For a change, I ran a solo conjurer who was level 3 upon meeting Silke. She killed Garrick along with two of those that she wanted me to kill when casting lightning bolts. I thought that I was going to survive until killed with a magic missile. Obviously should have had shield memorised in preference to armour. A short but sweet game. It made a change from my normal games.
I did a second run with the same character, I put the ankheg near Tenya to sleep and took it to "Near Death" It awoke, saved when I cast another sleep spell --- Death.
In the third run the ankheg saved the first sleep spell.
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
- Circus tent: Kalah was shot with an arrow of dispelling and then rushed in melee.
- He killed Prebek and Sanasha after first dispelling them. He had a scare though when Sanasha cast polymorph other on him. Luckily he made his save.
- Montaron was saved from the Harper Building. After Xzar got murdered, Glolin gained an additional level and took a pip in war hammers.
- Glolin continued the shadow thief questline. He first apologised to Rayic Gethras and then attacked him with the flail of ages while hasted. Rayic opened with mantle, but the flail is a +3 weapon so this did not protect him.
- He finished the shadow thief questline and Mae'var's guild was cleansed. In the Mae'var fight Glolin first took out the cleric as he could doom him. Mae'var tried to charm us, but Glolin had the helm of charm protection to protect him from this. Mae'var used protection from magic weapons on himself, but Glolin had brought a normal long sword with him. After some hits Mae'var was unable to cast and fell shortly afterwards.
- Glolin cleared out the Pirate nest in the tavern hideout, pushing him to level 19.
- He completed the Slaver quest.
- The plate of balduran and Defender of Easthaven was bought.
- Glolin then continued with the Skinner Murder's Quest, clearing the basement level of the Tanner's house.
- He engaged the Rakshasa in the sewers after boosting his magic resistance as much as possible via his equipment. After a couple of hits on the Rakshasa it was unable to cast any spells and after switching to the flail of ages it was slowed and finally killed.
- Glolin decided to start Watcher's Keep for some extra experience. He was hoping to reach level 20 and his first HLA. He did about half of the first level before returning. He planned on first getting Delvar's Plate before continuing, as now he was vulnerable (only 5% but still) to the finger of death trap.
- After returning to Athkatla the game crashed, luckily we had an auto-save, so we didn't lose any progress.
- Continuing on Glolin bought the Shield of Balduran, he wanted to engage the Beholder and Gauths in the Sewers for some easy experience. This however almost proved fatal as the Beholder (after it had died!) used his telekenis power to snatch the Shield of Balduran. Glolin got slowed but kept on engaging the 2 Gauths. Their cause serious wounds and lightning spells did a lot of damage and he had to use a RoR charge to stay alive. Once slow had worn off, Glolin was finally able to take control of the situation and finish them off.
- With 40k experience still needed to reach level 20 he travelled to the Windspear Hills. There he cleared the outside area and delivered the acorns, pushing him to level 20 and his first HLA: Deathblow.
- Glolin was now ready to set off to the Tradmeet / Druid Grove area
Trademeet / Druid Grove
- Here he used his newly gained Deathblow ability to quickly take out the giant spider. It had a 15% chance to web Glolin, so some caution was needed here.
- The rest of the map was no real challenge. The druids were silenced, the spore colonies were killed with deathblow and haste. Dalok was killed for the the burning earth long sword. Afterwards Glolin gained another level, he reached level 21 and picked a second pip in war hammers, he chose whirlwind as HLA.
- Glolin watched Cernd take out Faldorn.
- Back in trademeet he killed the genies, did the Tiris quest and returned the mantle to the High Merchant. He got the Shield of Harmony as a reward.
- He did some additional shopping with 20 rep and 20 charisma: Ras, Dwarven Thrower, fortress shield and some extra green protection scrolls.
Firkraag's Dungeon
- Glolin activated Rukh and used Ras to make him waste some spells. After waiting for his protection from magic weapons to wear off, Glolin used whirlwind together with the flail of ages to bring him down.
- Via using deathblow and Dwarven Thrower Glolin was able to instakill the Clay Golems. The remaining 3 golems were no problem.
- For the ancient vampires Glolin used MoD + Shield of Harmony in combination with a scroll of protection from undead. He gained another level and picked hardness this time.
- After fighting the wolfweres he continued on to the well area. (My previous run ended here, so I was extra prepared for this). After opening the door Glolin used haste and immediately retreated to the entrance of the level. Once at the entrance he engaged the golems and killed them one by one.
- The Air Elemental was terminated next, followed by some golems and wolfweres.
- Tazok was no match for Glolin.
- After picking up the Delver's Plate armor which boosts Glolin's save vs spells to -2, he went to confront Firkraag and ended up fighting his mage lackey Conster. With the Sword of Balduran equipped Glolin had 40% magic resistance, this combined with his excellent saves made this fight almost trivial. Conster opened with improved mantle, but Glolin brought MoD with him which strikes as a +5 weapon. After a short fight Conster was finally shot down with some normal arrows. Glolin reached level 23 afterwards and picked greater whirlwind as HLA.
- Garren Windspear's daughter was returned gaining some more experience for Glolin.
Next session Glolin will be tackling the Planar Sphere, although he is a Wizard Slayer he will have to tread carefully!
Mulahey's corpse was starting to smell after 6 weeks of gradual decomposition, so we decided to pack up and move out. Xan seemed happy to stay though.
Four amazons failed their 3 S's (Silence, Skulltrap, Skeletons), and Nimbul the assassin also found himself struggling for words. At the Friendly Arm Inn Tranzig was given chance to use his spells and landed a Melf's Acid Arrow before expiring from his wounds. A quick search of his body gave us the location of a bandit camp so we made our way there.
Wun took a bit of a battering at the camp, until we stopped and decided to use a few more skeletons. They smoothed our path and we were soon inside the main tent. Wun tried to summon a skeleton but drew the attention of Raemon, so Oswig stepped in to cast Command and Blindness. Hakt was also blinded while we shot down Venkt. He managed to panic Wun, so Oswig spent much of the next few rounds dragging Britik around the tent.
Once Wun recovered we quickly overwhelmed the three remaining bandits.
Evidence here suggested looking in Cloakwood for a hidden mine. We used a couple of skeletons, and tried blinding the mages aiding Drasus in guarding the entrance. Matters didn't quite go to plan but we were on top of the situation from start to end, and Wun soon had a worn-in pair of speedy boots.
Inside the mine Oswig remarked about two uses of Hold Undead, and Wun mentioned that last time we'd discussed it being rarely used. Plenty of uses remain today.
Oswig hid in a corner while Wun used Sanctuary to descend to the next level. We both knew the enemy focus would switch to Oswig so he ran and fought one guard, leaving Wun to battle everybody else. Oswig finally killed his opponent and raced to help Wun but arrived just as the final enemy slumped to the ground.
A few enemies later and we encounter Davaeorn's final guard. Wun uses the Stupifier to great effect and we are free to draw out a pair of battle horrors - which Oswig helps defeat after glugging a potion of cloud giant strength (he had given Wun a couple of warrior-only potions so that mistake had to be pointed out to him).
Wun then faced Davaeorn, with Oswig joining in after a safe time (this time being hard to gauge as Wun was stuck for a round or two after a multiplayer dialogue and Davaeorn didn't appear to use his lightning bolt spell - forcing Oswig to hang back in case the lightning arrived later).
With Davaeorn dead we flooded the mine, headed into Baldur's Gate and got Oswig held (he foolishly stood his ground trying to summon a skeleton after a carrion crawler spotted and chased Wun). AC of -2 meant the carrion crawler got an immediate hit.
Wun used a few more Hold Undead spells and a Free Action spell to help make our way up Ramazith's Tower, while Oswig used movement to minimise ghast interaction.
We've cleared the ankheg nest too, sorted the basilisk in the warehouse, removed doppelgangers from the Seven Suns, poisoned and unpoisoned ourselves, and done a few other minor tasks.
I'm wondering what the green item is in Oswig's pack. It looks a bit like a wyvern/dragon. I'm guessing it's for summoning wyverns but have never seen it before. A mod item?
At last a mage run that didn't end just as it was starting. Rophina (Not Stopping) a gnomish illusionist.
Journal of Rophina
After killing some hobgoblins, I tried to enter Baldur's gate but was denied entry.
Nearby I returned Tenya's Bowl and killed a ankheg before going to return Joia's ring.
An ogrillon was killed in transit.
I then helped Mellicamp and went to Beregost for supplies where I took a tome to Firebead and calmed Marl.
A Sleep spell helped me kill some ogrillon on whom I found a letter.
I then delivered the letter and was rewarded for it.
Silke attacked me and in the process killed those that she wanted me to murder.
I then killed her.
I then killed another assassin called Karlat.
To the south I killed a hobgoblin wearing magical boots before heading to Nashkel where I turned down an undeserved reward from Oublek..
I found a number of useful items in the nearby areas before taking Samuel to the Friendly Arms Inn.
Tarnesh attacked and was killed.
To the south I killed a belt-wearing ogre.
Deeming myself strong enough, I then went ankheg hunting in their nest.
However after killing one I realised that it was too dangerous.
At the carnival I killed Zordral and to the south, Greywolf.
Prism died shortly afterwards.
Oublek gave me a reward for the emeralds.
I was asked to kill Bassilus which I did.
The temple rewarded me.
I then killed Zargal and cronies before reuniting Albert and Rufie.
Moving a little south I then killed Vax and Zal.
To the west Caldo and Krumm were then dealt with.
Due to our help D'rienne's cat was raised.
I then headed north of the FAI where I invited Ajantis to join me.
After killing Ingot we headed westwards where we looted a cave and recruited Dynaheir. North of her we killed a polar bear.
For doing this, we were handomely rewarded.
In transit we killed a winter wolf.
Charleston Nib requested our help which we were only too happy to give.
We then took Brage to the Temple.
Heading north-east we were almost wipedd out by bandits but prevailed.
That is called cutting things fine!!
After recovery we went wolf hunting.
It was then the turn of basilisks though others got involved too.
Just realised that I didn't take any screensots while Montaron was aquiring goods for me. He was MOST helpful. Didn't get any of getting the +1 two handed sword from Arghain either.
We picked up Khalid and Jaheira and took them to Nashkel as requested.
We left them there together with Ajantis and Minsc, Minsc staying in the barracks.
We then went to pick up Kagain before heading for the mines.
On the way we were ambushed by traitors who were defeated with the help of Dorn.
We killed Kryll and then bid Dorn and Kagain farewell before joining up with Ajantis and Minsc once more.
We got the distinct impression that we won't see Kagain again.
Upon returning to Beregost Neera joined us and we did her quest after which she went to the FAI.
I bought a Robe of the Good Archmage for myself and a couple of scrolls for Dynaheir including "Skull Trap."
Wealth now 1 gold Piece. Now where was that servant of Ilmater who wants all my gold? I might just be prepared to give him all my gold at present.
We have just entered the mine and killed all opposition and joined up with Xan, after which we killed a party of Amazons.
We then returned to the Carnival for a well earned rest.
We then went to Nashkel for our reward.
Things did not go well. We charmed Oublek to help fight against Nimbul. Things were going well until Xan charmed Nimbul. Nimbul then killed Oublek losing us 10 reputation points.
Some guards also became hostile so we grabbed the loot and ran, telling the mayor about Mulahey as we went. That restored one reputation point so we are now at Beregost with a reputation of 11. It could be worse.
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Glolin started the session by going back to Watcher's Keep. With Delver's Plate he could now finish Level 1 up to the ritual.
Planar Sphere
After doing some more shopping and inventory management, Glolin set off towards the Planar Sphere.
Once inside the combo deathblow, whirlwind and Dwarven Thrower took out the Clay Golem without it even responding.
Glolin continued on north, and cleared a room full of Sahuagin.
Going east Glolin encountered a bunch of halflings. He retreated back into the room with the knights and closed the door behind him. There he waited for the right time to strike back.
After killing some spiders and ettercaps he arrived in the Golem assembly room. Glolin went through the north door encountering more bloodthirsty halflings.
Glolin gained a level after killing the fire elementals, pushing him to level24. He picked another (second) pip in dual wielding and Greater Whirlwind as HLA.
He moved further east after buffing, and engaged a group of golems. After deathblowing the 2 Clay golems, the other golems were easily mopped up.
Glolin then assembled the golem and followed it through the door. He kept out of sight of the Elder Orb and let the golem kill it.
The mage Lavok engaged Glolin. Glolin wanted to whirlwind him with normal arrows to apply spell failure, but Lavok used mantle just in time. Using MoD though he was able to apply spell failure, and a whirlwind later Lavok surrendered.
After clearing the rest of the rooms here, Glolin solved a puzzle and went down towards the engine room.
He send in Ras first in the next room drawing out some of Tolgerias his summoning spells. Silencing Tolgerias failed, so Glolin decided on a direct assault after buffing first. Armed with a normal long sword Glolin went in. Using whirlwind Tolgerias failed to cast any spell anymore, soon he and his mage ally fell.
Glolin cleared the fire and ice rooms and picked up the excellent staff of fire.
Once outside of the sphere he killed some demons for a heart and leveled to 25, he picked Greater Deathblow as HLA.
Back inside he went into the engine room. He cleared it of golems and inserted the heart.
Soon afterwards Glolin left the Planar Sphere together with Lavok.
Next session Glolin will continue the main questline and carry on the hunt for Irenicus!
After four weeks of staying alive by not going out Lightfinger the shadow dancer is forced to put his neck on the line for two more hours; assisted by Corethief XXXIII (@Corey_Russell ) and Surely the shaman (@Grond0 ). Wewa the Berserker (@DOGDANCING ) has RL commitments so is parked up at Umar and current expectation is that she may not rejoin us.
With no berserker between us and trouble Lightfinger stares at his superbly-honed plan which he refined over the last month, then screws it up and tosses it over his shoulder. We'll do this the painful way then.
We soon have Umar Hills sorted out and the way to an abandoned temple on our map. Corethief suggests we should pick up the Daystar longsword before playing at undead hunters though, so we head back into town. Lightfinger makes a slight detour to pick up the Azuredge axe for Surely, certain in the knowledge that a lack of proficiency with the axe won't bother our shaman at all.
Lightfinger decides not to pick up Daystar immediately - we might as well do a full lich hunt instead. So he picks up four scrolls of protection from undead (3 for us and a needless extra because 2 temples had 2 each) and we scoot into the district sewers. After bashing our way through a rakshasa and kobolds we find the old tunnels
and introduce ourselves to the cult of the eyeless. Agreeing to help them sees us find our way to a first lich, but Surely wants to play with shadows first.
Lightfinger wasn't going to bother with the shadows, and a very short time later we almost regret poking our noses in when Corethief gets held and faces a life-drainingly certain death. Lightfinger decides to use the spare protection from undead scroll on his stricken companion and once Corethief is protected he is safe from further attack. Surely and Lightfinger mess around a bit more (one safe from hold the other safe from level drain) and manage to finish off the shadows without either of them dying and a moment or two later Corethief is unheld.
As Corethief is protected from undead we push him forward to deal with the lich. A couple of backstabs and Daystar Sunray do the job.
We press on, dealing with the City Gates Lich and the Bridge district lich. A quick detour to Sister Garlena at Watchers Keep (Lightfinger fancies a +4 Firetooth crossbow), and then we are ready for Kangaxx. Our teamwork shows no bounds when we allow Kangaxx to float around in a panic, Lightfinger occasionally hitting him with Firetooth bolts and Corethief making fewer hits for much more damage with Daystar. We have 10 rounds though and that is plenty of time for Kangaxx to finally stand still and let Corethief do his worst.
Back to Umar. & Lightfinger realises he lied earlier - we still have things to do there like gulp four extra healing potions to stay alive against the killer mimic, fend off a pair of umber hulks and dismantle a faulty golem.
FInally we are done with Umar, for now. The abandoned temple lies ahead and we are up for the challenge. Lightfinder is more up for it than his companions and his plan to run a group of shadows around a mirrored reflection to burn them up sees Corethief caught up as a collateral damage and there's nothing we can do to save him.
Surely raises his spirit again, and we press on. Inside the temple Lightfinger is at it again and removes a light gem too early - leaving his companions and their summons to fend off a second wave of shadows (this is something I normally complain profusely about when Grond0 or Corey_Russell grab the gem too early so a definite oops on my part)
A bit further on and Lightfinger gets into trouble with a couple of skeletons and two shadows. Corethief is nearby while Surely is ahead and has been talking to a pair of spirits. Lightfinger moves around and finally hides, but Corethief has been held once more. Lightfinger is unable to help and Surely is too distant - so a second death of the session ensues.
Surely revives Corethief again - with 1hp and standing on the edge of the lava pit we joke about not stepping too far out of line - and we soon make hard going against a bone golem.
We pick a few more shadows apart, and a pair of skeleton warriors.
We're almost there. Just a shadow dragon to deal with. Surely seems nonplussed but Lightfinger swears the shadow dragon is far more shadowy than he could ever imagine, and he thinks Corethief said much the same.
We're no match for a shadow dragon - and the combat log shows this. Lightfinger doesn't panic yet, while Corethief might be starting to get worried. Surely is chilled though, saying Corethief's snares will do the job and a post-mortem on the combat log confirms all the damage was due to snares.
Our preparation for the shade lord sees death wards all round, and Lightfinger equips a sunstone bullet to a spare sling for targeting the shade altar. Corethief will try Daystar on the Shade Lord, while Surely will throw Azuredge.
Surely gets held, the shadow altar is one-shotted and the shade lord gets up a host of mirror images plus other buffs. Surely can only stand and glare, convinced we are in trouble but a bullet goes through all the images together with the shade lord.
On the way back to Umar Hills we stop off at Valygar's cabin for a bit of death. It's not long before he has all three of us on the ropes. Lightfinger has made himself scarce while Corethief hangs on for grim death and Surely scrapes the bottom of the barrel.
We eventually get the better of Valygar but Surely has bleeding damage and he also dies before Lightfinger can reach him.
Another journey to Watchers Keep then, and Sister Garlena raised Surely. Then back to Umar to wrap up matters there.
Lightfinger wants to get the Shadow Dragon armour forged for Corethief, and on completing this he exits from Cromwell's building. Uh, vampires. We have to fight them, and Corethief is once more bettered, or battered. Lightfinger and Surely take turns in being charmed and making sure only one is charmed at a time.
Surely raises Corethief again.
Well our two hours are up and Lightfinger is still alive. A few bits of shopping have also taken place, Corethief wanting the +3 quarterstaff but Lightfinger insisting this won't happen as the +4 quarterstaff is a better purchase. Bracers of AC3 were obtained at the same time.
The main casualty of the session is the loss of the Namarra longsword (multiplayer glitch resulting in the loss of an item when Corethief died). We recalled 3 party deaths in the session but unless I've made a mistake in the write-up we actually had 4.
Edit: I also meant to say that our party composition might be causing some issues.
We are back to having no natural tank and Surely has suffered as a result
Lightfinger isn't really set up for this sort of party as whenever he hides in plain sight whatever trouble he was facing instantly turns onto one of his companions
Corethief now has adequate armour to lightly tank, but doing so will compromise his backstab attack
In single player I could probably adapt to this but shaman + two thieves in multiplayer can lead to any of us causing issues for the others.
@Gate70 we should use surprise attacks whenever possible to take advantage of our strengths. I suppose we should let Surely use his spells from out of sight while we thieves hide so he can actually cast something lol.
If you want to take the time to establish them, then dancing summons or fire elementals can both act as decent tanks to allow the backstabbers to get to work .
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Before tackling the main questline further, Glolin decided to first gain some more experience, gold and items.
He started the session killing the Bridge District, Sewer and Gate Area Liches. They were easy kills after buffing with a protection from undead scroll and whirlwinding them with MoD.
Continueing on he travelled to the Windspear Hills. There he agreed to check out a tomb for Samia. The Guardians were easily brushed aside. Glolin had the feeling he would get double crossed by Samia, so he prepared some fire elementals as support. His fears became reality, but at this point Samia's group could pose no real threat.
Mencar's group back in Athkatla was next.
Bodhi's Lair
Glolin decided it was time to clear Bodhi's vampire nest. After removing the entry spiders and gaining another level (3rd pip in dual wielding, hardness as HLA), he assaulted the den. It was quickly cleared, for Bodhi herself Glolin had used a scroll of prot from undead, combined with dual wielding daystar + MoD and some whirlwinds she soon escaped.
Brynnlaw and Spellhold
After some shopping and inventory management Glolin was ready to depart for Brynnlaw.
Once on the island he was ambushed by some vampires, but with MoD and the shield of harmony they were easily destroyed. Glolin reached level 28 here, he picked another Greater Whirlwind as HLA.
Perth the Adept, who Glolin met for the wardstone, attacked him on sight. Using MoD Glolin was able to apply spell failure, this however did not stop Perth from using his spell triggers. Unable to replenish his defences Perth could not hold out for long though.
After entering the Asylum Glolin was given a tour by the Coordinator. Only to find out it was actually Irenicus! Glolin has his essence stolen from him and was left at the mercy of Bodhi.
Bodhi's Hunting Ground
Stripped from all his items, Glolin started to explore the area. He discovered a corpse with some equipment.
Going north he deathblowed some Gibberlings and solved some riddles. The furthest door to the north he dared not enter.
He took the stair to the south and entered a new area. Here he used deathblow to quickly take out some Imps and Kobolds.
Travelling south he picked off some Gibberlings.
Moving further Glolin noticed a practically invisible mechanism on the floor, he decided to avoid it as much as possible and use whirlwind to move over the part that he could not avoid. (This is my meta knowledge at work, you can avoid the Lich from spawning by avoiding the area just in front of the door).
After picking up the Cleric Staff+3 he Greater Deathblowed Dace the vampire.
Glolin desperately needed the Bag Of Holding, after buffing with deathblow and greater whirlwind he instakilled the Clay Golem.
Going east Glolin again noticed a mechanism on the floor just in front of the stairs. Wisely he avoided it again as much as possible (and avoided the spawn of 3 yuan-ti mages this way).
Glolin talked to the head and went through the door.
In the next area the Trolls were deathblowed together with the Minotaurs.
To the south he activated the yuan-ti mage and retreated. After his prot from magical weapons wore off he too was deathblowed from range together with his yuan-ti allies.
The umberhulk behind the painted door suffered the same faith as did the Wolfweres.
A Stone golem was whirlwinded, the Clay Golems to the north were left alone, since Glolin could not open the treasurechest anyway. He picked the boots of frost from the machine.
A bit further Bodhi was encountered, using whirlwind her vampire buddies were avoided.
After mopping up some minotaurs, Glolin reached level 29 (HLA: Greater Whirlwind) and then left the area.
He deathblowed everything in the following challenges: Goblins, a Spore Colony and some trolls.
And finally Glolin escaped the testing grounds.
Spellhold Revisited
Back in Spellhold Glolin first picked up some arrows of dispelling. Before convincing Lonk the Sane to release the inmates from their cells, Glolin first removed all items he was wearing safe his bow and 5 acid arrows. It was time to confront Jon Irenicus. Using whirlwind Glolin moved a bit out of the way to avoid Jon's Horrid Wiltings, he then unloaded his acid arrows on him causing Irenicus to fail his spell casting. Glolin's clone was ignored as he was no real threat, having no armor and practically no arrows for his bow. Irenicus did have a mantle active so Glolin had to wait until this was down before peppering him again with arrows. When it was finally down Glolin whirlwind him with arrows causing him to finally retreat. Now it was time for Glolin himself to escape, this was not as easy as was hoped. 3 Skeleton Warriors, Glolin's Clone and a bunch of assassins were blocking his escaperoute through the door. With his last whirlwind he was able to run past them to the next area.
After agreeing with Saemon on escaping together, Glolin first picked up his equipment and fetched the horn needed. Once sailing the ship got ambused by the Gith. Glolin used whirlwind to move to the top of the ship, there the Sahuagin arrived and capseized the ship.
Sahuagin City
In Sahuagin City Glolin sided with the King and killed the Prince. Before doing this deed, he had solved a riddle, tricked a Beholder, reached level 30 (one pip in two-handed sword, HLA: Greater Whirlwind) and survived an ambush. Glolin used the rope he got as a reward from the King and reached the Underdark.
Next session Glolin will have to fight to escape the Underdark, he will have to push his skills and abilities to the limit and hope that lady luck is on his side!
We battled through Cloakwood picking up Corwin on the way.
Neither Centeol nor the Wyverns were much of a problem, indeed a few extra wyvern were killed in transit.
We went to pick up the reward for killing the wyverns, dropping of Xan at the FAI.
He was replaced by Yeslik.
The mages on the way down were disabled by web before being killed.
Some summoned skeletons enticed Davaeorn to use his dangerous spells on them, after which killing him was not difficult.
Before flooding the mine Yeslik was replaced by Dorn.
At the entrance to the Gate Dorn Ajantis and Minsc were killed, but by the time that happened all Dorn's enemies except the Thralls of Azothet had been killed. Having no tanks left, some kiting was necessary to kill them.
We raised Dorn before bidding him farewell and then raised Ajantis and Minsc.
We returned to flood the mine and then did enough in the Gate to raise our reputation to 20.
The minor quests there were completed and we have been asked to deal with the Iron Throne.
We cleared the top floor of the Iron Throne before clearing the upper levels and the first of the lower levels of Durlag's Tower. Now off to Candlekeep. [Dynaheir was killed by the dopplegangers but was raised again upon our return to Beregost]
At Candlekeep we finished it with ease.
However this game isn't enthralling me so I will put it on hold [perhaps permanently] and try another game with a party of 3. [ Cavalier [Human], Priest of Helm [Human] and an Elven Conjurer. Yes I had to use Keeper to get an Elven Conjurer, but I cannot see why there should only be two types of elven kitted mage.
Lightfinger, Corethief and Surely found their rhythm for most of todays session and made good progress. Of course there were one or two mishaps but that's all part of the fun.
Last week Lightfinger threw away a heavily strategised plan, this week a minor task list is worked through dogmatically. We started off by um. Think Lightfinger, what did we do first.
Ah yes, we went to speak to the ore merchant about some illithium for Sir Sarles. Three rests later we picked up the alloy and reported back to Sir Sarles. Despite our best efforts (Corethief keeping the alloy outside the house and at the area exit) Sir Sarles claimed to spot blemishes on the alloy. He really does know his stuff. We managed to hock it off to the Temple of Helm anyway, then travel to the Graveyard district at which point Corethief asked what are we doing. Picking up an ioun stone for Corethief and Kitthix the spider figurine for Lightfinger.
The final group of spiders on our way out gave Corethief and Surely a good fight while Lightfinger wanders off to deal with a pair of traps and two containers.
We made our way back to the graveyard surface and could not prevent Uncle Lester from killing his nephew - mainly due to him being immune to Surely's lightning. Lightfinger crossed the graveyard off his to-do list.
On the way to confront Neb we took the opportunity to teach a pair of deserters what sort of mercy is meted out by the thieves guild and their hired help.
With that done we finally reached Neb's hideout and put up with his backstabbing antics long enough to wear him down and out.
We dropped Neb's head off at the council building for a bit of reputation, and deposited the illithium in our secret cache which you won't find right outside the Adventurers Mart so don't bother looking for it, you understand. Nothing to see steal here.
Lightfinger looked at his plan, having crossed off illithium, deserters and ioun stone. Next was Trademeet, so we made our way there at the expense of two sets of ambushers. On arrival we found animals attacking the local guard so helped defend the place and deal with the Dao Djinn.
A few snares and fire elementals sorted them out, meaning we could speak to the mayor and help deport Cernd back to the druid grove.
Corethief seemed a bit concerned about trolls being at the druid grove but Surely and Lightfinger both pointed out the Firetooth crossbow. With this degree of troll-slaying certainty we moved on to what would be the toughest and longest part of todays outing.
Lightfinger feels like saying the trolls were never that dangerous but our limited number of attacks meant it was a slog, and when we made our way into the troll mound we eventually had to step outside for some fresh air as our remaining fire elemental took the pressure for us rather than Corethief and his diminishing health.
A bit further on we found druids fighting more trolls - Surely showed his balance in all things by casting spells onto both parties.
We mopped up the remaining resistance, backstabbed a nearby ettercap and webbed Kyland Lind before using insects summons and missiles on his companions.
More trolls followed, then a pair of spore colonies and a final trio of druids.
Lightfinger then relaxed as he watched Cernd the hungry werewolf consume Faldorn. There's not much worse than a hungry werewolf he thought, only for Surely to say that an invisible (multiplayer glitch) hungry werewolf sounded worse. Fair point, as Corethief concurred.
After collecting our reward for sorting out the animal attacks on Trademeet we decided to return this mantle to their mayor and boost our reputation further by tidying up loose ends of the skindancer murders.
Corethief was rubbing his hands in glee by now, suggesting we purchase the Tansheron bow for him. Lightfinger checked funds were reasonable and stumped up. He added a cloak of displacement for Surely and a belt of inertial barrier for himself.
Trademeet is duly crossed off the to-do list. Lightfinger is planning to head to the de'Arnise keep next and as we set off he hears Corethief suggest the same. We fare better against the trolls inside the keep entrance and Lightfinger finally switches to a proficient +2 dagger looted therein. Surely is calling down lightning outside but a brace of backstabs finish off the otyugh before the spell completes.
We lower the drawbridge and head back inside to cook up a stew. Then we go upstairs and start to make our way around the building. Lightfinger notices a nymph has gone hostile and Surely surmises that she attempted to dominate a yuan-ti mage which had spell-turning active.
The golems inhabiting the chapel are bashed apart (Lightfinger once more waving his hands in the air stating he has no suitable blunt weapon to bash the clay golem, and Corethief once more venting his frustration as a suitable quarterstaff is only downstairs why didn't you pick it up). The iron golem is defeated with the aid of three +3 ranged weapons and a low doorway.
Glaicus survives our opening backstabs and Corethief races back to pre-laid snares. Lightfinger is on the same page but Surely is determined to stand his ground and takes a beating before he finally steps back and the snares conclude matters.
We return back past the chapel and into the final area of the keep. Lightfinger drops off the stew and all the umber hulks lumber towards it. Surely takes the initiative in drawing them back one by one and we have them dead a minute or two later.
Tor'Gal survives snares but not our focused attacks.
We forge the Flail of Ages getting both the +3 variant and a +1 version for some reason - if only Cromwell could join them for us
and return to Nalia, inform her that her father is dead, suggest she gets on with her own life, and speed back to Athkatla.
We've come to the end of Lightfinger's plan (such as it was) and with 15-20 minutes remaining he pretends that he had more lined up. First stop is the Temple district sewers where Tarnor the Hatchetman awaits. A few summons and insects gives us the advantage and we secure an easy victory over his party.
Just around the corner is Mekrath who duly croaks his last. Haer'Dalis wants to join us but not today.
Instead we scout out some umber hulks, and Lightfinger manages to just stop himself from stumbling into a snare.
Corethief throws a special snare at the umber hulks but gets himself spotted. He retreats with the snare spoiled, and the umber hulks follow. They immediately confuse Surely and a full complement of ironskins are not enough for the two thieves to save their shaman (Surely had the firebreath potion and a late Daystar Sunray was a bit too late and a bit too little. We end up backstabbing four umber hulks and making our first use of the recently acquired Rod of Resurrection.
Lightfinger feels this is a weak end to a good session but Corethief sees it as a success - in the knowledge that Surely always likes to see at least one party death a session. & we only over-ran by 5 minutes.
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
After doing some inventory management and selling, Glolin headed north. Using some fire elementals he triggered the Drow Ambush. Once most of their buffs wore off, he entered the fray. After a short battle Glolin came out on top.
Continuing on he met some dwarves who had dug too deep and had awoken a beast. Glolin prepared himself before engaging the Balor. Using fire elementals as buffer and wielding Dwarven Thrower it quickly went down. Glolin had now reached level 31 (HLA: Greater Whirlwind).
He entered the eastern tunnels and attacked some Kuo-Toan and their prince. They were no match.
Glolin freed Bedlen Daglefodd and continued on to meet Adalon. He got ambushed on a bridge though by some Drow. Using Whirlwinds he made short work of them.
He met Adalon and under disguise entered the Drow city.
First action in the city was doing some shopping: Sentinel+4 and the Staff of earth were bought.
After this he did some quests for Solaufein and later also Phaere who he helped to free. Before freeing her though Glolin had to fight through another ambush. He finally reached 6M experience and leveled to 32 (HLA: Greater Whirlwind).
Glolin let Solaufin live and returned proof of his deed to Phaere. Phaere and the Matron Mother instructed Glolin to bring them the blood of a powerful creature, luckily he already had some of the Kua-Toan prince.
He agreed with Solaufein to return his fake eggs to Phaere and place her fake eggs instead of the real dragon eggs. During the ritual Glolin's greed took a hold of him and he offered the real eggs to the demon in return for a powerful weapon.
Adalon wasn't happy that Glolin sacrificed her eggs and attacked on sight. Glolin retreated to the entrance of the area, where Adalon could not get to him in melee. He used the boots of winter in combination with a green scroll of prot from cold and started firing unlimted +1 arrows at her. Unable to deal any damage to Glolin she finally fell to his arrows. Glolin reached level 33 (2nd pip in two-handed swords, HLA: Greater Whirlwind). He picked up her blood and the silver dragon scales.
And now for the hard part... Glolin had to fight his way out of the Underdark on his own. Not an easy task considering what he was facing: Glabrezu's, Stone Golems, highlevel drow warriors, mages and clerics. In a first step he send in some summons to activate them and make them waste some (summon) spells and buffs. Unexpectedly though a Stone Golem came around the corner. Glolin retreated to the entrance of the area and attacked and killed it there. A Glabrezu and a Drow thief had followed suit. Two Whirlwinds later the Glabrezu was dead, and once the thief's potions of invisibilty ran out he too was an easy kill.
Glolin was lucky that no other enemies had followed him, and send in some elementals to probe those that were left. Suddenly the other Glabrezu and Stone Golem rounded the corner, Glolin used the same tactic as before: retreating a bit and then quickly engaging and killing them. While he was doing this enemy backup arrived, luckily it was a sole Drow archer. After dispatching him, Glolin send in some more probes, this time he used them to lure the enemy to him. Once on the offensive Glolin pushed forward, unlucky that the Kua-Toan to the north got activated he had to engage them. To make matters worse, the highlevel Drow Mage showed up at the same time. Glolin priotised him and used his remainder whirlwinds to take him out before he could cast anything. The rest of the Kua-Toan were mopped up, as was the last remaining Drow warrior.
Once through the portal he deathblowed some more Drow and used fire elementals to kill the spiders. He continued on and finally saw daylight again.
In the next session Glolin will be getting the Human Flesh armor, boosting his Magic Resistance and saving throws further. He will definitely need it when facing the many Beholders and Illithid in the future.
So I dusted off my all ranger run and was in Firkraag's lair. Beamdog made a change (long ago I think) that the iron golem can get through the doorway shown below. In vanilla, it was too big. So what do I do now? I have the party stand where the air elemental spawns on the bridge. Then one character gets the iron golem to chase them to the doorway to the bridge, which is too small for the iron golem. Thus, the golem still gets shot up by +3 ammo, the beamdog change is immaterial.
So I dusted off my all ranger run and was in Firkraag's lair. Beamdog made a change (long ago I think) that the iron golem can get through the doorway shown below. In vanilla, it was too big. So what do I do now? I have the party stand where the air elemental spawns on the bridge. Then one character gets the iron golem to chase them to the doorway to the bridge, which is too small for the iron golem. Thus, the golem still gets shot up by +3 ammo, the beamdog change is immaterial.
Same tactics that I used last time I was there.
A new run, unmodded core rules. I have added a moonblade and buckler that my conjurer can use as they are intrinsic to the character.
Journal of Myra Moonsword
I’ll never forget the day that the seer entered the Great Hall, neither that, nor the message that she gave me.
Thou shalt no longer be called Myra Bladethrower but Myra Moonsword: For upon the day that thou art chosen by the Moonblade, thou shalt start upon the journey whereby thou shalt become a hero.
Thou shalt plummet to the depths of the earth where equipment to furnish thee for thy quest shalt be found.”
I didn’t feel much of a hero but when I was given a dagger +1 did give me a little more courage to face the world.
What’s more, I did indeed find the Moonblade on the very day that I left Candlekeep and became one with it. ‘Twas on the body of an assassin who tried to kill me.
I gained a level upon delivering Tenya's Bowl and another upon helping to restore Mellicamp.
Made some progress with my all ranger party. We rescued Garren Windspear's daughter (without fighting Firkraag), and also dealt with the beholder cult. However, as we are ranger only and have no thief, we lost Sarah to a prismatic spray trap. She got chunked so is gone forever. We lost some good stuff, like Arbane, Azuredge, Stonefire and Frostweaver. There may have been other things, but that's what I remember.
Not sure what practical thing I could have done to prevent her chunking. Protection from Magic scrolls are rare so wouldn't want to waste in a simple trap. Invulnerability potion wouldn't work either as our saves are too bad (mostly around 10 for spells). I guess I could have used the cleric spell to give magic resistance, but that wouldn't get her to 50%. Roger's potion of magic shielding would work (not that I had any), but there are a lot of traps in the game and only a small number of those potions.
The seer's prophecy came true. Myra did become a hero.
Sadly, not too long afterwards a polar bear refused to die with the result that Myra did when the bear was on the point of dying.
Typical for a no reloads game I suppose. There were a couple of times earlier when she nearly died but didn't. As the mage at High Hedge says, "Luck runs out!"
A trio of Helmites.
The Maids of Helm
The Seer said; "Heroes all you all shall be, so smite all evil; set men free."
"Let's hope he was right" I thought, "and whilst I am glad that my companions will help in the fight against evil, let's hope that Myra turns to the light too."
Not sure what practical thing I could have done to prevent her chunking. Protection from Magic scrolls are rare so wouldn't want to waste in a simple trap. Invulnerability potion wouldn't work either as our saves are too bad (mostly around 10 for spells). I guess I could have used the cleric spell to give magic resistance, but that wouldn't get her to 50%. Roger's potion of magic shielding would work (not that I had any), but there are a lot of traps in the game and only a small number of those potions.
Ring of air control is pretty handy for that sort of situation to give you +4 to saves. In terms of potions, stone form are relatively numerous, but the impact on dexterity makes them less attractive than invulnerability for combat - so using several at once to ensure a save against a potentially killing trap is not a bad investment. If you allow Vhailor's Helm at this stage you can also use that to put PfM on someone at no cost.
@Grond0 I consider Vhailor's helm too powerful, which is why I don't use it. I've seen so many players do so many broken combos with that thing. Don't have RoAC yet, but you are right should get it. I didn't have the potions you mentioned but need to remember I can stack them if needed. Thanks for the suggestions!
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
After recruiting Drizzt, Glolin travelled back to the promenade. He did some inventory management and prepared himself for the Gith ambush. With deathblow he was able to quickly take all of them out except for Kruin. Kruin managed to gate in a Cornugon, which Glolin gave priority. After dispatching it, Kruin was eliminated too after applying spell failure on him.
The Human Flesh Armor
Glolin travelled to the Umar Hills to meet Fael. Glolin gave him the unfinished Human Flesh and Adalon's blood. 3 days later Glolin returned for the finished armor. After delivering the armor Fael called in 3 mages and wanted to flee. He didn't make it far. The mages were whirlwinded with MoD to apply spell failure. Although they couldn't cast spells anymore they could still use their spell triggers... like a 3x lower resistance trigger . Glolin was able to take one of the mage out before he had to retreat. He used a RoR charge and after rebuffing rushed back in. Both mages soon fell.
Glolin equiped his new armor and enjoyed a huge boost to his saves and magic resistance (81%)
Planar Prison
It was time to get the boots of speed from the Planar Prison. In Mekrath lair he disposed of the yuan-ti mages and picked up the gem. Glolin reached Level 34 (HLA: Greater Whirlwind)
Glolin guarded the portal entrance and when Haer'Dalis and his friends were taken, he followed them through the portal.
The Planar Prison is pretty much one long fight. Although at this point hardly any challenge.
After freeing Haer'dalis he was sent on his way. Glolin gained level 35 (HLA: Greater Whirlwind).
Glolin ended the session with some shopping including the Helm of Brilliance. Cromwell also forged some items for Glolin: the Wave+4 and the Silver Sword. Time to prepare himself for some Beholder killing...
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Glolin had started the Unseeing Eye quest earlier, but with above 100% Magic Resistance (102%: innate, Human Flesh, Sword of Balduran and Shield of the Lost combined) he could now safely continue it and engage Beholders without them being able to fight back. Using Deathblow and Whirlwind the first couple of them did not stand a chance.
For the demon in the temple he used a RoR charge to heal/kill it.
He continued on and entered the undead cave with the help of Tad.
Once through the cave he easily cleared out the Beholder hive, reaching level 36 in the process (first pip in halberds, HLA: Greater Whirlwind). For the Cult worshippers he opened with deathblow, combined with whirlwind and a ranged weapon. Then switched to Sword of Balduran to take them on in melee.
Time for the Unseeing Eye itself. Glolin used the rod on it first to weaken it. It opened with Protection from Magical Weapons so Glolin decided to first engage the Death Tyrants. With only the Unseeing Eye now left Glolin attacked it relentlessly, waiting for its protection to wear off. When it finally did, one Whirlwind was enough.
Upon returning to the temple we ran into a bug (stuck in the cutscene) and had to reload the autosave from just outside the temple. But even after the reload we couldn't finish the quest, the Avator just dissapeared. Glolin wasn't bothered to much with it, placed the rod in a container there and left.
Glolin cleaned out the rest of the cult and recieved his reward from the temple.
The Underdark Revisited
Glolin still had some things to finish in the Underdark so he fought his way back into it with the help of the Elves.
Once inside he first killed some Beholders and reached level 37 (HLA: Hardness).
He contined on to the Demon Knights area. He sacrificed a Fire Elemental at an altar, and a big fight broke lose. With 100%MR Glolin was safe from their spells, he also used MoD in the offhand to avoid being level drained. The first Demon Knight was whirlwinded and quickly killed. After taking some damage, Glolin retreated and then used a hit and run tactic to wear the other Demon Knights down.
The Underdark Beholder Hive
Glolin continued on to clear the Beholder hive. With 100%MR it was a breeze. The Drow were deathblowed, the Illithid were taken out ranged. He had to avoid physical contact because of their drain INT ability, but his save vs spells was good enough to protect from their psionic abilities. The Hive Mother was whirlwinded a couple of times to clear it stoneskins, it soon fell. He avoided the summoned Mordenkainen's Swords of the Elder Orbs and then proceeded in cutting them down. Glolin reached level 38 and 39 here (2nd pip in halberds, HLA: 2xGreater Whirlwind)
The Underdark Illithid City
Next up was the Illithid city. Glolin could not rest here so he had to prepare his HLA usage very carefully.
In general he only used his Whirlwinds on Ulitharid to be able to kill them before they could heal. With the Human Flesh he was safe from Illithid disabeling psionics, but he was still vulnerable to physical/ballistic attacks and their INT drain ability. So the general tactic was to use a ranged weapon, while using potions and RoR to heal.
After killing some Umber Hulks, Kuo-Toan and the Jailor, Glolin was free to move.
He continued on all the way to the Elder Brain, fighting through every room. Carefully avoiding a death by INT drain (3 hits would kill him). He did get hit twice sometimes, but was able to kite and avoid further hits until its effect cleared.
For the Elder Brain room, he first lured the enemies with him and killed them out of sight of the Brain.
Glolin returned and shot 1 arrow at the brain, this made him spawn the 2 Brain Golems who Glolin lured with him. After dispatching them, the Elder Brain was then rushed with Whirlwinds. And with the end of the Elder Brain, Glolin also reached his final level 40 (HLA: Greater Whirlwind).
Returning To The Surface
Glolin ran into the Gith who he met in the Illithid City. They wanted their sword back... Glolin could not let that happen.
Afterwards it was time to leave the Underdark for good.
Back in Athkatla Cromwell forged the Equalizer for Glolin. Next session we will try to get rid of Bodhi's Evil once and for all...
Lightfinger and co take about 10 minutes to get into the Planar Prison wherupon Surely dies. Corethief rods him alive but as we discuss how to kill the enemies they disintegrate Corethief and our run is over.
My character got disintegrated in the planer prison in Trio 35, so we rolled new characters and gave it another go. Here are our characters
In Candlekeep, Grond0 got caught stealing, but he managed to slip away. We went straight down to get Ankheg Armor for Droon. Then we picked on some ogrillions to get a shield +1 from Bjornin. Then we headed to Gnoll Fortress to get some gauntlets of Dexterity for Droon. And finally we took down Bassilus to get the Ashideena for Droon. However, Squeaker got held and killed, Bassilus kept resisting hold persons and commands, so Droon couldn't save Squeaker. We duly brought Squeaker back to life at the Beregost Temple.
Basilisks seemed like a good thing to work on next, so Squeaker tried to scribe protection from petrification twice, but failed. So we ended up using a green scroll and Droon tanked. The basilisks went very well without too much incident. Mutamutin saved vs silences but still got taken down.
Kirian's party was a bit more difficult. Even though they were silenced and all but one character was held and Kirian died fast, Squeaker and Mollin got badly hurt. We still prevailed all the same.
We had just enough time to go get the bracers of archery from Vax and Zal, and then we saved our session.
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Glolin started the session by confronting Tarnor in the Sewers. Glolin came prepared and after a short fight he and his group were bested. Glolin picked up the helmet of Dumathoin of Tarnor's corpse.
Illithid Hideout
Clearing the Illithid Hideout was next. Same tactics were used as in the past against the Illithid. This time we could go back to rest in the sewers though. Glolin didn't bother with the Alhoon, he snatched the items and ran out. He did get hit by a 3x lower resistance sequencer, but this was of no consequence, he closed the doors behind him while he ran to the safety of the sewers.
Guarded Compound
Glolin entered the Guarded Compound. With the help of some Fire Elementals he cleared the ground floor.
On the second floor Glolin first dispelled Koshi's Oil of Speed with a perfectly shot arrow of dispelling. Sion was targetted next, he was hit once applying a small bit of spell failure. He was able to cast his Timestop, but failed to cast his next spell. Glolin used hit and run tactics, kiting them all. One by one they all fell.
Firkraag
The red dragon Firkraag was also a loose end for Glolin. After buffing, Glolin send in some fire elementals to bait his Dispel. Firkraag himself was then dispelled via an arrow of dispelling and engaged in melee with Soul Reaver. A couple of Whirlwinds later the great dragon lay dead at Glolin's feet.
Shadow Dragon
Glolin wanted to assemble Crom Faeyr so he needed the scroll from the Shadow Dragon. Because of his Level Drain Breath attack, Glolin had to use MoD in his offhand. It was a pretty long fight, mostly because the Shadow Dragon could blind Glolin without a save, but in the end Glolin was victorious.
Bodhi Final
After Cromwell forged Crom Faeyr, the Shadow Dragon Scale armor and the Red Dragon Scale, it was time to finally clear out Bodhi's Vampire nest. Glolin took care of the Graveyard entrance vampire party with ease using MoD combined with Whirlwinds. He entered the lair, used a scroll of protection from undead and cleared the entire area of vampires. He had some allies in the fight, but he had forgot to recruit the Shadow Thiefs, not that they were needed anyway.
They took the stairs to the first floor, and continued on until they ran into Bodhi. Glolin was still under the effect of the prot from undead scroll, this allowed him to make some preparations as Bodhi could not start her dialogue. He cleansed the pools, buffed with 2x prot from cold and prepared some summons in the area. The moment his prot from undead wore off, Bodhi confronted him. Glolin ran down back into the corridor, letting his allies do the fighting for him. Some vampires did reach him, but they were easily killed with MoD. The only real threat was Manasseh, but without her prot from magical weapons up, she too was destroyed with MoD. After rebuffing and switching weapons (DayStar mainhand, MoD offhand) Glolin went back in and attacked Bodhi herself. A couple of Whirlwinds and a RoR charge later she fell.
Glolin is wrapping things up here in Athkatla, next session he will be heading into Watcher's Keep were he has to pick up an item that is indispensable if he wants to survive the early part of TOB. (Maybe a little quiz: can anyone guess which item this could be? )
So the party found themselves at the corpse of Vax. With two spell casters in the party, as well as two characters with fighter Thac0 and number of attacks, we made rapid progress today.
Droon volunteered to tank the ankhegs if he could get a protection from acid scroll from Thalantyr - the groupmates agreed. So that's what we did. Good thing on the scroll, as the ankheg's spit hit hard twice, would have been worse without the scroll's protection. Otherwise, the ankhegs were cleared out without any trouble. The three peasants got slaughtered for their items, although apparently that's not the best way to do that as it seems you get less experience if you don't get the quest first.
We made a stop at Ulgoth's Beard for some goodies, wand of heavens, greenstone amulet and cloak of displacement all for Droon - wonder if my groupmates think I'm greedy?
However, now what we have charm protection (Droon doesn't have skeletons yet) we made our way to the pirate's cave map and took down some sirines. Some golems were also beat up, though they managed to beat up my groupmates as well, but that's part of the adventure right?
That was so much fun, the Droon wanted to take out the other set of sirines though this time he had some skeletons helping us. Although not before getting beat up by a bunch of ogres. At one point a big bunch were chasing Mollin, and Droon asked was that wise, and Mollin is like, "What do you mean? Everything's going to plan!". It did work out, though we all took a beating.
So much so that the nearby healer ran out of spells and ran off, leaving us still a bit wounded - it was enough though.
Droon was ready to take on the main quest so headed to the mines. Mollin admitted he uses long swords so we had a brief encounter with Greywolf who didn't last long and Greywolf donated his nice +2 sword to Mollin. The Nashkel mines at our levels and equipment was very smooth. Mollin was nice and volunteered to "clear" the traps (by stepping on them) for the group.
As for Mulahey, he got silenced so naturally the fight was quite quick and easy. As for the Amazons outside they were also silenced. Then some buffed skeletons attacked and 3 of them got held. Just wasn't their day it seems.
Next up was Bandit Camp - oops! We forgot to get Tranzig so we did that real quick. Then we headed to the camp. To help protect his groupmates, Droon summoned 3 skeletons as distractions at the surface of the camp - this worked well. Khosahnn even got held, although not before giving Droon a pounding. Droon apprecates the full plate upgrade and now he has a magical hammer for the off-hand (he's still not quite level 6 fighter). We rested and prepared for Tazok's tent. It was a disaster for the enemies: silence, skeletons, aganazer's scorcher from Squeaker, backstab from Mollin and hold person from Droon. Easy fight. Incidentally, Droon was able to silence because he entered the tent from sanctuary and silenced from the upper left hand corner of the tent (Raemon can't see him and thus talk to him and thus they didn't go hostile right away).
We were deciding on who gets the gauntlets of weapon expertise and then it was mentioned we hadn't dealt with Melium yet. So that's where we headed (Firewine Bridge area). On the way Sqeaker charmed Poe and had him die to the kobolds - this way Squeaker gets a magical spear but without us losing reputation. Melium died quickly.
Droon suggested paying Molkar a visit. With silences, skeletons, hold persons plus the support of Squeaker and Mollin, another clean victory for the party.
Droon wanted a +1 shield before the Cloakwood, so a brief stop at Beregost was made. The party got to Area 2 of the Cloakwood Forest and the party saved here (out of time). As expected, Mollin has a clear lead in kill count. It's unlikely that will ever change.
I took a break from the Maids of Helm to do a solo run with a dragon disciple, the first time that I have played one. Her last moments are worthy of being shared. She used her breath weapon against Silke and in doing so killed a bard standing nearby. Silke used a lightning bolt which killed two of those that she wanted killing. My dragon disciple finished off Silke, picked up the dropped gems plus two potions and recieved a third potion from the survivor.
Took on Karlat who went berserk being near to death. This helped him enough to win the battle.
If I play this again I will have to sleep between the battles so that my breath weapon can be used against him.
Comments
I did a second run with the same character, I put the ankheg near Tenya to sleep and took it to "Near Death" It awoke, saved when I cast another sleep spell --- Death.
In the third run the ankheg saved the first sleep spell.
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Playthrough recording: youtube
Back in Atkathla
- He killed Prebek and Sanasha after first dispelling them. He had a scare though when Sanasha cast polymorph other on him. Luckily he made his save.
- Montaron was saved from the Harper Building. After Xzar got murdered, Glolin gained an additional level and took a pip in war hammers.
- Glolin continued the shadow thief questline. He first apologised to Rayic Gethras and then attacked him with the flail of ages while hasted. Rayic opened with mantle, but the flail is a +3 weapon so this did not protect him.
- He finished the shadow thief questline and Mae'var's guild was cleansed. In the Mae'var fight Glolin first took out the cleric as he could doom him. Mae'var tried to charm us, but Glolin had the helm of charm protection to protect him from this. Mae'var used protection from magic weapons on himself, but Glolin had brought a normal long sword with him. After some hits Mae'var was unable to cast and fell shortly afterwards.
- Glolin cleared out the Pirate nest in the tavern hideout, pushing him to level 19.
- He completed the Slaver quest.
- The plate of balduran and Defender of Easthaven was bought.
- Glolin then continued with the Skinner Murder's Quest, clearing the basement level of the Tanner's house.
- He engaged the Rakshasa in the sewers after boosting his magic resistance as much as possible via his equipment. After a couple of hits on the Rakshasa it was unable to cast any spells and after switching to the flail of ages it was slowed and finally killed.
- Glolin decided to start Watcher's Keep for some extra experience. He was hoping to reach level 20 and his first HLA. He did about half of the first level before returning. He planned on first getting Delvar's Plate before continuing, as now he was vulnerable (only 5% but still) to the finger of death trap.
- After returning to Athkatla the game crashed, luckily we had an auto-save, so we didn't lose any progress.
- Continuing on Glolin bought the Shield of Balduran, he wanted to engage the Beholder and Gauths in the Sewers for some easy experience. This however almost proved fatal as the Beholder (after it had died!) used his telekenis power to snatch the Shield of Balduran. Glolin got slowed but kept on engaging the 2 Gauths. Their cause serious wounds and lightning spells did a lot of damage and he had to use a RoR charge to stay alive. Once slow had worn off, Glolin was finally able to take control of the situation and finish them off.
- With 40k experience still needed to reach level 20 he travelled to the Windspear Hills. There he cleared the outside area and delivered the acorns, pushing him to level 20 and his first HLA: Deathblow.
- Glolin was now ready to set off to the Tradmeet / Druid Grove area
Trademeet / Druid Grove
- The rest of the map was no real challenge. The druids were silenced, the spore colonies were killed with deathblow and haste. Dalok was killed for the the burning earth long sword. Afterwards Glolin gained another level, he reached level 21 and picked a second pip in war hammers, he chose whirlwind as HLA.
- Glolin watched Cernd take out Faldorn.
- Back in trademeet he killed the genies, did the Tiris quest and returned the mantle to the High Merchant. He got the Shield of Harmony as a reward.
- He did some additional shopping with 20 rep and 20 charisma: Ras, Dwarven Thrower, fortress shield and some extra green protection scrolls.
Firkraag's Dungeon
- Via using deathblow and Dwarven Thrower Glolin was able to instakill the Clay Golems. The remaining 3 golems were no problem.
- For the ancient vampires Glolin used MoD + Shield of Harmony in combination with a scroll of protection from undead. He gained another level and picked hardness this time.
- After fighting the wolfweres he continued on to the well area. (My previous run ended here, so I was extra prepared for this). After opening the door Glolin used haste and immediately retreated to the entrance of the level. Once at the entrance he engaged the golems and killed them one by one.
- The Air Elemental was terminated next, followed by some golems and wolfweres.
- Tazok was no match for Glolin.
- After picking up the Delver's Plate armor which boosts Glolin's save vs spells to -2, he went to confront Firkraag and ended up fighting his mage lackey Conster. With the Sword of Balduran equipped Glolin had 40% magic resistance, this combined with his excellent saves made this fight almost trivial. Conster opened with improved mantle, but Glolin brought MoD with him which strikes as a +5 weapon. After a short fight Conster was finally shot down with some normal arrows. Glolin reached level 23 afterwards and picked greater whirlwind as HLA.
- Garren Windspear's daughter was returned gaining some more experience for Glolin.
Next session Glolin will be tackling the Planar Sphere, although he is a Wizard Slayer he will have to tread carefully!
Oswig (male half elf Fighter / Mage / Cleric, Gate70); Wun (male dwarf Priest of Lathander, Grond0)
Mulahey's corpse was starting to smell after 6 weeks of gradual decomposition, so we decided to pack up and move out. Xan seemed happy to stay though.
Four amazons failed their 3 S's (Silence, Skulltrap, Skeletons), and Nimbul the assassin also found himself struggling for words. At the Friendly Arm Inn Tranzig was given chance to use his spells and landed a Melf's Acid Arrow before expiring from his wounds. A quick search of his body gave us the location of a bandit camp so we made our way there.
Wun took a bit of a battering at the camp, until we stopped and decided to use a few more skeletons. They smoothed our path and we were soon inside the main tent. Wun tried to summon a skeleton but drew the attention of Raemon, so Oswig stepped in to cast Command and Blindness. Hakt was also blinded while we shot down Venkt. He managed to panic Wun, so Oswig spent much of the next few rounds dragging Britik around the tent.
Once Wun recovered we quickly overwhelmed the three remaining bandits.
Evidence here suggested looking in Cloakwood for a hidden mine. We used a couple of skeletons, and tried blinding the mages aiding Drasus in guarding the entrance. Matters didn't quite go to plan but we were on top of the situation from start to end, and Wun soon had a worn-in pair of speedy boots. Inside the mine Oswig remarked about two uses of Hold Undead, and Wun mentioned that last time we'd discussed it being rarely used. Plenty of uses remain today. Oswig hid in a corner while Wun used Sanctuary to descend to the next level. We both knew the enemy focus would switch to Oswig so he ran and fought one guard, leaving Wun to battle everybody else. Oswig finally killed his opponent and raced to help Wun but arrived just as the final enemy slumped to the ground. A few enemies later and we encounter Davaeorn's final guard. Wun uses the Stupifier to great effect and we are free to draw out a pair of battle horrors - which Oswig helps defeat after glugging a potion of cloud giant strength (he had given Wun a couple of warrior-only potions so that mistake had to be pointed out to him). Wun then faced Davaeorn, with Oswig joining in after a safe time (this time being hard to gauge as Wun was stuck for a round or two after a multiplayer dialogue and Davaeorn didn't appear to use his lightning bolt spell - forcing Oswig to hang back in case the lightning arrived later). With Davaeorn dead we flooded the mine, headed into Baldur's Gate and got Oswig held (he foolishly stood his ground trying to summon a skeleton after a carrion crawler spotted and chased Wun). AC of -2 meant the carrion crawler got an immediate hit. Wun used a few more Hold Undead spells and a Free Action spell to help make our way up Ramazith's Tower, while Oswig used movement to minimise ghast interaction. We've cleared the ankheg nest too, sorted the basilisk in the warehouse, removed doppelgangers from the Seven Suns, poisoned and unpoisoned ourselves, and done a few other minor tasks.
Party gear at the end of the session.
I'm wondering what the green item is in Oswig's pack. It looks a bit like a wyvern/dragon. I'm guessing it's for summoning wyverns but have never seen it before. A mod item?
Yep - Nimbul provided the ability for Oswig to boost his HPs a bit.
Journal of Rophina
After killing some hobgoblins, I tried to enter Baldur's gate but was denied entry.
Nearby I returned Tenya's Bowl and killed a ankheg before going to return Joia's ring.
An ogrillon was killed in transit.
I then helped Mellicamp and went to Beregost for supplies where I took a tome to Firebead and calmed Marl.
A Sleep spell helped me kill some ogrillon on whom I found a letter.
I then delivered the letter and was rewarded for it.
Silke attacked me and in the process killed those that she wanted me to murder.
I then killed her.
I then killed another assassin called Karlat.
To the south I killed a hobgoblin wearing magical boots before heading to Nashkel where I turned down an undeserved reward from Oublek..
I found a number of useful items in the nearby areas before taking Samuel to the Friendly Arms Inn.
Tarnesh attacked and was killed.
To the south I killed a belt-wearing ogre.
Deeming myself strong enough, I then went ankheg hunting in their nest.
However after killing one I realised that it was too dangerous.
At the carnival I killed Zordral and to the south, Greywolf.
Prism died shortly afterwards.
Oublek gave me a reward for the emeralds.
I was asked to kill Bassilus which I did.
The temple rewarded me.
I then killed Zargal and cronies before reuniting Albert and Rufie.
Moving a little south I then killed Vax and Zal.
To the west Caldo and Krumm were then dealt with.
Due to our help D'rienne's cat was raised.
I then headed north of the FAI where I invited Ajantis to join me.
After killing Ingot we headed westwards where we looted a cave and recruited Dynaheir. North of her we killed a polar bear.
For doing this, we were handomely rewarded.
In transit we killed a winter wolf.
Charleston Nib requested our help which we were only too happy to give.
We then took Brage to the Temple.
Heading north-east we were almost wipedd out by bandits but prevailed.
That is called cutting things fine!!
After recovery we went wolf hunting.
It was then the turn of basilisks though others got involved too.
Just realised that I didn't take any screensots while Montaron was aquiring goods for me. He was MOST helpful. Didn't get any of getting the +1 two handed sword from Arghain either.
We picked up Khalid and Jaheira and took them to Nashkel as requested.
We left them there together with Ajantis and Minsc, Minsc staying in the barracks.
We then went to pick up Kagain before heading for the mines.
On the way we were ambushed by traitors who were defeated with the help of Dorn.
We killed Kryll and then bid Dorn and Kagain farewell before joining up with Ajantis and Minsc once more.
We got the distinct impression that we won't see Kagain again.
Upon returning to Beregost Neera joined us and we did her quest after which she went to the FAI.
I bought a Robe of the Good Archmage for myself and a couple of scrolls for Dynaheir including "Skull Trap."
Wealth now 1 gold Piece. Now where was that servant of Ilmater who wants all my gold? I might just be prepared to give him all my gold at present.
We have just entered the mine and killed all opposition and joined up with Xan, after which we killed a party of Amazons.
We then returned to the Carnival for a well earned rest.
We then went to Nashkel for our reward.
Things did not go well. We charmed Oublek to help fight against Nimbul. Things were going well until Xan charmed Nimbul. Nimbul then killed Oublek losing us 10 reputation points.
Some guards also became hostile so we grabbed the loot and ran, telling the mayor about Mulahey as we went. That restored one reputation point so we are now at Beregost with a reputation of 11. It could be worse.
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Playthrough recording: youtube
Short stop at Watcher's Keep
Planar Sphere
Once inside the combo deathblow, whirlwind and Dwarven Thrower took out the Clay Golem without it even responding.
Glolin continued on north, and cleared a room full of Sahuagin.
Going east Glolin encountered a bunch of halflings. He retreated back into the room with the knights and closed the door behind him. There he waited for the right time to strike back.
After killing some spiders and ettercaps he arrived in the Golem assembly room. Glolin went through the north door encountering more bloodthirsty halflings.
Glolin gained a level after killing the fire elementals, pushing him to level24. He picked another (second) pip in dual wielding and Greater Whirlwind as HLA.
He moved further east after buffing, and engaged a group of golems. After deathblowing the 2 Clay golems, the other golems were easily mopped up.
Glolin then assembled the golem and followed it through the door. He kept out of sight of the Elder Orb and let the golem kill it.
The mage Lavok engaged Glolin. Glolin wanted to whirlwind him with normal arrows to apply spell failure, but Lavok used mantle just in time. Using MoD though he was able to apply spell failure, and a whirlwind later Lavok surrendered.
After clearing the rest of the rooms here, Glolin solved a puzzle and went down towards the engine room.
He send in Ras first in the next room drawing out some of Tolgerias his summoning spells. Silencing Tolgerias failed, so Glolin decided on a direct assault after buffing first. Armed with a normal long sword Glolin went in. Using whirlwind Tolgerias failed to cast any spell anymore, soon he and his mage ally fell.
Glolin cleared the fire and ice rooms and picked up the excellent staff of fire.
Once outside of the sphere he killed some demons for a heart and leveled to 25, he picked Greater Deathblow as HLA.
Back inside he went into the engine room. He cleared it of golems and inserted the heart.
Soon afterwards Glolin left the Planar Sphere together with Lavok.
Next session Glolin will continue the main questline and carry on the hunt for Irenicus!
After four weeks of staying alive by not going out Lightfinger the shadow dancer is forced to put his neck on the line for two more hours; assisted by Corethief XXXIII (@Corey_Russell ) and Surely the shaman (@Grond0 ). Wewa the Berserker (@DOGDANCING ) has RL commitments so is parked up at Umar and current expectation is that she may not rejoin us.
With no berserker between us and trouble Lightfinger stares at his superbly-honed plan which he refined over the last month, then screws it up and tosses it over his shoulder. We'll do this the painful way then.
We soon have Umar Hills sorted out and the way to an abandoned temple on our map. Corethief suggests we should pick up the Daystar longsword before playing at undead hunters though, so we head back into town. Lightfinger makes a slight detour to pick up the Azuredge axe for Surely, certain in the knowledge that a lack of proficiency with the axe won't bother our shaman at all.
Lightfinger decides not to pick up Daystar immediately - we might as well do a full lich hunt instead. So he picks up four scrolls of protection from undead (3 for us and a needless extra because 2 temples had 2 each) and we scoot into the district sewers. After bashing our way through a rakshasa and kobolds we find the old tunnels and introduce ourselves to the cult of the eyeless. Agreeing to help them sees us find our way to a first lich, but Surely wants to play with shadows first.
Lightfinger wasn't going to bother with the shadows, and a very short time later we almost regret poking our noses in when Corethief gets held and faces a life-drainingly certain death. Lightfinger decides to use the spare protection from undead scroll on his stricken companion and once Corethief is protected he is safe from further attack. Surely and Lightfinger mess around a bit more (one safe from hold the other safe from level drain) and manage to finish off the shadows without either of them dying and a moment or two later Corethief is unheld.
Surely gets held, the shadow altar is one-shotted and the shade lord gets up a host of mirror images plus other buffs. Surely can only stand and glare, convinced we are in trouble but a bullet goes through all the images together with the shade lord.
We eventually get the better of Valygar but Surely has bleeding damage and he also dies before Lightfinger can reach him.
Lightfinger wants to get the Shadow Dragon armour forged for Corethief, and on completing this he exits from Cromwell's building. Uh, vampires. We have to fight them, and Corethief is once more bettered, or battered. Lightfinger and Surely take turns in being charmed and making sure only one is charmed at a time.
Well our two hours are up and Lightfinger is still alive. A few bits of shopping have also taken place, Corethief wanting the +3 quarterstaff but Lightfinger insisting this won't happen as the +4 quarterstaff is a better purchase. Bracers of AC3 were obtained at the same time.
Edit: I also meant to say that our party composition might be causing some issues.
- We are back to having no natural tank and Surely has suffered as a result
- Lightfinger isn't really set up for this sort of party as whenever he hides in plain sight whatever trouble he was facing instantly turns onto one of his companions
- Corethief now has adequate armour to lightly tank, but doing so will compromise his backstab attack
In single player I could probably adapt to this but shaman + two thieves in multiplayer can lead to any of us causing issues for the others.Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Playthrough recording: youtube
Preperations
He started the session killing the Bridge District, Sewer and Gate Area Liches. They were easy kills after buffing with a protection from undead scroll and whirlwinding them with MoD.
Continueing on he travelled to the Windspear Hills. There he agreed to check out a tomb for Samia. The Guardians were easily brushed aside. Glolin had the feeling he would get double crossed by Samia, so he prepared some fire elementals as support. His fears became reality, but at this point Samia's group could pose no real threat.
Mencar's group back in Athkatla was next.
Bodhi's Lair
Brynnlaw and Spellhold
Once on the island he was ambushed by some vampires, but with MoD and the shield of harmony they were easily destroyed. Glolin reached level 28 here, he picked another Greater Whirlwind as HLA.
Perth the Adept, who Glolin met for the wardstone, attacked him on sight. Using MoD Glolin was able to apply spell failure, this however did not stop Perth from using his spell triggers. Unable to replenish his defences Perth could not hold out for long though.
After entering the Asylum Glolin was given a tour by the Coordinator. Only to find out it was actually Irenicus! Glolin has his essence stolen from him and was left at the mercy of Bodhi.
Bodhi's Hunting Ground
Going north he deathblowed some Gibberlings and solved some riddles. The furthest door to the north he dared not enter.
He took the stair to the south and entered a new area. Here he used deathblow to quickly take out some Imps and Kobolds.
Travelling south he picked off some Gibberlings.
Moving further Glolin noticed a practically invisible mechanism on the floor, he decided to avoid it as much as possible and use whirlwind to move over the part that he could not avoid. (This is my meta knowledge at work, you can avoid the Lich from spawning by avoiding the area just in front of the door).
After picking up the Cleric Staff+3 he Greater Deathblowed Dace the vampire.
Glolin desperately needed the Bag Of Holding, after buffing with deathblow and greater whirlwind he instakilled the Clay Golem.
Going east Glolin again noticed a mechanism on the floor just in front of the stairs. Wisely he avoided it again as much as possible (and avoided the spawn of 3 yuan-ti mages this way).
Glolin talked to the head and went through the door.
In the next area the Trolls were deathblowed together with the Minotaurs.
To the south he activated the yuan-ti mage and retreated. After his prot from magical weapons wore off he too was deathblowed from range together with his yuan-ti allies.
The umberhulk behind the painted door suffered the same faith as did the Wolfweres.
A Stone golem was whirlwinded, the Clay Golems to the north were left alone, since Glolin could not open the treasurechest anyway. He picked the boots of frost from the machine.
A bit further Bodhi was encountered, using whirlwind her vampire buddies were avoided.
After mopping up some minotaurs, Glolin reached level 29 (HLA: Greater Whirlwind) and then left the area.
He deathblowed everything in the following challenges: Goblins, a Spore Colony and some trolls.
And finally Glolin escaped the testing grounds.
Spellhold Revisited
After agreeing with Saemon on escaping together, Glolin first picked up his equipment and fetched the horn needed. Once sailing the ship got ambused by the Gith. Glolin used whirlwind to move to the top of the ship, there the Sahuagin arrived and capseized the ship.
Sahuagin City
Next session Glolin will have to fight to escape the Underdark, he will have to push his skills and abilities to the limit and hope that lady luck is on his side!
We battled through Cloakwood picking up Corwin on the way.
Neither Centeol nor the Wyverns were much of a problem, indeed a few extra wyvern were killed in transit.
We went to pick up the reward for killing the wyverns, dropping of Xan at the FAI.
He was replaced by Yeslik.
The mages on the way down were disabled by web before being killed.
Some summoned skeletons enticed Davaeorn to use his dangerous spells on them, after which killing him was not difficult.
Before flooding the mine Yeslik was replaced by Dorn.
At the entrance to the Gate Dorn Ajantis and Minsc were killed, but by the time that happened all Dorn's enemies except the Thralls of Azothet had been killed. Having no tanks left, some kiting was necessary to kill them.
We raised Dorn before bidding him farewell and then raised Ajantis and Minsc.
We returned to flood the mine and then did enough in the Gate to raise our reputation to 20.
The minor quests there were completed and we have been asked to deal with the Iron Throne.
We cleared the top floor of the Iron Throne before clearing the upper levels and the first of the lower levels of Durlag's Tower. Now off to Candlekeep. [Dynaheir was killed by the dopplegangers but was raised again upon our return to Beregost]
At Candlekeep we finished it with ease.
However this game isn't enthralling me so I will put it on hold [perhaps permanently] and try another game with a party of 3. [ Cavalier [Human], Priest of Helm [Human] and an Elven Conjurer. Yes I had to use Keeper to get an Elven Conjurer, but I cannot see why there should only be two types of elven kitted mage.
Lightfinger, Corethief and Surely found their rhythm for most of todays session and made good progress. Of course there were one or two mishaps but that's all part of the fun.
Last week Lightfinger threw away a heavily strategised plan, this week a minor task list is worked through dogmatically. We started off by um. Think Lightfinger, what did we do first.
Ah yes, we went to speak to the ore merchant about some illithium for Sir Sarles. Three rests later we picked up the alloy and reported back to Sir Sarles. Despite our best efforts (Corethief keeping the alloy outside the house and at the area exit) Sir Sarles claimed to spot blemishes on the alloy. He really does know his stuff. We managed to hock it off to the Temple of Helm anyway, then travel to the Graveyard district at which point Corethief asked what are we doing. Picking up an ioun stone for Corethief and Kitthix the spider figurine for Lightfinger. The final group of spiders on our way out gave Corethief and Surely a good fight while Lightfinger wanders off to deal with a pair of traps and two containers.
We made our way back to the graveyard surface and could not prevent Uncle Lester from killing his nephew - mainly due to him being immune to Surely's lightning. Lightfinger crossed the graveyard off his to-do list.
On the way to confront Neb we took the opportunity to teach a pair of deserters what sort of mercy is meted out by the thieves guild and their hired help. With that done we finally reached Neb's hideout and put up with his backstabbing antics long enough to wear him down and out. We dropped Neb's head off at the council building for a bit of reputation, and deposited the illithium in our secret cache which you won't find right outside the Adventurers Mart so don't bother looking for it, you understand. Nothing to see steal here.
Lightfinger looked at his plan, having crossed off illithium, deserters and ioun stone. Next was Trademeet, so we made our way there at the expense of two sets of ambushers. On arrival we found animals attacking the local guard so helped defend the place and deal with the Dao Djinn. A few snares and fire elementals sorted them out, meaning we could speak to the mayor and help deport Cernd back to the druid grove.
Corethief seemed a bit concerned about trolls being at the druid grove but Surely and Lightfinger both pointed out the Firetooth crossbow. With this degree of troll-slaying certainty we moved on to what would be the toughest and longest part of todays outing. Lightfinger feels like saying the trolls were never that dangerous but our limited number of attacks meant it was a slog, and when we made our way into the troll mound we eventually had to step outside for some fresh air as our remaining fire elemental took the pressure for us rather than Corethief and his diminishing health. A bit further on we found druids fighting more trolls - Surely showed his balance in all things by casting spells onto both parties.
We mopped up the remaining resistance, backstabbed a nearby ettercap and webbed Kyland Lind before using insects summons and missiles on his companions.
After collecting our reward for sorting out the animal attacks on Trademeet we decided to return this mantle to their mayor and boost our reputation further by tidying up loose ends of the skindancer murders. Corethief was rubbing his hands in glee by now, suggesting we purchase the Tansheron bow for him. Lightfinger checked funds were reasonable and stumped up. He added a cloak of displacement for Surely and a belt of inertial barrier for himself.
Trademeet is duly crossed off the to-do list. Lightfinger is planning to head to the de'Arnise keep next and as we set off he hears Corethief suggest the same. We fare better against the trolls inside the keep entrance and Lightfinger finally switches to a proficient +2 dagger looted therein. Surely is calling down lightning outside but a brace of backstabs finish off the otyugh before the spell completes. We lower the drawbridge and head back inside to cook up a stew. Then we go upstairs and start to make our way around the building. Lightfinger notices a nymph has gone hostile and Surely surmises that she attempted to dominate a yuan-ti mage which had spell-turning active. The golems inhabiting the chapel are bashed apart (Lightfinger once more waving his hands in the air stating he has no suitable blunt weapon to bash the clay golem, and Corethief once more venting his frustration as a suitable quarterstaff is only downstairs why didn't you pick it up). The iron golem is defeated with the aid of three +3 ranged weapons and a low doorway. Glaicus survives our opening backstabs and Corethief races back to pre-laid snares. Lightfinger is on the same page but Surely is determined to stand his ground and takes a beating before he finally steps back and the snares conclude matters. We return back past the chapel and into the final area of the keep. Lightfinger drops off the stew and all the umber hulks lumber towards it. Surely takes the initiative in drawing them back one by one and we have them dead a minute or two later. Tor'Gal survives snares but not our focused attacks. We forge the Flail of Ages
getting both the +3 variant and a +1 version for some reason - if only Cromwell could join them for us
and return to Nalia, inform her that her father is dead, suggest she gets on with her own life, and speed back to Athkatla.
We've come to the end of Lightfinger's plan (such as it was) and with 15-20 minutes remaining he pretends that he had more lined up. First stop is the Temple district sewers where Tarnor the Hatchetman awaits. A few summons and insects gives us the advantage and we secure an easy victory over his party. Just around the corner is Mekrath who duly croaks his last. Haer'Dalis wants to join us but not today. Instead we scout out some umber hulks, and Lightfinger manages to just stop himself from stumbling into a snare. Corethief throws a special snare at the umber hulks but gets himself spotted. He retreats with the snare spoiled, and the umber hulks follow. They immediately confuse Surely and a full complement of ironskins are not enough for the two thieves to save their shaman (Surely had the firebreath potion and a late Daystar Sunray was a bit too late and a bit too little. We end up backstabbing four umber hulks and making our first use of the recently acquired Rod of Resurrection. Lightfinger feels this is a weak end to a good session but Corethief sees it as a success - in the knowledge that Surely always likes to see at least one party death a session. & we only over-ran by 5 minutes.
Party equipment at session end:
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Playthrough recording: youtube
The Underdark
Continuing on he met some dwarves who had dug too deep and had awoken a beast. Glolin prepared himself before engaging the Balor. Using fire elementals as buffer and wielding Dwarven Thrower it quickly went down. Glolin had now reached level 31 (HLA: Greater Whirlwind).
He entered the eastern tunnels and attacked some Kuo-Toan and their prince. They were no match.
Glolin freed Bedlen Daglefodd and continued on to meet Adalon. He got ambushed on a bridge though by some Drow. Using Whirlwinds he made short work of them.
He met Adalon and under disguise entered the Drow city.
First action in the city was doing some shopping: Sentinel+4 and the Staff of earth were bought.
After this he did some quests for Solaufein and later also Phaere who he helped to free. Before freeing her though Glolin had to fight through another ambush. He finally reached 6M experience and leveled to 32 (HLA: Greater Whirlwind).
Glolin let Solaufin live and returned proof of his deed to Phaere. Phaere and the Matron Mother instructed Glolin to bring them the blood of a powerful creature, luckily he already had some of the Kua-Toan prince.
He agreed with Solaufein to return his fake eggs to Phaere and place her fake eggs instead of the real dragon eggs. During the ritual Glolin's greed took a hold of him and he offered the real eggs to the demon in return for a powerful weapon.
Adalon wasn't happy that Glolin sacrificed her eggs and attacked on sight. Glolin retreated to the entrance of the area, where Adalon could not get to him in melee. He used the boots of winter in combination with a green scroll of prot from cold and started firing unlimted +1 arrows at her. Unable to deal any damage to Glolin she finally fell to his arrows. Glolin reached level 33 (2nd pip in two-handed swords, HLA: Greater Whirlwind). He picked up her blood and the silver dragon scales.
And now for the hard part... Glolin had to fight his way out of the Underdark on his own. Not an easy task considering what he was facing: Glabrezu's, Stone Golems, highlevel drow warriors, mages and clerics. In a first step he send in some summons to activate them and make them waste some (summon) spells and buffs. Unexpectedly though a Stone Golem came around the corner. Glolin retreated to the entrance of the area and attacked and killed it there. A Glabrezu and a Drow thief had followed suit. Two Whirlwinds later the Glabrezu was dead, and once the thief's potions of invisibilty ran out he too was an easy kill.
Glolin was lucky that no other enemies had followed him, and send in some elementals to probe those that were left. Suddenly the other Glabrezu and Stone Golem rounded the corner, Glolin used the same tactic as before: retreating a bit and then quickly engaging and killing them. While he was doing this enemy backup arrived, luckily it was a sole Drow archer. After dispatching him, Glolin send in some more probes, this time he used them to lure the enemy to him. Once on the offensive Glolin pushed forward, unlucky that the Kua-Toan to the north got activated he had to engage them. To make matters worse, the highlevel Drow Mage showed up at the same time. Glolin priotised him and used his remainder whirlwinds to take him out before he could cast anything. The rest of the Kua-Toan were mopped up, as was the last remaining Drow warrior.
Once through the portal he deathblowed some more Drow and used fire elementals to kill the spiders. He continued on and finally saw daylight again.
In the next session Glolin will be getting the Human Flesh armor, boosting his Magic Resistance and saving throws further. He will definitely need it when facing the many Beholders and Illithid in the future.
So I dusted off my all ranger run and was in Firkraag's lair. Beamdog made a change (long ago I think) that the iron golem can get through the doorway shown below. In vanilla, it was too big. So what do I do now? I have the party stand where the air elemental spawns on the bridge. Then one character gets the iron golem to chase them to the doorway to the bridge, which is too small for the iron golem. Thus, the golem still gets shot up by +3 ammo, the beamdog change is immaterial.
Same tactics that I used last time I was there.
A new run, unmodded core rules. I have added a moonblade and buckler that my conjurer can use as they are intrinsic to the character.
Journal of Myra Moonsword
I’ll never forget the day that the seer entered the Great Hall, neither that, nor the message that she gave me.
Thou shalt no longer be called Myra Bladethrower but Myra Moonsword: For upon the day that thou art chosen by the Moonblade, thou shalt start upon the journey whereby thou shalt become a hero.
Thou shalt plummet to the depths of the earth where equipment to furnish thee for thy quest shalt be found.”
I didn’t feel much of a hero but when I was given a dagger +1 did give me a little more courage to face the world.
What’s more, I did indeed find the Moonblade on the very day that I left Candlekeep and became one with it. ‘Twas on the body of an assassin who tried to kill me.
I gained a level upon delivering Tenya's Bowl and another upon helping to restore Mellicamp.
Made some progress with my all ranger party. We rescued Garren Windspear's daughter (without fighting Firkraag), and also dealt with the beholder cult. However, as we are ranger only and have no thief, we lost Sarah to a prismatic spray trap. She got chunked so is gone forever. We lost some good stuff, like Arbane, Azuredge, Stonefire and Frostweaver. There may have been other things, but that's what I remember.
Not sure what practical thing I could have done to prevent her chunking. Protection from Magic scrolls are rare so wouldn't want to waste in a simple trap. Invulnerability potion wouldn't work either as our saves are too bad (mostly around 10 for spells). I guess I could have used the cleric spell to give magic resistance, but that wouldn't get her to 50%. Roger's potion of magic shielding would work (not that I had any), but there are a lot of traps in the game and only a small number of those potions.
The seer's prophecy came true. Myra did become a hero.
Sadly, not too long afterwards a polar bear refused to die with the result that Myra did when the bear was on the point of dying.
Typical for a no reloads game I suppose. There were a couple of times earlier when she nearly died but didn't. As the mage at High Hedge says, "Luck runs out!"
A trio of Helmites.
The Maids of Helm
The Seer said; "Heroes all you all shall be, so smite all evil; set men free."
"Let's hope he was right" I thought, "and whilst I am glad that my companions will help in the fight against evil, let's hope that Myra turns to the light too."
Ring of air control is pretty handy for that sort of situation to give you +4 to saves. In terms of potions, stone form are relatively numerous, but the impact on dexterity makes them less attractive than invulnerability for combat - so using several at once to ensure a save against a potentially killing trap is not a bad investment. If you allow Vhailor's Helm at this stage you can also use that to put PfM on someone at no cost.
We were delighted to find on the body of an assassin a powerful blade usable by Myra.
After fleeing from the site of the ambush where Gorion was killed, we killed some evil fishermen.
We then reunited the bowl with its owner and nearby killed an ankheg.
Upon arriving at High Hedge, we helped Mellicamp.
We then delivered a letter to Miriam.
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Playthrough recording: youtube
Back to Athkatla
The Human Flesh Armor
Glolin equiped his new armor and enjoyed a huge boost to his saves and magic resistance (81%)
Planar Prison
Glolin guarded the portal entrance and when Haer'Dalis and his friends were taken, he followed them through the portal.
The Planar Prison is pretty much one long fight. Although at this point hardly any challenge.
After freeing Haer'dalis he was sent on his way. Glolin gained level 35 (HLA: Greater Whirlwind).
Glolin ended the session with some shopping including the Helm of Brilliance. Cromwell also forged some items for Glolin: the Wave+4 and the Silver Sword. Time to prepare himself for some Beholder killing...
Calming Marl enabled Myra to level up.
We then headed south and killed some ogrillon after which we delivered the letter to Mirianne.
We proceeded to Nashkel picking up Ankheg Armour there before turning down the reward from Oublek.
We then aided Bentha at the Carnival before taking on Greywolf to the south.
Heading west we reunited Rufie and Alfie before helping a dryad and 'Drienne.
By that time we had become heroes.
We headed east, picked up a useful ring and took Samuel to the FAI.
We returned the Colquetle Amulet before killing an ogre north of Beregost.
Returning to Beregost we killed Silke followed by Karlat.
We then returned Perdue's sword.
Heading west we killed Droth and Shoal.
Some sirene were then killed followed by Bassilus.
Vampyric wolves, ankhegs and basilisks then gained us considerable wealth and experience.
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Playthrough recording: youtube
The Unseeing Eye
For the demon in the temple he used a RoR charge to heal/kill it.
He continued on and entered the undead cave with the help of Tad.
Once through the cave he easily cleared out the Beholder hive, reaching level 36 in the process (first pip in halberds, HLA: Greater Whirlwind). For the Cult worshippers he opened with deathblow, combined with whirlwind and a ranged weapon. Then switched to Sword of Balduran to take them on in melee.
Time for the Unseeing Eye itself. Glolin used the rod on it first to weaken it. It opened with Protection from Magical Weapons so Glolin decided to first engage the Death Tyrants. With only the Unseeing Eye now left Glolin attacked it relentlessly, waiting for its protection to wear off. When it finally did, one Whirlwind was enough.
Upon returning to the temple we ran into a bug (stuck in the cutscene) and had to reload the autosave from just outside the temple. But even after the reload we couldn't finish the quest, the Avator just dissapeared. Glolin wasn't bothered to much with it, placed the rod in a container there and left.
Glolin cleaned out the rest of the cult and recieved his reward from the temple.
The Underdark Revisited
Once inside he first killed some Beholders and reached level 37 (HLA: Hardness).
He contined on to the Demon Knights area. He sacrificed a Fire Elemental at an altar, and a big fight broke lose. With 100%MR Glolin was safe from their spells, he also used MoD in the offhand to avoid being level drained. The first Demon Knight was whirlwinded and quickly killed. After taking some damage, Glolin retreated and then used a hit and run tactic to wear the other Demon Knights down.
The Underdark Beholder Hive
The Underdark Illithid City
In general he only used his Whirlwinds on Ulitharid to be able to kill them before they could heal. With the Human Flesh he was safe from Illithid disabeling psionics, but he was still vulnerable to physical/ballistic attacks and their INT drain ability. So the general tactic was to use a ranged weapon, while using potions and RoR to heal.
After killing some Umber Hulks, Kuo-Toan and the Jailor, Glolin was free to move.
He continued on all the way to the Elder Brain, fighting through every room. Carefully avoiding a death by INT drain (3 hits would kill him). He did get hit twice sometimes, but was able to kite and avoid further hits until its effect cleared.
For the Elder Brain room, he first lured the enemies with him and killed them out of sight of the Brain.
Glolin returned and shot 1 arrow at the brain, this made him spawn the 2 Brain Golems who Glolin lured with him. After dispatching them, the Elder Brain was then rushed with Whirlwinds. And with the end of the Elder Brain, Glolin also reached his final level 40 (HLA: Greater Whirlwind).
Returning To The Surface
Afterwards it was time to leave the Underdark for good.
Back in Athkatla Cromwell forged the Equalizer for Glolin. Next session we will try to get rid of Bodhi's Evil once and for all...
Lightfinger and co take about 10 minutes to get into the Planar Prison wherupon Surely dies. Corethief rods him alive but as we discuss how to kill the enemies they disintegrate Corethief and our run is over.
Droon - dwarven fighter/cleric, protagonist (Corey_Russell)
Mollin - elven stalker (Gate70)
Squeaker - human skald (Grond0)
My character got disintegrated in the planer prison in Trio 35, so we rolled new characters and gave it another go. Here are our characters
In Candlekeep, Grond0 got caught stealing, but he managed to slip away. We went straight down to get Ankheg Armor for Droon. Then we picked on some ogrillions to get a shield +1 from Bjornin. Then we headed to Gnoll Fortress to get some gauntlets of Dexterity for Droon. And finally we took down Bassilus to get the Ashideena for Droon. However, Squeaker got held and killed, Bassilus kept resisting hold persons and commands, so Droon couldn't save Squeaker. We duly brought Squeaker back to life at the Beregost Temple.
Basilisks seemed like a good thing to work on next, so Squeaker tried to scribe protection from petrification twice, but failed. So we ended up using a green scroll and Droon tanked. The basilisks went very well without too much incident. Mutamutin saved vs silences but still got taken down.
Kirian's party was a bit more difficult. Even though they were silenced and all but one character was held and Kirian died fast, Squeaker and Mollin got badly hurt. We still prevailed all the same.
We had just enough time to go get the bracers of archery from Vax and Zal, and then we saved our session.
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Playthrough recording: youtube
Tarnor Group
Illithid Hideout
Guarded Compound
On the second floor Glolin first dispelled Koshi's Oil of Speed with a perfectly shot arrow of dispelling. Sion was targetted next, he was hit once applying a small bit of spell failure. He was able to cast his Timestop, but failed to cast his next spell. Glolin used hit and run tactics, kiting them all. One by one they all fell.
Firkraag
Shadow Dragon
Bodhi Final
They took the stairs to the first floor, and continued on until they ran into Bodhi. Glolin was still under the effect of the prot from undead scroll, this allowed him to make some preparations as Bodhi could not start her dialogue. He cleansed the pools, buffed with 2x prot from cold and prepared some summons in the area. The moment his prot from undead wore off, Bodhi confronted him. Glolin ran down back into the corridor, letting his allies do the fighting for him. Some vampires did reach him, but they were easily killed with MoD. The only real threat was Manasseh, but without her prot from magical weapons up, she too was destroyed with MoD. After rebuffing and switching weapons (DayStar mainhand, MoD offhand) Glolin went back in and attacked Bodhi herself. A couple of Whirlwinds and a RoR charge later she fell.
Glolin is wrapping things up here in Athkatla, next session he will be heading into Watcher's Keep were he has to pick up an item that is indispensable if he wants to survive the early part of TOB. (Maybe a little quiz: can anyone guess which item this could be? )
Droon - dwarven fighter/cleric, protagonist (Corey_Russell)
Mollin - elven stalker (Gate70)
Squeaker - human skald (Grond0)
So the party found themselves at the corpse of Vax. With two spell casters in the party, as well as two characters with fighter Thac0 and number of attacks, we made rapid progress today.
Droon volunteered to tank the ankhegs if he could get a protection from acid scroll from Thalantyr - the groupmates agreed. So that's what we did. Good thing on the scroll, as the ankheg's spit hit hard twice, would have been worse without the scroll's protection. Otherwise, the ankhegs were cleared out without any trouble. The three peasants got slaughtered for their items, although apparently that's not the best way to do that as it seems you get less experience if you don't get the quest first.
We made a stop at Ulgoth's Beard for some goodies, wand of heavens, greenstone amulet and cloak of displacement all for Droon - wonder if my groupmates think I'm greedy?
However, now what we have charm protection (Droon doesn't have skeletons yet) we made our way to the pirate's cave map and took down some sirines. Some golems were also beat up, though they managed to beat up my groupmates as well, but that's part of the adventure right?
That was so much fun, the Droon wanted to take out the other set of sirines though this time he had some skeletons helping us. Although not before getting beat up by a bunch of ogres. At one point a big bunch were chasing Mollin, and Droon asked was that wise, and Mollin is like, "What do you mean? Everything's going to plan!". It did work out, though we all took a beating.
So much so that the nearby healer ran out of spells and ran off, leaving us still a bit wounded - it was enough though.
Droon was ready to take on the main quest so headed to the mines. Mollin admitted he uses long swords so we had a brief encounter with Greywolf who didn't last long and Greywolf donated his nice +2 sword to Mollin. The Nashkel mines at our levels and equipment was very smooth. Mollin was nice and volunteered to "clear" the traps (by stepping on them) for the group.
As for Mulahey, he got silenced so naturally the fight was quite quick and easy. As for the Amazons outside they were also silenced. Then some buffed skeletons attacked and 3 of them got held. Just wasn't their day it seems.
Next up was Bandit Camp - oops! We forgot to get Tranzig so we did that real quick. Then we headed to the camp. To help protect his groupmates, Droon summoned 3 skeletons as distractions at the surface of the camp - this worked well. Khosahnn even got held, although not before giving Droon a pounding. Droon apprecates the full plate upgrade and now he has a magical hammer for the off-hand (he's still not quite level 6 fighter). We rested and prepared for Tazok's tent. It was a disaster for the enemies: silence, skeletons, aganazer's scorcher from Squeaker, backstab from Mollin and hold person from Droon. Easy fight. Incidentally, Droon was able to silence because he entered the tent from sanctuary and silenced from the upper left hand corner of the tent (Raemon can't see him and thus talk to him and thus they didn't go hostile right away).
We were deciding on who gets the gauntlets of weapon expertise and then it was mentioned we hadn't dealt with Melium yet. So that's where we headed (Firewine Bridge area). On the way Sqeaker charmed Poe and had him die to the kobolds - this way Squeaker gets a magical spear but without us losing reputation. Melium died quickly.
Droon suggested paying Molkar a visit. With silences, skeletons, hold persons plus the support of Squeaker and Mollin, another clean victory for the party.
Droon wanted a +1 shield before the Cloakwood, so a brief stop at Beregost was made. The party got to Area 2 of the Cloakwood Forest and the party saved here (out of time). As expected, Mollin has a clear lead in kill count. It's unlikely that will ever change.
Took on Karlat who went berserk being near to death. This helped him enough to win the battle.
If I play this again I will have to sleep between the battles so that my breath weapon can be used against him.