendly Arms Inn where I was met by yet another assassin! That is four in total in a matter of days. Clearly my enemy knew Gorion's plans.
Fearing the presence of further assassins inside the inn I made my way north where I came across an evil band of fishermen, all of whom I slew.
I returned the bowl that they had taken to the priestess.
Still further north I came across a large number of zombies. They all died and as a result of that I gained level 3. However, in the process, no fewer than three of my swords broke. It is well that I had bought and acquired spares as before long I was reduced to just two!
I later attempted to help Mellicamp but failed and so I went to Beregost for a rest. Whilst there I calmed Marl down and took a tome to Firebead. I then bought more bolts and swords.
Here is Saint Thief in the beginning of SoD.
And here is his inventory:
I have read up on SoD just a little bit and taken to my heart the advice of @Grond0 and @Dracoqwerty and will try to tread lightly. But the run is bound to be heavily unoptimal as I want to enjoy at least part of SoD. So there will be lots of reading the dialogue and going back and forth fruitlesslyl, probably. Saint Thief longs for the simplicity of vicinity of Candlekeep as much as I do and even his untimely death will not be crushing. I decided I will take my time and try to figure out my way of SoD by test XD. That is bound to end badly, but I welcome the nigh end with a smile and another character in tow.
So here we go. Saint Thief jumped down the rope and entered the underground, where supposedly the remnants of Sarevok's cult dwell. A quick chat with a mage on the other side of the chasm proved to be quite a nonsensic act and to be honest the guy sounds mad talking about a sword, whereas I came here to capture him or kill. Note on Ammon's table informed Sarevok loyalists intend to flee and take refuge in Zazesspur, wherever that is, so I hurried to catch them in time.
I gulped the invisibility potion and rushed towards Porios ignoring the forces outside the chamber he resided. Saint Thief used his excellent Charisma to convince him to lay his weapon. Fanegonorom horrored Saint Thief, but I was wary enough to retreat to the room with the Flaming Fist in case things went wrong. They did, but Saint Thief was safe.
We went deeped, me and the Flaming Fist, defeating a host of monster and servants on the way. Saint Thief dealt with Korlash gulping potions beforehand (and fortunately after the dispel trap - I had no idea it existed). The fight was touch and go, many times Saint Thief was one critical from dying, but he prevailed. I used tons of potions in that fight, completely forgetting I at least could try to crowd control this fight with Horrors. Korlash negotiated her way out of dying by Saint Thief hand after barely one attack from the hero.
I returned the stsaff to a spirit and he reciprocated with a stream of gems, then I moved on to a burned out torch. There was also this cobalt moss to be gathered, so I explored the tomb in search of that. I quickly figured out the burned out torch riddle. Took some Sarevok notes and I regrettably used a potion of cloud giant strength to try to break open into chests in the chamber, but they did not budge an inch. Well. That is 1.5k down the drain.
Saint Thief backtracked upstairs, where he remembered there was one pair of closed doors he did not explore. I tried that, but they did not budge as well. I noticed there was a rope attached to the room behind, so I went down and used that to get upstairs. Saint Thief could not resist opening all the sarcophaguses and he was punished for that by a host of shadows, among them one who drained strength and cast Chill spells, which slowed Saint Thief down and damaged him considerably, but he prevailed nonetheless.
Battered, but with his life intact, Saint Thief dug out some Cobalt Moss from a nearby sarcophagus and brought that back to Ammon. Saint Thief signed a letter of recommendation for her and returned to the surface.
My take-away: too much resources used, I could have just rushed to Korlasz and used one oil of fiery burning to convince her to surrender...
Saint Thief survived the assassins' attack and after conferring with the dukes, trying to get my money from the treasurer and talking with Skie and Josplin set out to Sorcerers Sundries. There I sold what measly loot I got from the tomb and got upstairs. Caught some thieves, gulped a potion of invisibiility and planned my alphla strike. Mage first, right? . They soon died.
Visit to the Elfsong Tavern: Saint Thief met Zaviak and got his glasses then met Irina and promised to steal some ruby wine from the dukes cellar.
The doppelganger Saint Thief freed from the duchal palace actually delivered on his promise to give away his treasure. Amazing. Nothing else I could find there, so off to Three kegs. There I challenged a party of four, which turned being a part of three as one its member caved in to Saint Thief threats. Inside the Keg I sent a drink crier's way and let Thief convince the stealing refugees to turin for their misgivings and frightened a noble lay out of her room. He also played a part in foiling a coup, working as an undercover co-conspirator. A barrer of wine got Thief a tankard helmet . This conclued Thief's business in the city. Next time I will not bother with any of that side quests beside the Doppelganger and will read up on ways to regain my money next time I ran through this sequence. It is quite diasppointing that most of them is as usual useless to a solo player.
Thief met the Hooded Man in the Duchal Palace and slept off the stress of the assasination attack before venturing forth!
Side note: writing for NPCs in SoD is much better than in BG1 and BG2. I actually enjoy the conversations and they seem quite realistic. Especially the Imoen part was good - she was such a nobody in both 1 and 2 in terms of personality. She catered to the simple want of "saving" a girl. Cliche I personally detest, she is much more mature in SoD and tries to play with main character's emotion and explot their connection to make the PC do the thing she wants. It is nice. I felt the emotional pull, so writing 10/10. I never liked Imoen in any of the Baldur's Gate games and avoided her like a plague, but she grows on me in SoD. And the archer girl - Corwin, I love the writing on her and especially enjoy the banter she has with the main character. I like her so much, I might break the solo rule for SoD...
Coast Way Crossing
Nothing of interest happened except Thief being held, paralyzed ans slowed by a Gauth, which ended the run. Technically Saint is not dead, but he cannot save his way out of this. Funny thing is I used spectacles to conjure the Gauth to the first plane. The conversation did not go well, and I had a split second to make an action, but apparently Thiefs aura was not clear and my Greenstone Amulet did not fire. Well, to BG1 we go!!!
I've made a start on @semiticgod's challenge, by taking down vanilla BG1. There are a lot of differences in game play in that and one of those caused a fairly early restart - I forgot that I couldn't bump neutral characters out of the way and one of the party was trapped and chunked as a result.
The second time was relatively straightforward, though Tobet did get briefly trapped and damaged at one point as a result of forgetting for a moment that going into inventory unpaused the game. Sarevok was pulled out with a dispelling arrow and Semaj teleported out in support, i.e. essentially the same mechanic as in BGEE. Sarevok chewed through a single casting of skeletons and a second lot was produced just as he died - there's no limitation on summons in BG1, though I generally acted as if there were.
It seemed to me not in the spirit of this challenge to totally ignore TotSC. The problems of inventory management, poor UI and extremely small area of vision make playing vanilla BG1 rather a pain though, so I don't think I'll do all the quests - but will look to complete Durlag's Tower. The party has slightly over the 89k limit in the final save taken and I'll console that away before continuing.
I tend to find making progress in the game is roughly as easy whether solo or with a party. However, avoiding dying is certainly easier with a party which makes attempting to complete multiple games no-reload with a party somewhat less far-fetched. As there's no chance I will regularly use buffs for safety I wanted to have a group with robust passive defenses so decided to go for a group of multi-class fighters. The inclusion of IWD games means I think the party would have been stronger overall by putting a bard in, but I stuck with just the multis for consistency. Here are the character records and inventories of the party from the final save. I spent quite a while rolling the party up with the ideal of giving everyone 18(00) strength. In the final save 4 of the party have that naturally. Tobet is the PC in the BG games and started with 18(46), but used the tome to push that to 19. Indie the F/D is the weak one of the group with only 18(94) strength. That's because rolling for decent stats for a F/D is extremely difficult and her original total of 95 with that strength was quite exceptional already. She used the intelligence tome to push that to 9 (though that was unnecessary for vanilla BG1 which does not require intelligence 9 to use items).
Characters will revert to their starting stats when commencing a new game, with the exception that tomes found in BG1 will be added for BG2. In addition to races, classes and stats I'll also keep proficiencies consistent with originals.
Tobet - gnome F/I (18(46),18,18,19,2,18) used charisma and strength Small sword, missile weapons Kills: BG1-166
Indie - half-elf F/D (18(94),18,18,8,18,15) used intelligence and wisdom Large sword, missile weapons Kills: BG1-140
Brutan - dwarf F/Cl (18(00),17,19,10,18,2) used constitution Blunt weapons, missile weapons Kills: BG1-193
Nipal - dwarf F/T (18(00),17,19,11,3,10) used dexterity Blunt weapons, bow Kills: BG1-285
Chila - elf F/M (18(00),19,17,18,3,9) Axe, bow Kills: BG1-208
Hapan - gnome F/T (18(00),18,19,11,2,8) Large sword, missile weapons Kills: BG1-161
Vienxay watched Dorn’s massive Pole Axe burst Davaeorn’s head like a melon. Despite the lightning quickness of the blow, it seemed to her like slow motion. Davaeorn’s head exploded, then just slid off the sides of the blade as Dorn held it steady admiring his handiwork. Ever since he picked up the Pole Axe +2 (Kilther) he became a killing machine, and that is saying something because he is no slouch with his Two-Handed Sword (Spiders Bane). Just like that, Angmar brought the Cloakwood Mines to their knees.
Vienxay started traveling with Angmar after his former mage died in battle at the Firewine Bridge. Since then she journeyed with him through the Firewine and Ulcaster Dungeons, along the Sword Coast, and northward until he destroyed the bandit operation in the Wood of the Sharp Teeth. After that, he led them through the Cloakwoods destroying everything in his path: a difficult spider nest, a sect of radical Druids, several huge Wyverns, and three formidable mages right here in the Cloakwood Mines. Outwardly, Vienxay was brash and condescending to everyone around her, hiding behind the façade of one hailing from a prominent home in Trademeet. Secretly though, she worried about whether she was measuring up in Angmar’s eyes. She wanted to feel important, and at times she did, especially when he needed her to Find and Remove Traps or Open Locks. But she was still uneasy. Angmar dismisses followers on a whim. Dorn himself traveled with Angmar before she did, but was dismissed for Branwen the warrior priestess, then re-recruited when Branwen got the axe. Vienxay worried she might be next. She could not imagine what she would do if that happened. There was nowhere else for her to go, certainly not back to Evermeet – she was not welcome there despite her feigned air of superiority. Angmar valued his Drow Assassin Vynd and Vynd was the only one who could get away with teasing the big guy. Now it appeared Dorn was back to stay. He was Angmar’s primary mouthpiece now and since they entered the Cloakwoods, Dorn scored kills on the spider queen, several Wyverns, and now, Davaeorn. She knew Angmar kept note of which of them was leaving the bloodiest trail. It was months now since she killed a Sirine at the Light House which, at the time, was a good kill but now all the others had slain a more valuable foe. She could not see him releasing Shar-Teel for any reason and that only left her and the other Drow, Baeloth, the Sorcerer. Recently, she got the uneasy feeling that Baeloth had taken her place as Angmar’s favored mage. That only left her thieving skills. She was much better at thieving than the assassin - could detect traps and open locks far more effectively than he – of that there was no doubt. She had also dispatched two of the four assassins that tried to kill bump off Angmar when he arrived at the Mines. She hoped that was enough, but still she worried.
VIENXAY FIREBALL'S TWO MAGE ASSASSINS
She exhaled and began opening chests and assisting in site collection, something they always did after a battle. Angmar decided what to take and what to leave but he always wanted the magic items, potions, scrolls, gold, and jewels. There were quite a few things that required identification among the mage’s belongings – another thing that she added to the party. She made a mental note of that, and got on with the work.
Hours later, on the march, she sized up her situation. She was alone with her thoughts as Angmar’s wagon train rolled along carrying his treasure and equipment– he was becoming extremely wealthy. She did not know for sure where they were heading. She thought they were going north but Angmar never revealed his direction – he just went and they followed. She was exhausted and the thought of several more hours on horseback was daunting. She knew better than to complain though. Angmar was tireless. Vynd and Shar-Teel used to grumble incessantly when they got fatigued. Several weeks ago, though, they were both murmuring under there breath when Angmar shot back, “We get tired when I get tired!” And that was that. Oh well, she thought, “Suck it up Vienxay, at least you’re not walking.”
PARTY INFORMATION
ORDER OF MARCH:
Shar-teel (point)
Dorn (shock)
Vynd (stealth, recon, assassinations)
Vienxay (arcane support, rogue support)
Angmar (Leader)
Baeloth (arcane Support)
MONSTERS DEFEATED (ordered alphabetically by value): Archdruid (Druid/13 @ 7500 @ CM); Davaeorn (Mage-Invoker/13 @ 4500 @ CM); Amarande (Druid-Avenger @ 3250 @ CD); Laskal (Druid/12 @ 2650 @ CD); Mustard Jelly (2000 @ CM); Priest of Azothet (Cleric/5 @ 2000 @ WC); Sword Spider (3 @ 2000 @ CN); Takiyah (Druid/10 @ 2000 @ CD); Drasus (Fighter/11 @ 1700 @ CM); Genthore (Fighter/7 @ 1600 @ CM); Peter of the North (Fighter/7 @ 1500 @ CD); Ankhegs (3/1 @ 1400 @ FV/WC); Kysus (Mage-Conjurer/9 @ 1400 @ CM); Phase Spiders (5 @ 1400 @ CN); Wyverns (2/8 @ 1400 @ CW/RE); Hareishan (Mage-Enchanter/9 @ 1200 @ CM); Natasha (Mage-Invoker/9 @ 1200 @ CM); Rezdan (Mage-Enchanter/7 @ 1200 @ CM); Centeol (Spider/11 @ 1000 @ CN); Simmeon (Paladin-Black Guard @ 1000 @ WC); Pierson (Fighter/8 @ 750 @ CL); Aldeth Sashenstar (Fighter/5 @ 650 @ CL); Cave Bears (2/2/1 @ 650 @ CD/CW/CM); Dread Wolves (9/4 @ 650 @ CD); Ettercaps (11/48 @ 650 @ CN/RE); Ghasts (2 @ 650 @ CM); Hamadryad (650 @ CW); Ogre Mage (650 @ CM); Balquo (Fighter/5 @ 600 @ CL); Palin (Fighter/5 @ 600 @ CL); Thralls of Azothet (2 @ 500 @ WC); Baby Wyverns (2/11 @ 450 @ CD/CW); Giant Spider (7/2/27 450 @ CN/DS/RE); Brown Bears (4/2 @ 420 @ CD/CM); Huge Spiders (19/13/9 @ 270 @ CL/CN/DS); Black Talon Elite (Fighter/4 x 10 @ 240 @ CM); Guards (Fighter/3 x 2 @ 240 @ CW/CM); Izefia (Druid/11 @ 200 @ CD); Ogrillons (6 @ 175 @ CL); Worg (120 @ CL); Guards (Fighter/1 x 3/32 @ 120 @ CW/CM); Hobgoblin Elite (10 @ 95 @ CM); Sheila (Mage/7 @ 87@ WC); Guards (Fighter/1 x 6 @ 65 @ CM); Skeleton (65 @ HH); Wolves (1/3/4/1 @ 65 @ CL/CD/CW/CM); Zombies (11 @ 65 @ FL); Gibberlings (6 @ 35 @ RE), Hobgoblins (35 @ 35 @ CM); Jebodah (Fisherman @ 35 @ FV); Sonner (Fisherman @ 35 @ FV); Tasloi (9/8 @ 35 @ CL/CW); Telman (Fisherman @ 7 @ FV)
* Legend:, CD = Cloakwood Druids, CL = Cloakwood Lodge, CM = Cloakwood Mines, CN = Cloakwood Nest, CW = Cloakwood Wyverns, FL = Farm Lands, FV = Fishing Village; HH = High Hedge, RE = Random Encounter, DS = Disturb Sleep, WC = Wyrm’s Crossing
LEVEL UP: Vienxay, Mage/Thief//6-7; Shar-Teel, Fighter (Berserker)/7; Angmar, Paladin (Black Guard)/7; Baeloth, Sorcerer/7; Vynd, Thief (Assassin)/8
CASUALTIES: Dorn (Phase Spider, Ettercap); Baeloth (Ettercap); Vienxay (Ettercap, Spider Nest, Giant Spider, Hobgoblin Elite); Vynd (Spider Nest); Shar-Teel (Cloakwood Assassins, Giant Spider); Baeloth (Cloakwood Assassins)
NOTEWORTHY TREASURE (ordered alphabetically by value > 100gp or > +2 ): (Gold collected [Chapter IV] ~6,556, Current purse 101,387)
Armor & Weapons: Armor of Thorns +4 (4), Battle Axe +3 (cursed), Longbow +3 (Vibradeath), Spear +3 (Dragon Scepter), Studded Leather +3, Bastard Sword +1/+3 Shapeshifters; Cloak of the Woods +2, Leather Armor +2 (Bhaelros’ Bane); Mail of the Dead +2, Medium Shield +2, Pole Axe +2 (Kilther) (2), Quarterstaff +2, Scimitar +2 (Rashad’s Talon), Scimitar +2 (Yarrow’s Tears); Two-Handed Sword +2 (Spiders Bane), Two-Handed Sword +2 (Thorn), Spear +2 (Firebrand) (3), Bracers of Defense AC6, Elven Chain Mail, Ring of Fire Shielding, Morning Stars +1 (2), Plate Mail +1 (Fallorain’s Plate), Unfailing Missile Deflector
Gems/Jewelry: Laeral’s Tear Necklace, Diamond, Mithral Ring, Fire Opal Ring, Diamond, Water Opal, Sphene Gem
Potions: Extra Healing (4), Greater Potion of Healing, Explosions, Fire Breath, Invulnerability, Magic Protection, Magic Shielding, Mirrored Eyes
Scrolls: Slow, Melf’s Acid Arrow, Mirror Image, Prismatic Spray, Detect Invisibility, Hold Person, Charm Person, Chromatic Orb, Identify
Wands: Frost, Fear
Misc & Artifacts: Robe of the Grand Wizard, Robe of the Evil Arch-Magi, Adventurers Robes (2), Boots of Speed (Paws of the Cheetah), Cloak of Non-Detection, Boots of the Forest, Crown of the Archdruid (2), Mage Robe of Cold Resistance, Tiara of Chanah’Rea, Traveler’s Robe
BEST KILL:
1) Vynd, Denak (Mage-Conjurer/12 – 7500 exp)
2) Shar-Teel, Greater Basilisk (7000 exp)
3) Dorn, Davaeorn (4500 exp)
4) Baeloth, Teddy the Doomsayer (2500 exp)
5) Vienxay Sirine (2000 exp ea)
CURRENT DISPOSITION: Ulgoth’s Beard
NEXT STEPS: Ice Island,
PARTY MAKEUP: (Reputation: 4 – Despised)
Angmar: CE Anti-Paladin (Black Guard of Talos)/7 (HP 72); Armor: Black Swan Armor +2, Amulet of Spell Warding, Boots of Avoidance (Senses of the Cat), Crystal Helm, Gauntlet of Dexterity, Golden Girdle (Girdle of Slashing +3), Ring of Fire Shielding (Charvirak’s Glow); Weapons: Spear +3 (Dragon Scepter), Flail** (Two-Handed Weapon Style*); Items: Ring of Human Influence; Special Abilities: Absorb Health, Aura of Despair, Cause Affliction, Drain Life (2), Lightning Bolt, Poison Weapon, Shocking Grasp; Spells: None; Skills; None; High-Level Abilities: None
Shar-teel: CE Fighter (Berserker)/7 (HP 60); Armor: Crystal Plate Mail +2, Boots of Grounding (Tolos’s Gift), Elves Bane (Girdle of Piercing +3); Weapons: Long Sword +1***, Long Sword +1**, Gauntlets of Weapons Expertise (Long Sword***, Dagger*, Two-Weapon Style**); Items: None; Special Abilities: Berserkers Rage; Spells: None; Skills: None; High-Level Abilities: None
Dorn: NE Paladin (Black Guard of Ur-Gothoz/6 (HP 43); Armor: Full Plate Armor, Ring of Protection +1, Golden Girdle (Girdle of Slashing +3); Weapons: Two-Handed Sword +2 (Spiders Bane)**, Pole Axe +2 (Kilther)** (Two-Handed Weapon Style**, Axe**), Gauntlet of Weapons Expertise; Items: Boots of Speed (Paws of the Cheetah); Special Abilities: Absorb Health, Aura of Despair, Poison Weapon (2); Spells: None; Skills; None; High-Level Abilities: None
Vynd: NE Thief (Drow Assassin)/8 (HP 50 ); Armor: Shadow Armor +3; Weapons: Long Sword +1*, Short Sword +1, (2), Darts of Ice +1* w/ Bracers of Archery (Dart*, Long Sword*, Short Sword*, Two-Weapon Style*); Items: Boots of Stealth, Cloak of Non-Detection, Master Belt, Ring of Energy, Unfailing Missile Deflector (Ring); Special Abilities: Poison Weapon (2), Set Snare (2); Spells: None; Skills; OL 35, FT 25 PP 35, MS 95, HS 105, DI 10, ST 65, BS x 4; High-Level Abilities: None
Vienxay: NE Mage/Thief (Shadowmage)//6/7 (HP 23); Armor: Robe of the Evil Arch Magi, Vienxay’s Silk Gloves; Weapons: Dagger +2* (Heart of the Golem +2), Dart of Ice +1*; Items: Courier’s Boots; Special Abilities: Shadowjump, Set Snare (2); Spells: Fireball, Lightning Bolt, Blur, Mirror Image, Magic Missile (2), Blindness, Charm Person; Skills; OL 60, FT 55, PP 40, MS 75, HS 75, DI 15, ST --, BS x 2; High-Level Abilities: None
Baeloth: CE Sorcerer/7 (HP 37); Armor: Robe of the Grand Wizard, Bracers of Defense AC6, Amulet of Protection +1, Cloak of Displacement; Weapons: Quarterstaff +3 (Aule’s Staff)*, Dart of Ice +1*; Items: Ring (Barrityl’s Burden); Special Abilities: None; Spells: Icelance (4), Melf’s Meteors (4), Melf’s Acid Arrow (6), Globe of Darkness (6), Horror (6), Blindness (6), Chromatic Orb (6), Expeditious Retreat (6), Magic Missile (6), Spook (6); Skills; None; High-Level Abilities: None
MOD USED: Convenient Enhanced Edition NPCs v4.0, Ajantis BG1 v15, NPC Aura BG1, BG1 NPC Project v24-8, BG1 Romantic Encounters V4, BGEE NPC Tweaks, BG Quests and Encounters v22, Brage’s Redemption v4, Tweaks Anthology Beta 4, Deities of Faerun v1.9.7.6.1, Distinguishable Clubs, Divine Remix v8 Beta, NPC Drake, Dark Side of the Sword Coast v102, NPC Emily BG1, NPC Finch v4.0 Beta 7, NPC Gavin V14, NPC Glam Pack v3, I Hate Undead Kitpack v3.8
Ill (male gnome illusionist, Grond0); Hubris (male half-elf blade, Gate70)
Previous updates:
https://forums.beamdog.com/discussion/comment/1141774/#Comment_1141774
https://forums.beamdog.com/discussion/comment/1142998/#Comment_1142998
We started the session in the middle of the poison quest and were soon confronted by Larze. He saved against several attempts to blind him, but eventually succumbed to provide a bit of target practice. Upstairs, Marek stood dozily as Hubris used his improved invisibility to good effect.
On the trail of the Cloak of Balduran, Degrodel's guards proved quite tough. We didn't rest in between pulling them out of their house in dribs and drabs - so there was some resort to wand use to finish them off. Inside, a spinning Hubris couldn't quite finish off the mage before running in terror, but did enough of the job for Ill to have no trouble completing it.
With XP already at decent levels, we just sneaked up through the Iron Throne to gather evidence and moved on to Candlekeep. MGoI helped negate traps there while looting the tombs. Prat's gang were webbed and only their eyes flickered madly as skull traps and cloudkills descended. On the way out, Hubris would have had no trouble hacking down a pair of basilisks, but Ill couldn't resist looking at the way their legs sprawl out when unconscious.
Back in the City we went in search of Slythe. Ill wanted to try out Otiluke's on Hubris to see if Slythe would attack that - allowing Ill freedom to act. However, even with Ill invisible, Slythe was still not interested in attacking. Instead, after he was free, Hubris used a dispelling arrow to slow Slythe down and make him a pretty easy target.
At the palace no summons were used, but Ill did throw in a chaos to disrupt the doppleganger attacks. They still managed to finish off Liia, but Belt survived comfortably. One amusing incident occurred prior to the fight though. As part of buffing, both Hubris and Ill were invisible and hence could not prompt Sarevok to start the combat. Ill therefore went to talk to Hubris to make himself visible - and was surprised to be asked if he wanted Hubris to rejoin the party . He said no, but the bard chose not to storm off in a huff ...
We've had a few problems in the thieves maze in recent runs - and there was another this time. Ill used a scroll of PfU on Hubris to allow him to approach the skeleton warriors and then handed him a couple of potions of magic protection to give him magic resistance to tank the nearby traps. However, the communication ran something like:
Ill: "I've given you PfU"
Hubris: "what about the traps"
Ill: "I've given you magic protection for those"
the repeated use of "given" convinced Hubris that he was already protected and he stormed through the traps while Ill watched in (short-lived) horror as his companion's life burnt away. That wasn't the end of the story though. Ill was well aware that his position in the corridor was vulnerable to a lightning strike - he had expected to have time to get to safety while Hubris was gulping potions. It was therefore no great surprise when a bolt from the black hit and damaged him. The level of surprise was also underwhelming as the same bolt reappeared from the other direction. That looked potentially dangerous and he quickly chugged a potion.
Despite having two pretty vulnerable characters, that series of traps was the first death. After returning from the temple, Hubris grabbed his gear and we moved on - bypassing Rahvin on the way to the temple. Inside, Ill had not bothered to buy a summoning wand, but used a spell to get a distraction for Semaj. Hubris successfully dispelled Sarevok and with both him and Semaj malisoned and stuck in a web, it looked like it might be a pretty short battle. However, Sarevok broke free at the first opportunity and it took a little while of running round to wear him down.
There was still time to complete Jon's dungeon. Against Ulvaryl, both of us were watching her HPs closely in order to try and finish her off when she got low - before she could run away. Ill attempted to target her with a magic missile when that happened, but missed. However, Hubris' aim was true ...
Illusionist 9, 56 HPs, 48 kills (+170 in BGEE)
Blade 11, 68 HPs, 46 kills (+219 in BGEE), 1 death
It is a party of Helmites who became comrades despite their differences due to their common faith.
I would have liked Ugo to have been a Priest of Helm/Thief, but because of the game being unmodded that was impossible.