Carried on with the Maids of Helm run and now in the Gate. We had dropped off Minsc and Dynaheir in order to pick up Baeloth and Dorn ao that we could take on Dorn's enemies and get their loot. We then replaced Dorn and Baeloth with Minsc and Dynaheir. Things are going well at the Gate.
Hi all, I used to post quite a bit at the old Bioware forums. This little thread is close to my heart. Never completed the challenge though, tried many times and failed them all. I just got the EE editions, along with the new Dragonspear add on. . . . . and the time has come to wander The Sword Coast again. . . . . . . .
Game: Out-of-the-box (so to speak. . . . no mods), Core Rules Character: Ianthe, the Half-elf Cleric/Thief (eekeepered it to give my love life some options). Tweaks: I added a bag of holding (for inventory management) and an invisibility innate ability (once per day) to give my Ianthe some unique pizzazz (along with the unique race/class combo). All the NPCs got something a little quirky, so I wanted in on the action too. Oh, and changed my sprite to the "rogue" appearance, 'cause helmets still look pretty Gawd-awful in this game. . . . . .
Hi all, I used to post quite a bit at the old Bioware forums. This little thread is close to my heart. Never completed the challenge though, tried many times and failed them all. I just got the EE editions, along with the new Dragonspear add on. . . . . and the time has come to wander The Sword Coast again. . . . . . . .
Game: Out-of-the-box (so to speak. . . . no mods), Core Rules Character: Ianthe, the Half-elf Cleric/Thief (eekeepered it to give my love life some options). Tweaks: I added a bag of holding (for inventory management) and an invisibility innate ability (once per day) to give my Ianthe some unique pizzazz (along with the unique race/class combo). All the NPCs got something a little quirky, so I wanted in on the action too. Oh, and changed my sprite to the "rogue" appearance, 'cause helmets still look pretty Gawd-awful in this game. . . . . .
Time to play. . . . be back soon.
Welcome back. I have put a bag of holding in Gorion's inventory. That means that it is there for every game and there is no need to edit in future.
Maids of Helm Continued
When we had finished the quests at the Gate we decided not to return to the Duke immediately as we only had 11 gold pieces. We will therefore earn some gold before returning to the Duke.
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
On the first level Glolin took the book from the altar, bringing 4 guardian statues to life. His primary focus was on the spellcasters, a couple of whirlwinds later, the statues had been defeated.
After preparing again Glolin performed the ritual. He killed the left most statue and the gnoll statue before retreating and closing doors behind him. He waited out all the summons before rebuffing and reengaging.
Glolin was hit by a triple lower resistance sequencer, although dangerous he still had his excellent save vs spells he could count on to keep him safe. He used hit and run tactics to spread out the statues and take them out one by one. Soon the lower resistance wore off, and he could engage the mages freely.
Watcher's Keep Level 2
Level 2 of WK is very straightforward, Glolin collected the sceptors and freed the Chromatic Demon. It attacked, but with the combo SoulReaver and Silver Sword it got vorpal killed.
Watcher's Keep Level 3
On level 3 Glolin went into the maze after meeting an Elven Madman. In the first room he encountered a Balor and 3 Cornugons fighting. He let them soften eachother up a bit, before engaging.
Continuing on he met Tahazzar, he agreed to hunt the baatezu pit fiend for him.
In the next room Glolin killed some more Cornugons, Velithuu and a Pit Fiend.
The succubus room was ignored, Glolin ran immediately to the next portal.
He ended up meeting Ka'rashur who immediately attacked. He got whirlwinded, the rest of his support was mopped up via hit and run tactics.
After exiting the maze to rest, he reentered and got the reward from Tahazzar.
Going forward, he ignored all the rooms until he reached the Demon Wraith room. He dodged all the enemies there and picked up all the goodies.
Glolin reached the end of the maze. He wagered the way out of there with Aesgareth.
Watcher's Keep Level 4
On level 4 Glolin met Carston who was trapped in some kind of giant machine. Carston decided to make things "more interesting" and summoned forth some Mind Flayers. Using deathblow these were easily killed.
Glolin scouted the level a bit and dispatched the enemies lurking here.
Going down the north-west stairs, he entered a Mind Flayer lair. By now Glolin had a lot of experience dealing with these creatures so they never posed any real threat. The Vampiric Illithid were instakilled using MoD.
The south-east stairs let to an area with lots of Gith. A combination of deathblow and whirlwind made short work of them.
To the east Glolin met Saladrex, a red dragon. He lured the creature with him and killed it ranged, while using fire protection to stay safe from its breath attacks.
Going south Glolin entered the tomb of a Demilich. Protection from undead does not work here, so Glolin had to use different tactics. Lucky for him this Demilich does not have any lower resistance triggers memorised, so Glolin could keep safe relying on his magic resistance and by using fire resistance equipment. He dodged the summoned swords, and when the time was right, he engaged the Demilich and whirlwinded it to death using daystar and Mod.
And from its corpse Glolin took the item he came for:
The Dagger of the Star, the only item that allows a Wizard Slayer to become invisible!
Glolin returned to the machine area, he lit the torches and opened the door. Rock and Garock were brushed aside as were the Ice Salamanders waiting inside.
The glass of the machine was broken, and Glolin used it to boost his stats and open the portal to the next level.
Glolin got what he wanted from Watcher's Keep, but he felt he could not yet leave. The fifth level of Watcher's Keep still had challenges he wanted to face...
Well the party made good progress this session, as well as some negative progress. More on that in a sec. The party made their way to Drassus and gang. Web and skeletons combined with ranged fire was more than enough to deal with Drassus and pals.
We then made a beeline to Daveaorn's level. After carefully dealing with the Battle Horrors, then Droon donned a potion of magic blocking and charged Davaeorn. The rest of the party moved up with ranged fire support when they thought it was safe - success!
The party breezed through the Baldur's Gate quests. Our battle vs Mountain Maulers was a good example:
Most were done without incident, though there were a few issues:
* Larze nearly killed Droon, but a stunning dart from Squeaker cleared things up.
* Razamith DID kill Squeaker with a lightning bolt, but not chunked. We duly resurrected him. Somehow while looting he lost his bow of markmanship - doh! For now, he is using Marek's bow despite no skill.
* Squeaker and Mollin couldn't get the Priest of Tymora quest reward (the one where you get the nice large shield). So Droon talked to them and the quest worked for him...
We had a rather intense battle with Degrodel's minions. Mollin was having trouble so Squeaker tried to help with a scorcher. A bit of a problem - the wand was set for fireball and at least one commoner was killed in the blast. Mollin became a FALLEN Stalker! So when you fall a ranger or paladin, you get the same disadvantages but no benefits! So now Mollin is a leather clad fighter. As a dual-wielder he can (and still does lots of damage). We gave Gate70 the option of quitting, but he was willing to press on despite his fallen status, so press on we did.
After getting the cloak of balduran, we then went to Durlag's to deal with the battle horrors/doom guards etc. This went well. Wands by both Squeaker and Droon were invaluable there. Basilisks were easy thanks to PfP cast by Squeaker on Droon. As is our habit, we freed the succubus, then killed the thief - the thief couldn't leave the tower anyways thanks to what we did, so we put him out of his misery. Droon appreciated the WIS tome. He also is able to cast level 4 spells now.
We were just about out of time, so we rested, and stood in front of the Iron Throne. We will deal with these baddies next session.
Well, Ianthe died by a wolf just south of Beregost. . . . I got to get my chops back at this. I'll be back soon.
It happens to all of us and sometimes it's not even our fault.
Meanwhile the Maids of Helm are progressing.
Somehow their reputation had dropped to 11. I don't know how. At least they didn't fall! They spent virtually all the gold they recieved by selling all their jewelery to get their reputation up to 14. This meant that when they arrived at their next port of call [Durlag's Tower] they were unable to stock up on provisions. Fortunately that was unecessary. Hopefully they will be able to buy when they leave.
The ghasts caused many problems but we survived. In the basement Myra was confused whilst I was stunned. A short battle ensued with another adventurer due to the confusion. Fortunately no reputation was lost.
Things went very well with Kirinhale. We recieved the experience for completing her quest and gained more experience by killing her before she had the chance to leave.
Myra and Dynaheir have already reached level 9. Having Cloudkill in the armoury is very useful.
The four warders are now dead. The lower reaches will have to wait as we decided to go to Ulgoth's Beard to spend the gold we had acquired. Whilst there, we met a mage who sent us to ice island.
Upon our return one of the options was to tell the mage that there were still people trapped there. We didn't say that as the island is now deserted; no people; no wolves; no bears.
On the island Dynaheir acquired Stoneskin. That in itself made the trip worthwhile.
On the way back to the tower we went to kill a few ankheg so that we could buy Myra a robe of the neutral archmage. Wealth now 2gp.
Perhaps now is the time to go in search of a priest of Ilmater who wishes me to give away all my gold.
I rolled a lovely Cavalier with 18/00 strength! I about smiled my teeth off with that came up. Otherwise, I did the usual points. . . . min/max. He's got 6 INT, but serves him right for being Lawful Good. Otherwise he's maxed on DEX, CON, and min'ed on WIS and CHA.
I used EE to turn him into a half-elf, then gave him the elf thief sprite. . . . .and a holding bag.
Gave him two pips in daggers and THS. Imoen and he are going to Nashkel to investigate some Orges with a rumored magic sword.
My general strategy at this point just to kite with the daggers and Immy's bow. But I've level to 3 and just got Immy to 4. I dualed her to mage, allotting all of her thief pips to locks and traps. . . . . .
Let's hope we can get some levels. . . . I mean anklegs. . .
Maids of Helm continued. We got to the vicinity of the chessboard but the game kept on crashing.
I deleted a lot of saved games which solved the problem and then completed the chessboard without it crashing.
All party members have now reached the experience cap apart from Coran. Even Coran cannot level up anymore. I expect that he will reach the cap before we exit Durlag's Tower, IF we exit Durlag's Tower.
I picked up my game with Fall, the wandering CN Hexblade who makes plenty of random dialogue options, and successfully dealt with Sarevok and his minions with the aid of Yeslick (F/C), Indira (Arcane Archer), Imoen, Garrick (Gallant), Xan (Psionicist) and Grey the wolfhound. This run I rather enjoyed some of the newer mods, such as Shades of the Sword Coast, Angel's difficulty increasing mod, and Framed- which lets you revisit Candlekeep at any time. Fall was generally a nice guy, but has a real problem with authority figures like the Flaming Fists (Drake left after he killed one too many) and nature spirits of all kinds (He even chose to let the nymph be turned into potions of human control.) Looking forward to trying some of the newer content in BG2 in the near future.
On a lighter note my habit of using SCS has clearly been shielding me from the true terror of BG1, early wolves. They've been running away from me for years... and everyone who plays without SCS seems to regard them as the ultimate adversaries!
The only member of the party that did not leave Durlag's Tower alive, was (TYPICALLY) Coran, the only one who hadn't reached the level cap. He broke the mirror and went to hide near Dalton. Somehow he was detected and ALL the confusion spells were cast at him. That happened to be a good thing as nobody else was confused. However, as a result Coran was killed. Something that concerned me during the battle was that he might attack and kill Dalton. He didn't.
We had left traps in the hope of the mirrorfiends killing themselves on them, but only two were affected in the slightest.
In the end we prevailed and we do have sufficient funds to raise him with plenty to spare.
We are now at Ulgoth's Beard having raised Coran. I was hoping that rescuing Dalton would have raised reputation. Still only 15.
Not worthwhile going to Balduran's Isle just for a bit more reputation.
I can't remember if rep is available in Firewine Bridge, at Gullykin, or at Ulcaster Ruins or if there is worthwhile treasure.
Minsc rescued Duke Elthan and we then killed Cythandra. We then sought a couple of assassins. We killed Slytrhe and Krystin killed herself as well as some nobles with Cloudkill. We have gone in search of Saverok and have found him in the Ducal Palace.
There we defeated him, whereupon Belt sent us to the thieves guild. We at last eached the temple where we will face Sarevok. We killed two battle horrors and a lot of bats and cleared some traps.
We decided to get fully prepared to meet him and so went to an inn for a rest and we will now buy some wands after acumulating sufficient gold. We only have a few hundred gold piece so accumulating sufficient gold may take some time. Coran has also reached the experience cap so experience is not an issue.
Trio 36 - BG EE/BG 2 EE, core rules at all times, no mods - FINAL Update!
Droon - dwarven fighter/cleric, protagonist (Corey_Russell)
Mollin - FALLEN elven stalker (Gate70)
Squeaker - human skald (Grond0)
Well, we made good progress. We also ran into a big set-back. More on that in a bit.
We found ourselves at the door of the Iron Throne HQ. We poked inside, killed a few guards (our reputation was really low, so they didn't want us in. Strange attitude for an organization that is all about breaking the law). We sneaked our way to the back on the 5th floor, then did things like webs, skeletons, silences and ranged fire - easy victory!
After selling was on our way to Candlekeep. We killed Shistal as usual. We got arrested and Droon set off the traps using PfM scroll and used a Storm Giant potion to bash crypts open. This part almost worked to plan, except Mollin got hit twice by a lightning bolt trap - he survived, though not by much. After resting to heal him up, we then made our way to Prat's Gang.
Our usual silences, webs, skeletons, skull traps and ranged fire were too much for Prat's gang and easy victory. The spiders and basilisks were extra easy with the help of the skeletons.
Killing Slythe and Duchal palace all went to plan. The maze was straight-forward as well, with Mollin using protection from magic for traps and protection from undead for the skeleton warriors. Next up was the Undercity Iron Throne party. They were distracted with skeletons, then silences, webs, skull traps and even Mollin couldn't resist throwing in some arrows of detonation. Needless to say, the enemies did not do well against us.
Time for the main event! Not too many buffs, mostly haste and potion of magic shielding for everyone. Mollin pulled just Semaj and Sarevok - Semaj fell quickly and kept getting stuck in the webs. Sarevok also we busy being webbed and also being distracted by skeletons. Meanwhile the party peppered Sarevok with deadly ranged fire and went down pretty fast.
One to Amn! Well I thought the dungeon was doing to be OK, except one problem - we didn't have a thief and I forgot what one of the traps. Mollin was dutifully setting off traps for the party, so was badly wounded. With good health, Droon decided to try to set off a trap (to loot a container). What a blunder! The trap was a FIREBALL trap - which killed Squeaker and CHUNKED Mollin!
Doh! Back to the drawing board....Grond0's turn to be the next hero victim.
Trio 37, Core rules, unmodded (update 1) Flynn - male, human dark moon monk (Grond0)
Keeler - male, gnome fighter/thief (Corey_Russell)
Swis - male, elf fighter/mage/thief (Gate70) Previous run
Our demise in the previous run came late in the session, but there was still enough time to generate a new set of lambs to the slaughter.
The death to traps seemed to have been pretty influential, with two of the starting characters taking thief abilities. Flynn's charming manner allowed him to sweet talk a nobleman and his wife into adding some extra valuables into an upstairs chest, meaning we're already feeling wealthy. And here we are, the all-conquering heroes of Candlekeep, ready for even greater challenges (than the fearsome rats) ahead.
Dark Moon Monk - L1, 10 HPs, 6 kills Fighter/Thief - L1/1, 11 HPs, 0 kills, 0 deaths Fighter/Mage/Thief - L1/1/1, 9 HPs, 1 kill, 0 deaths
@Corey_Russell So glad that I have Coran at the level cap in my game. Yes I'll lose him after the prologue of SoD, but I will make sure to replace him ASAP.
Meanwhile my Maids of Helm have been helping themselves to a lot of gold.
The carnage was quite spectacular. Now that my mages have stoneskin those ankhegs are so easy to kill.
Despite the carnage with 500gp per shell, I still have a dozen wands with few charges and there are a number of potions that I would like to buy in Sorcerous Sundries.
Perhaps for completeness I should take soultaker to Ulgoth's.
@Wise_Grimwald Coran is a good character to be sure. I'd use him more often, but you get him so late, that lot of times I get past BG 1 pretty fast by the time I get to the Cloakwood Forest. In my full party games, I spend most of my time in chapters 2 & 3.
@Wise_Grimwald Coran is a good character to be sure. I'd use him more often, but you get him so late, that lot of times I get past BG 1 pretty fast by the time I get to the Cloakwood Forest. In my full party games, I spend most of my time in chapters 2 & 3.
Nowadays I'm tending to play without a thief until I reach Coran except for recruiting Montaron to do a bit of pickpocketting.
The Maids of Helm defeat allcomers.
I changed my tactics against Saravok, and in return he changed his.
He still lost!! Leaving traps for him and Semaj is highly effective. Some of the traps were left in case Tazok joined in. He didn't. Wise guy!!
Now in Baldur's Gate, picking up my party for SoD. Safana, Minsc and Dynaheir at present. I might change the party composition later. Jaheira and Dorn are possibilities particularly with the Helm of Opposite Alignment in my possesion, but who to drop?
Have arrived safely at Coast Way Crossing where we replaced Safana with Glint and then found the halfling treasures, rescued the petrified refugees, and then before headed to an area where we met Skie and killed a vampire. On the way back we looted a cave inhabited by trolls. Nothing was overly dangerous.
Reputation now a healthy 18 as it should be for a paladin.
@Wise_Grimwald Coran is a good character to be sure. I'd use him more often, but you get him so late, that lot of times I get past BG 1 pretty fast by the time I get to the Cloakwood Forest. In my full party games, I spend most of my time in chapters 2 & 3.
There is a mod that opens up Cloakwood early. With that mod Coran is an even better choice.
Glad to see the No Reload continues. All my BG and IWD stuff is on pause while I struggle to Last Azlanti the brand new Pathfinder: Wrath of the Righteous...
I have just rolled a fighter/thief half-orc called Barbour and have used keeper to make him a barbarian.
My thinking is that he is a barbarian raised in the wilds who has picked up stealth and trapping abilities in order to survive. (Basically hunting skills) He never learnt to pick locks as he used brute force and ignorance to do that. He wouldn't dream of picking pockets as that is countercultural, brute force being the normal method of acquiring goods from others. His proficiencies are in the weapons available in the wilds namely quarterstaff *, bow *, and sling**. No doubt he is beginning to develop other skills due to training in Candlekeep, but they are not yet sufficient to get pips elsewhere. Whilst he CAN use splint mail, he tends to wear leather for stealth reasons and also because that is what he is used to, leather being available from the animals he has killed for food. He is delighted with the better quality leather available in Candlekeep.
One thing to note there - the barbarian does have one class/kit feature that doesn't translate when part of a multiclass. The extra hit points over a plain fighter don't work; you'll roll d10/2 instead of d12/2 for your fighter levels.
Everything else - the CLAB abilities and the item restrictions - will work fine.
Other than that, the barbarian/thief combination does make pretty good sense in flavor terms. Barbarians are really only banned from dual-classing because they were originally a separate class in these games.
After leaving Candlekeep, we slaughtered Imoen, Xzar and Montaron before heading for the coast. Shoal was blinded to make killing her even easier than usual, while Flynn's 18 charisma allowed us to return Mad Arcand's ring.
Flynn was now level 2, but the M/C characters were still at level 1. Despite that though they were willing to mix it a bit in melee. Swis had a near escape doing that when taken down to 1 HP by a skeleton, before Keeler lingered a moment too long near a gnoll's halberd.
At this point Swis piped up that he knew PfP and Flynn took the hint by heading for the basilisk area. The basilisks all went down satisfactorily, with Swis nipping in for the odd backstab there.
Keeler had been noting that he'd taken darts as his missile weapon, partly due to their effectiveness against mages. He had the opportunity to demonstrate that against Mutamin, who was already badly damaged by a backstab from Swis.
We tried out 3 blindness spells on Kirian's party, but only Baerin was affected and Flynn decided on this occasion that discretion was the better part of valor and just left.
The FAI provided a Ring of Wizardry to bump up the number of spells Swis could cast. Heading back south, Swis also took the boots of stealth to help his backstabs. Keeler's turn for some goodies came with the ankheg armor at Nashkel, before he acquired a nice sword when Greywolf lost sight of it.
With those upgrades, Kirian's mob now looked pretty vulnerable. That proved to be the case when Baerin and Peter were blinded before Kirian and Lindin got taken down with the help of a stinking cloud.
Bjornin's half-ogres were smacked down to get a +1 shield for Keeler. Then, with blind having proved so useful, Flynn decided to make that the primary attack against the Doomsayer. The problem with that soon surfaced when 3 blind attempts proved ineffectual. Keeler should have been able to stick a while in melee, but a rash of critical hits made him flee and it was only thanks to a rare use of wands by Swis that we were able to prevail.
We wandered through the Cloud Peaks to get a bit more reputation and a charisma upgrade for Flynn. Then there was a bit more quick XP available at the coast, where Keeler used the potion of clarity to chew through some sirines and a potion of absorption to do the same to some golems. We also got to 20 reputation there by capitalizing on Ardrouine's needless fears for her son.
Keeler had muttered earlier about needing some acid protection before taking on ankhegs. In the event though he was happy to dive into their nest and rely just on AC. His faith proved justified there, with him taking just a single critical hit while clearing the place.
On the way to Ulgoth's Beard we attempted to do Tenya's quest properly (having resisted the temptation to slaughter the fishermen on the way there). However, the attempt proved in vain when Tenya stopped the fight with a Swis arrow already en-route to hit her again.
Dark Moon Monk - L6, 50 HPs, 44 kills
Fighter/Thief - L5/5, 46 HPs, 60 kills, 1 death
Fighter/Mage/Thief - L4/4/5, 35 HPs, 49 kills, 0 deaths
Oswig & Wun took a few moments to recall their surroundings (we can hardly remember a game from yesterday, and this was from two months ago which is typically several party lifetimes). Eventually we decided much had been done in Baldur's Gate but that we could always fit a little bit more in before speaking to Duke Eltan.
Words failed a silenced Degrodel once his guardians were eliminated.
Ok, we really didn't have much else to do but 45 minutes elapsed. We did travel to the coast to check for a tome before deciding it must have vanished or one of us started with sub-optimal constitution. Inspection of our starting save confirms Oswig the Fighter / Mage / Cleric indeed started with 16 con instead of 17 - probably trying to keep his wisdom reasonable
In that 45 minutes we also traipsed our way around Candlekeep - Oswig Knocking three locked containers and Wun happily bouncing lightning traps to retrieve two more tomes. Oswig used the strength tome while Wun increased his wisdom to 21. Prat and his gang were fighting several skeletons in a web and our ranged attacks and spells meant they never got to grips with us. The skeletons remained to fight a pair of greater basilisks and then we made our escape.
After trading our backpack contents for more cash we made our way to Slythe and Krystin - Oswig making the unusual for us call of fighting both of them together. It felt best to have the battle rage so Krystin could cloudkill her party as well as our skeletons while we kept a safe distance.
An invitation to the Coronation saw us bring five buffed skeletons and they made certain of both dukes survival despite the attacks of greater doppelgangers. An easy victory, thought Wun, just as Oswig blundered into reach of Sarevok. Hasty retreat...
On to the Thieves Maze - Wun using a scroll and spells to bash a pair of skeleton warriors apart. Our plan to defeat Rahvin and his gang went awry, with Wun getting held as we ran. Oswig desperately looked for something like Invisibility in his spellbook but was found wanting, meaning Gorf and Haseo were able to halve our stricken party.
Oswig felt like continuing his attack but instead departed for a temple carrying some of Wun's gear. After getting Wun raised and partially re-equipped we returned to pick up the remaining party gear and finish off these two problems.
The rest of Carston's party didn't last long, then we used scrolls to protect ourselves from undead as more skeleton warriors were bashed apart. Wun was lamenting losing his Stupifier weapon (can be seen in the screenshot but vanished when Grond0 was picking gear up) so made do with an item taken from Rahvin's party.
A final selection of spells was followed by a rest before confronting Sarevok. We buffed with potions then drew him out - and met Semaj with a robe-full of skeleton weapons. The skeletons then found themselves more than up to the task of defeating Sarevok.
We decide to rest up in a creepy ol' tomb which smells of mouldy old bones in search of the last of Sarevok's followers and their leader Korlasz.
One thing to note there - the barbarian does have one class/kit feature that doesn't translate when part of a multiclass. The extra hit points over a plain fighter don't work; you'll roll d10/2 instead of d12/2 for your fighter levels.
Everything else - the CLAB abilities and the item restrictions - will work fine.
Other than that, the barbarian/thief combination does make pretty good sense in flavor terms. Barbarians are really only banned from dual-classing because they were originally a separate class in these games.
I'm not too bothered about losing a few hp as I'm not into power gaming.
I just liked the concept of a barbarian/thief. It is the sort of character that would develop in the wilds if no formal training were given.
In this game it is the first time that I have broken into the chest with the 1000gp gem using brute strength rather than lock-picking. The gold was used to boost reputation by 3.
As I played the game I realised that Barbour the Bold was overpowered. An enraged barbarian half-orc backstabbing is just too powerful, so when I reached about 60,000 experience I abandoned the game.
I may play a barbarian half-orc in the future, but for the present I will continue my Maids of Helm game in SoD.
Everything was going fine until I tried to help the Dwarves.
Most of the battles were straightforward, but then in one battles my party didn't follow instructions with the result that three were killed. I considered using scrolls to raise them but decided to pay a bit extra in case the scrolls were needed in the future.
Everyone is now in good health again. We had to leave a large quantity of cheap ammunition behind, but that's not a problem.
We have seen Coldhearth transformed into a lich. All that remained was to kill him which was done quickly enough to have 2 charges of the secret revealed left.
We now have a cleric who can raise dead. A pity that ability hadn't come slightly earlier.
EDIT
Now at Troll Claw Woods some of which are now cleared.
The first action of the day saw Meilum being persuaded to hand over his bracers. His defenses are not particularly good and he would have died shortly anyway, but a dart of stunning put him out of his misery.
Next up was Durlag's Tower. The battle horrors outside were unable to penetrate Keeler's armor and there was more quick XP on the roof from the basilisks.
No-one was particularly in need of a wisdom tome, so Keeler took that as the one with the most lore potential.
It felt like time to move on to the main quest and we quickly cruised through the Nashkel Mine. Mulahey gave himself a chance by spotting us from the fog of war, but he failed to complete any of his spell attempts.
Outside the mine the Amazons realized too late they were coming under attack.
Nimbul was backstabbed, before Tranzig just had time to gasp out what a fight he was going to put up.
Surprisingly, we found on the way to Tranzig that we hadn't dealt with Marl earlier. Keeler failed to pacify him and was worried about the potential for a reputation hit, but the others reassured Keeler that Marl was fair game if turned hostile by conversation.
At the Bandit Camp Taurgosz was another to be spared feeling the final blows, when he succumbed to a blast from a paralyzation wand.
Inside Tazok's tent Venkt was blinded before web and stinking cloud helped deal with the others.
The sirines near Shoal were easy meat with the help of the Greenstone Amulet before we dived into the Cloakwood. No-one was using bastard or 2-handed swords, so we moved through that pretty quickly. However, we did have one of the few awkward moments there when Swis failed to kill the hamadryad with a backstab. Flynn and Keeler both got held when coming in to support, but Swis's flashing blades managed to put down the hamadryad before it could finish off Keeler.
At the mine entrance, web and stinking cloud were too much for Drasus' friends and though he managed to bust out himself, he went down quickly as well.
At the bottom of the mine Keeler disarmed all the traps. That meant no XP for battle horrors, but did allow Swis to sneak past Davaeorn and lay a fatal trap for him.
Before going to Baldur's Gate, Keeler wanted to make use of the skull that had been sitting in his inventory for weeks. While going to pick up a chicken we put blinders on Bassilus.
Melicamp though failed his transformation.
Dark Moon Monk - L7, 54 HPs, 128 kills
Fighter/Thief - L6/6, 63 HPs, 130 kills, 1 death
Fighter/Mage/Thief - L5/5/6, 44 HPs, 129 kills, 0 deaths
Keeler just maintained his lead in the kills race this session, but came under heavy pressure. However, he now has the boots of speed to get into action quickly and remains favorite to win.
Oswig and Wun found themselves in what Imoen described as the moldy old tomb. They cleared the opening area - Wun using a Sanctuary to convince the two main groups of enemies to surrender without combat.
The second level of the tomb was harder work and without availability of Protection from Undead scrolls we carefully eliminated any undead before using skeltons against living enemies. Korlasz thought about surrendering twice but Oswig was having none of it.
After clearing out the tomb and fending off assassins at the ducal palace we limited ourselves to picking up glasses at a tavern and selling looted items at Sorcerous Sundries before heading out for Dragonspear.
Our first waypoint outside the city was at Coastways Crossing where we did a few tasks before sanctuarying to the bridge. This was to no avail and the bridge was destroyed at the mere sight of us so we retreated to look for another way across the river.
On the way to Boareskyr Bridge we sanctuaried past various enemies in Troll Claw Woods to reach the Forest of Wyrms. Wyverns fell to our skeletons, and then the green dragon fell to our buffed attacks with fire (meteors, scorcher and heavens).
We then cleared out the bugbear caverns. They were tough but we had planned ahead and other than Wun running down to his last 14hp at one stage there was little danger.
We nipped around the temple of Cyric, only stopping to let the game freeze before reaching the Neothelid (edit: perhaps not a good idea for the client character to talk to the trapped priestess). A moment or two of deja-vu from our last autosave had us back where we were, and some more buffs gave us a hasted victory over the neothelid.
Akanna fell to Wun's strategy, while the mind-flayer and it's gang were whittled down. Oswig had given Wun a scroll of free-action to play in webs and this was working well until a teleport field was also used. Wun found himself being moved instead of attacking and while Oswig kept the pressure up with missiles and spells Wun eventually found himself moved back into melee just as he ran away. Teth Se-Nehi said thank you for the opportunity and landed a fatal critical hit.
Oswig had kept himself away from trouble, and instead filled up his containers with Wun's gear. Then he sanctuaried in to clear up any other loot and then left for a temple.
On the way he declined to help a young green dragon. On the way back we slaughtered goblins before exploring a myconid cave. Finally we returned to the temple of Cyric and finished off the remaining enemies. We made our way to Boareskyre Bridge and rested up.
Wun did mention that he'd lost his ring of protection +2. Oswig handed his ring over and equipped Sarevok's +1 ring.
A moment or two later Wun enquired about his bracers or weapons expertise. Yes they'd also vanished on death (despite both being visible on the last screenshot), so Oswig handed his bracers over.
Oswig and Wun also conferred about the many scrolls of raise dead, champions strength and lesser restoration which Wun had purchased. Such safety had almost never been seen before, at least not with this pair.
This isn't a conventional run, but I did play it no-reload (aside from once to fix a weird bug). So - here goes. All play is on Core rules, no maximized hit point rolls, no relevant mods.
Ludicrous Speed, part 1
The objective of this run is to complete the Baldur's Gate EE main campaign in as little in-game time as possible. I worked out the map route earlier, but you still have to be strong enough to kill a few enemies, and fighting to get stronger is a terribly inefficient use of time. Thus, I bent the rules. Build up the character in the Black Pits, export them, and run the game with a fully developed character.
Part 1, then, is the prologue to the campaign, in the Black Pits. With well-stocked merchants and a very high rate of experience per fight, it's a great way to build up a character quickly.
First, the party. We start with the protagonist, Lone Starr.
He's a gnome fighter/thief with excellent stats, and that's all that really matters. Starting proficiencies scimitar and shortbow. Starting spells Blindness, Friends, Sleep. Lone Starr will be the only character exported; the rest are just here to make this stage easier.
Second comes Barbie.
A half-orc barbarian, to smash the enemies easily. She starts with morning star and longbow specialization.
Third in line, Grom.
A half-orc fighter/cleric, for more smashing and lots of Command spells. He starts with specialization in maces and dual-wielding.
Fourth, Miss Tree.
A gnome fighter/illusionist, for more spell and attack power. Starting spells Blindness, Sleep, Magic Missile.
That's it; while more characters would make fights easier, they would also slow down Lone Starr's development somewhat. I'd have to grind more to reach the experience level I'm aiming for, and that's just boring.
And now, the action. We start with nothing but some weapons lying on the ground, and three tasloi to fight. Miss Tree casts her Sleep, and they go down easily.
That brings the party to the hub, where they can start buying. Cast Friends for better prices and pick up basic weapons all around. Plus splint mail, helmets, and large shields where applicable.
The second fight has larger numbers, but they're still just gibberlings. Sleep, bash, 2500 XP for everyone. Lone Starr gets a thief level and Barbie gets a fighter level.
The third and last of these introductory fights is against another batch of gibberlings. I've corrected memorization by now so that both mages have a Sleep, and the fight is trivial. All four characters level in all of their classes, and Barbie starts on two-weapon proficiency.
That brings us to the first repeatable fight, against a party of level 3 enemies. Sleep and Command wreck them, and we win without a scratch. The levels slow down now, but I still pick up a cleric level on Grom.
The second fight in the first tier is against a bunch of hobgoblins. Including two level 5 wizards. Sleep can take down all the minions, but those two are dangerous.
So, then, have the archers focus on them, and use some Command spells as well. It's a clean win. Barbarian level 4 for Barbie, fighter level 3 for Grom and Miss Tree. The latter two improve their two-weapon skills; mastery for Grom and proficiency for Miss Tree.
The third fight in the tier is the necromancer Llyrk and his skeletons. Infamous for crashes in 2.5, fixed in 2.6. Llyrk has some decent protective spells (cast via scroll), but he's only level 3 and human. So hit him with a Sleep, pepper him with arrows, and the fight is easy.
Grom reaches cleric level 4, the mages hit level 3, and Lone Starr also reaches thief level 4. He takes single-weapon style, maxes out Find Traps to 100, and starts on Detect Illusion.
Since we have level 2 arcane slots available, the mages pick up some spells. All the illusion spells of level 1-4 that they didn't already have, since those can be scribed without risk of failure.
The fourth fight is against ogres. A bunch of regular melee ogres and one level 5 mage. Sleep and Command. Easy. Three characters gain fighter levels on this one; Barbie to level 5, Grom and Miss Tree to level 4.
The fifth and final fight of the first tier is against a party. Six characters, all level 7 or 8. It's a serious challenge. And since Sleep is our primary offensive spell, we're really not set up for it well. I try to focus down the mage, but, well...
It takes a long time, during which nearly the entire party is badly hurt. And we've only taken one other enemy out of the fight; the fighter Krancor is blinded.
Still, we persevere. The mage finally goes down, and I move on to kiting the remaining enemies while shooting arrows at them. The lineup is gradually whittled down ...
... until just the blinded fighter is left, and it's safe. We win the fight, with no characters knocked out.
The experience from that fight brings thief, mage, and cleric levels. Tier 2 gear is unlocked in the shops. And everything to come will be easy in comparison to that mess.
The next fight, first in tier 2, is a mere group of ankhegs. They're vulnerable to Sleep. We kill them quickly. And again, and again, and again...
It's a bug hunt. Repeated about 30 times, until we reach 220K experience each. Lone Starr takes katana proficiency with his level 8 dot, and upgrades to the +1 magical version. The fighters all develop to two-weapon users, though I don't bother with magic weapons or stronger armor for them. Instead, Lone Starr spends all the gold on himself. The best equipment he can get, scrolls to set up his memorization, a couple wands, and a whole lot of potions.
At the time of export, Lone Starr is a level 8 illusionist/level 9 thief. He has 100 in Find Traps, Detect Illusion, and Open Locks. His memorized spells are Friends, Sleep x4, Mirror Image, Invisibility x2, Luck, Invisibility 10' x2, Slow x2, Polymorph Self x2, Stoneskin.
Item listing in that final shot, for those who aren't that familiar with what's in Black Pits 2 and might be wondering at some of the icons:
Katana +1, Shortbow +1, Acid Arrows +1 x80, Fire Arrows +2 x80, Arrows x80, Gauntlets of Crushing, Amulet of Spell Warding, Ring of Protection +1, Slave Ring, Cloak of Reflection, Boots of Speed, Girdle of Hill Giant Strength, Wand of Fire (5/5 charges), Wand of Frost (5 charges), Potions of Healing x16, Potions of Defense x3, Potions of Magic Shielding x3, Potions of Invisibility x30, Oils of Speed x30, Shield Amulet (10 charges), Ring of Fire Resistance.
All of those are available in either the BG1 or BG2 campaigns, except the Slave Ring. That's a non-removable item that replaces death with unconsciousness, which is destroyed when you take the character to another campaign.
Now, it's time for Lone Starr to enter the main campaign. I import the character file, and start playing. I can take Candlekeep at a leisurely pace, so I do; the cutscenes when you leave advance time to 7 AM the next day. As long as you don't dawdle until after midnight, you're not losing any time.
With that in mind, Lone Starr does all of the Candlekeep chores and steals some goodies. Plus one other action...
While playing the Black Pits section, I noticed prices were higher than I had calculated. Looking things up ... reputation 9 is a +10% penalty to store prices. I should have put the one neutral party member in slot #1 to make things cheaper. If I had corrected this, I would have been able to buy even more consumables.
So with that in mind - and the fact that he won't be doing quests for reputation, I donated 200 gold to bring Lone Starr's reputation up to a neutral 10.
When he's done with Candlekeep, Lone Starr has 1927 gold, two more useless spells known, three more potions of healing, and one potion of clarity. He talks to Gorion and hits the road.
First thing next morning? Talk to Imoen. Let her into the party. Take her potions. And leave her by the side of the road.
Once that's done with, Lone Starr heads south to High Hedge for a bit of shopping.
One potion case, one scroll of Friends. Also note the two haste icons; Lone Starr has added an oil of speed to his boots of speed, for truly ludicrous speed. I have to pause every couple of seconds just so I can catch the screen up to his movement and issue new commands. Some monsters spot him, but they can't catch him.
He leaves High Hedge to the east, and drinks another oil of speed in Beregost. Buy a book, talk to Firebead, receive scroll case.
Oh, right. That's a point of reputation. I guess that donation back in Candlekeep was a waste.
I hit both the southern and northern edges of the town map before leaving to the south. Two more oils of speed bring me through the road sections to Nashkel. I've also quick-saved and quick-loaded a few times to stave off fatigue, as I can't afford either a luck penalty or wasted time for resting.
There's a bit of conversation in Nashkel, but mostly I just run through with another oil of speed. Once I hit the mines, I add a new element: invisibility. Can't let those kobolds see anything.
I do slow down a bit on the next level. There are traps to detect and disarm, so I spend a couple rounds on that. And at the exit to the open cavern, Lone Starr casts his first spell of the game: Polymorph Self.
He continues to Mulahey, gets behind him - and transforms.
The ogre's weapon deals 4d6+1 base damage. The gauntlets of crushing add +4 to that, since the Polymorph Self forms are classified as hand-to-hand weapons. A level 9 thief's backstab multiplies it by 4. And finally, ogre form gets a +6 strength bonus to damage. 42-122 damage, an average of 82.
Of course, all that damage doesn't mean a thing if you can't hit the target. Lone Starr has 16 base THAC0, a -4 THAC0 improvement from the gauntlets, +4 to hit from invisibility, +3 to hit from strength, and ignores Dex modifiers. Mulahey has chain mail and a shield for 6 AC versus crushing, or 3 if his Dex modifier is in play. Effective THAC0 5 versus AC 6 - Lone Starr hits on a 2 or better. Mulahey has 46 HP, so he dies on anything other than the absolute minimum roll. 95% chance to hit, 99.9% chance of a one-hit kill if it is a hit...
Oof. That's such an improbable event that I immediately start looking for a reason. Is Lone Starr taking a serious fatigue penalty that just isn't showing up for some reason? Well, it's not in the saves.
Anyway, I continue the fight. Mulahey panics and goes berserk. Two more missed normal swings from the ogre form (effective THAC0 9 versus AC 3, so he should miss on a 5 or lower), and then the third swing hits. 18 damage on 15-35 possible. And though I didn't take the picture I intended to, I'm pretty sure at least one of the misses was on something like a 6 or 7.
And so I come to a conclusion. There is a luck penalty from fatigue affecting Lone Starr, even though the save games say that he isn't fatigued. That could kill the run. Unless... if I properly save and exit, only what's in the saved game should matter. Maybe quick loading doesn't clear some things that it should?
Ah well, I'll find out the next time I need some decent luck. For now, I drink another potion of invisibility and head up and out the way I came. Travel north. Past Nashkel. Past Beregost. All the way to the crossroads I haven't visited yet. Rather than following the road, I step off to the east...
Deke and his crew are here. Use that wand of fireball.
The lesser bandits are dead, and Deke surrenders. Lone Starr now knows where to find the bandit camp.
The minion bandits did fire some arrows, and two of them were critical hits. Lone Starr takes 18 damage, leading him to drink a couple of healing potions as he continues north.
I pass through the Friendly Arm to the next area north, and hit the north and east edges of that map. There isn't much of an accessible east edge on the farm, but what's there is the shortest path to the bandit camp.
In the camp, I go invisible. Walk by everyone up to the chest in Tazok's tent.
Why disarm the trap when I'm immune to lightning anyway? Because ricochets from that cloak are credited to the cloak wearer, and Ender Sai is an innocent. Lone Starr doesn't want that sort of thing on his reputation.
Looting the chest brings the chapter transition.
And the party in here doesn't even go hostile. As long as Raemon doesn't see you and you don't make any hostile moves, you're safe. Lone Starr just drinks another invisibility potion and heads out.
Back at the Friendly Arm, I head south. For some reason, that link to the first Cloakwood area is shorter than the link on the west edge of the map. Similarly, the shortest path from the first forest area to the second is the western edge of the map; four hours of gain for a bit more in-map walking is worth it.
The spider area calls for invisibility, so I can disarm some web traps without drawing ettercap attention. There's a path that avoids all but the first, but it's considerably longer. That invisibility potion even lasts long enough to help dodge a wyvern ambush en route to the druid base.
After that, it's a simple walk east through the druid area and south through the wyvern area, without encountering any trouble. At the mine - invisibility. Just run past everyone up top, open the door, and head down. I actually don't drink the oil of speed until I'm safely in the mine this time.
Avoiding trouble is simple on the mine level. On the prison level, I disarm some traps and just walk right by Hareishan.
The barracks level is equally easy to sneak through, and that brings us to Davaeorn. Now is the time for that save and exit.
Cast Polymorph Self. Reveal passage and disarm traps. Turn into ogre. Detect Illusion to dispel the Mirror Image. And then take a whack.
He has 45 hit points. That's over 100 HP worth of overkill. And I seem to have solved the luck problem.
Incidentally, Davaeorn has AC 3 (1 with Dex). Not bad, but not enough to stop him from being hit on a 2.
Dave drops some letters and scrolls which I take, a couple pieces of vendor trash to sell, and a snazzy new robe for Lone Starr to wear. This is the entire reason I made him evil. With his new archmage robe, Lone Starr saves versus spell on a 1.
Four chapters down, three to go. That will be part 3, of course.
Comments
Game: Out-of-the-box (so to speak. . . . no mods), Core Rules
Character: Ianthe, the Half-elf Cleric/Thief (eekeepered it to give my love life some options).
Tweaks: I added a bag of holding (for inventory management) and an invisibility innate ability (once per day) to give my Ianthe some unique pizzazz (along with the unique race/class combo). All the NPCs got something a little quirky, so I wanted in on the action too. Oh, and changed my sprite to the "rogue" appearance, 'cause helmets still look pretty Gawd-awful in this game. . . . . .
Time to play. . . . be back soon.
Welcome back. I have put a bag of holding in Gorion's inventory. That means that it is there for every game and there is no need to edit in future.
Maids of Helm Continued
When we had finished the quests at the Gate we decided not to return to the Duke immediately as we only had 11 gold pieces. We will therefore earn some gold before returning to the Duke.
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
Watcher's Keep Level 1 (Final)
After preparing again Glolin performed the ritual. He killed the left most statue and the gnoll statue before retreating and closing doors behind him. He waited out all the summons before rebuffing and reengaging.
Glolin was hit by a triple lower resistance sequencer, although dangerous he still had his excellent save vs spells he could count on to keep him safe. He used hit and run tactics to spread out the statues and take them out one by one. Soon the lower resistance wore off, and he could engage the mages freely.
Watcher's Keep Level 2
Watcher's Keep Level 3
Continuing on he met Tahazzar, he agreed to hunt the baatezu pit fiend for him.
In the next room Glolin killed some more Cornugons, Velithuu and a Pit Fiend.
The succubus room was ignored, Glolin ran immediately to the next portal.
He ended up meeting Ka'rashur who immediately attacked. He got whirlwinded, the rest of his support was mopped up via hit and run tactics.
After exiting the maze to rest, he reentered and got the reward from Tahazzar.
Going forward, he ignored all the rooms until he reached the Demon Wraith room. He dodged all the enemies there and picked up all the goodies.
Glolin reached the end of the maze. He wagered the way out of there with Aesgareth.
Watcher's Keep Level 4
Glolin scouted the level a bit and dispatched the enemies lurking here.
Going down the north-west stairs, he entered a Mind Flayer lair. By now Glolin had a lot of experience dealing with these creatures so they never posed any real threat. The Vampiric Illithid were instakilled using MoD.
The south-east stairs let to an area with lots of Gith. A combination of deathblow and whirlwind made short work of them.
To the east Glolin met Saladrex, a red dragon. He lured the creature with him and killed it ranged, while using fire protection to stay safe from its breath attacks.
Going south Glolin entered the tomb of a Demilich. Protection from undead does not work here, so Glolin had to use different tactics. Lucky for him this Demilich does not have any lower resistance triggers memorised, so Glolin could keep safe relying on his magic resistance and by using fire resistance equipment. He dodged the summoned swords, and when the time was right, he engaged the Demilich and whirlwinded it to death using daystar and Mod.
And from its corpse Glolin took the item he came for:
Glolin returned to the machine area, he lit the torches and opened the door. Rock and Garock were brushed aside as were the Ice Salamanders waiting inside.
The glass of the machine was broken, and Glolin used it to boost his stats and open the portal to the next level.
Glolin got what he wanted from Watcher's Keep, but he felt he could not yet leave. The fifth level of Watcher's Keep still had challenges he wanted to face...
Having earned some gold and done some shopping we are now at the Candleeep Gates.
Droon - dwarven fighter/cleric, protagonist (Corey_Russell)
Mollin - Upstanding FALLEN elven stalker (Gate70)
Squeaker - human skald (Grond0)
Well the party made good progress this session, as well as some negative progress. More on that in a sec. The party made their way to Drassus and gang. Web and skeletons combined with ranged fire was more than enough to deal with Drassus and pals.
We then made a beeline to Daveaorn's level. After carefully dealing with the Battle Horrors, then Droon donned a potion of magic blocking and charged Davaeorn. The rest of the party moved up with ranged fire support when they thought it was safe - success!
The party breezed through the Baldur's Gate quests. Our battle vs Mountain Maulers was a good example:
Most were done without incident, though there were a few issues:
* Larze nearly killed Droon, but a stunning dart from Squeaker cleared things up.
* Razamith DID kill Squeaker with a lightning bolt, but not chunked. We duly resurrected him. Somehow while looting he lost his bow of markmanship - doh! For now, he is using Marek's bow despite no skill.
* Squeaker and Mollin couldn't get the Priest of Tymora quest reward (the one where you get the nice large shield). So Droon talked to them and the quest worked for him...
We had a rather intense battle with Degrodel's minions. Mollin was having trouble so Squeaker tried to help with a scorcher. A bit of a problem - the wand was set for fireball and at least one commoner was killed in the blast. Mollin became a FALLEN Stalker! So when you fall a ranger or paladin, you get the same disadvantages but no benefits! So now Mollin is a leather clad fighter. As a dual-wielder he can (and still does lots of damage). We gave Gate70 the option of quitting, but he was willing to press on despite his fallen status, so press on we did.
After getting the cloak of balduran, we then went to Durlag's to deal with the battle horrors/doom guards etc. This went well. Wands by both Squeaker and Droon were invaluable there. Basilisks were easy thanks to PfP cast by Squeaker on Droon. As is our habit, we freed the succubus, then killed the thief - the thief couldn't leave the tower anyways thanks to what we did, so we put him out of his misery. Droon appreciated the WIS tome. He also is able to cast level 4 spells now.
We were just about out of time, so we rested, and stood in front of the Iron Throne. We will deal with these baddies next session.
It happens to all of us and sometimes it's not even our fault.
Meanwhile the Maids of Helm are progressing.
Somehow their reputation had dropped to 11. I don't know how. At least they didn't fall! They spent virtually all the gold they recieved by selling all their jewelery to get their reputation up to 14. This meant that when they arrived at their next port of call [Durlag's Tower] they were unable to stock up on provisions. Fortunately that was unecessary. Hopefully they will be able to buy when they leave.
The ghasts caused many problems but we survived. In the basement Myra was confused whilst I was stunned. A short battle ensued with another adventurer due to the confusion. Fortunately no reputation was lost.
Things went very well with Kirinhale. We recieved the experience for completing her quest and gained more experience by killing her before she had the chance to leave.
Myra and Dynaheir have already reached level 9. Having Cloudkill in the armoury is very useful.
The four warders are now dead. The lower reaches will have to wait as we decided to go to Ulgoth's Beard to spend the gold we had acquired. Whilst there, we met a mage who sent us to ice island.
Upon our return one of the options was to tell the mage that there were still people trapped there. We didn't say that as the island is now deserted; no people; no wolves; no bears.
On the island Dynaheir acquired Stoneskin. That in itself made the trip worthwhile.
On the way back to the tower we went to kill a few ankheg so that we could buy Myra a robe of the neutral archmage. Wealth now 2gp.
Perhaps now is the time to go in search of a priest of Ilmater who wishes me to give away all my gold.
I rolled a lovely Cavalier with 18/00 strength! I about smiled my teeth off with that came up. Otherwise, I did the usual points. . . . min/max. He's got 6 INT, but serves him right for being Lawful Good. Otherwise he's maxed on DEX, CON, and min'ed on WIS and CHA.
I used EE to turn him into a half-elf, then gave him the elf thief sprite. . . . .and a holding bag.
Gave him two pips in daggers and THS. Imoen and he are going to Nashkel to investigate some Orges with a rumored magic sword.
My general strategy at this point just to kite with the daggers and Immy's bow. But I've level to 3 and just got Immy to 4. I dualed her to mage, allotting all of her thief pips to locks and traps. . . . . .
Let's hope we can get some levels. . . . I mean anklegs. . .
Brother C -
Damned ?. They're the main reason I never post in this thread!
I deleted a lot of saved games which solved the problem and then completed the chessboard without it crashing.
All party members have now reached the experience cap apart from Coran. Even Coran cannot level up anymore. I expect that he will reach the cap before we exit Durlag's Tower, IF we exit Durlag's Tower.
On a lighter note my habit of using SCS has clearly been shielding me from the true terror of BG1, early wolves. They've been running away from me for years... and everyone who plays without SCS seems to regard them as the ultimate adversaries!
The only member of the party that did not leave Durlag's Tower alive, was (TYPICALLY) Coran, the only one who hadn't reached the level cap. He broke the mirror and went to hide near Dalton. Somehow he was detected and ALL the confusion spells were cast at him. That happened to be a good thing as nobody else was confused. However, as a result Coran was killed. Something that concerned me during the battle was that he might attack and kill Dalton. He didn't.
We had left traps in the hope of the mirrorfiends killing themselves on them, but only two were affected in the slightest.
In the end we prevailed and we do have sufficient funds to raise him with plenty to spare.
We are now at Ulgoth's Beard having raised Coran. I was hoping that rescuing Dalton would have raised reputation. Still only 15.
Not worthwhile going to Balduran's Isle just for a bit more reputation.
I can't remember if rep is available in Firewine Bridge, at Gullykin, or at Ulcaster Ruins or if there is worthwhile treasure.
Minsc rescued Duke Elthan and we then killed Cythandra. We then sought a couple of assassins. We killed Slytrhe and Krystin killed herself as well as some nobles with Cloudkill. We have gone in search of Saverok and have found him in the Ducal Palace.
There we defeated him, whereupon Belt sent us to the thieves guild. We at last eached the temple where we will face Sarevok. We killed two battle horrors and a lot of bats and cleared some traps.
We decided to get fully prepared to meet him and so went to an inn for a rest and we will now buy some wands after acumulating sufficient gold. We only have a few hundred gold piece so accumulating sufficient gold may take some time. Coran has also reached the experience cap so experience is not an issue.
Droon - dwarven fighter/cleric, protagonist (Corey_Russell)
Mollin - FALLEN elven stalker (Gate70)
Squeaker - human skald (Grond0)
Well, we made good progress. We also ran into a big set-back. More on that in a bit.
We found ourselves at the door of the Iron Throne HQ. We poked inside, killed a few guards (our reputation was really low, so they didn't want us in. Strange attitude for an organization that is all about breaking the law). We sneaked our way to the back on the 5th floor, then did things like webs, skeletons, silences and ranged fire - easy victory!
After selling was on our way to Candlekeep. We killed Shistal as usual. We got arrested and Droon set off the traps using PfM scroll and used a Storm Giant potion to bash crypts open. This part almost worked to plan, except Mollin got hit twice by a lightning bolt trap - he survived, though not by much. After resting to heal him up, we then made our way to Prat's Gang.
Our usual silences, webs, skeletons, skull traps and ranged fire were too much for Prat's gang and easy victory. The spiders and basilisks were extra easy with the help of the skeletons.
Killing Slythe and Duchal palace all went to plan. The maze was straight-forward as well, with Mollin using protection from magic for traps and protection from undead for the skeleton warriors. Next up was the Undercity Iron Throne party. They were distracted with skeletons, then silences, webs, skull traps and even Mollin couldn't resist throwing in some arrows of detonation. Needless to say, the enemies did not do well against us.
Time for the main event! Not too many buffs, mostly haste and potion of magic shielding for everyone. Mollin pulled just Semaj and Sarevok - Semaj fell quickly and kept getting stuck in the webs. Sarevok also we busy being webbed and also being distracted by skeletons. Meanwhile the party peppered Sarevok with deadly ranged fire and went down pretty fast.
One to Amn! Well I thought the dungeon was doing to be OK, except one problem - we didn't have a thief and I forgot what one of the traps. Mollin was dutifully setting off traps for the party, so was badly wounded. With good health, Droon decided to try to set off a trap (to loot a container). What a blunder! The trap was a FIREBALL trap - which killed Squeaker and CHUNKED Mollin!
Doh! Back to the drawing board....Grond0's turn to be the next hero victim.
Flynn - male, human dark moon monk (Grond0)
Keeler - male, gnome fighter/thief (Corey_Russell)
Swis - male, elf fighter/mage/thief (Gate70)
Previous run
Our demise in the previous run came late in the session, but there was still enough time to generate a new set of lambs to the slaughter.
The death to traps seemed to have been pretty influential, with two of the starting characters taking thief abilities. Flynn's charming manner allowed him to sweet talk a nobleman and his wife into adding some extra valuables into an upstairs chest, meaning we're already feeling wealthy. And here we are, the all-conquering heroes of Candlekeep, ready for even greater challenges (than the fearsome rats) ahead.
Dark Moon Monk - L1, 10 HPs, 6 kills
Fighter/Thief - L1/1, 11 HPs, 0 kills, 0 deaths
Fighter/Mage/Thief - L1/1/1, 9 HPs, 1 kill, 0 deaths
Meanwhile my Maids of Helm have been helping themselves to a lot of gold.
The carnage was quite spectacular. Now that my mages have stoneskin those ankhegs are so easy to kill.
Despite the carnage with 500gp per shell, I still have a dozen wands with few charges and there are a number of potions that I would like to buy in Sorcerous Sundries.
Perhaps for completeness I should take soultaker to Ulgoth's.
Nowadays I'm tending to play without a thief until I reach Coran except for recruiting Montaron to do a bit of pickpocketting.
The Maids of Helm defeat allcomers.
I changed my tactics against Saravok, and in return he changed his.
He still lost!! Leaving traps for him and Semaj is highly effective. Some of the traps were left in case Tazok joined in. He didn't. Wise guy!!
Now in Baldur's Gate, picking up my party for SoD. Safana, Minsc and Dynaheir at present. I might change the party composition later. Jaheira and Dorn are possibilities particularly with the Helm of Opposite Alignment in my possesion, but who to drop?
Have arrived safely at Coast Way Crossing where we replaced Safana with Glint and then found the halfling treasures, rescued the petrified refugees, and then before headed to an area where we met Skie and killed a vampire. On the way back we looted a cave inhabited by trolls. Nothing was overly dangerous.
Reputation now a healthy 18 as it should be for a paladin.
There is a mod that opens up Cloakwood early. With that mod Coran is an even better choice.
My thinking is that he is a barbarian raised in the wilds who has picked up stealth and trapping abilities in order to survive. (Basically hunting skills) He never learnt to pick locks as he used brute force and ignorance to do that. He wouldn't dream of picking pockets as that is countercultural, brute force being the normal method of acquiring goods from others. His proficiencies are in the weapons available in the wilds namely quarterstaff *, bow *, and sling**. No doubt he is beginning to develop other skills due to training in Candlekeep, but they are not yet sufficient to get pips elsewhere. Whilst he CAN use splint mail, he tends to wear leather for stealth reasons and also because that is what he is used to, leather being available from the animals he has killed for food. He is delighted with the better quality leather available in Candlekeep.
Everything else - the CLAB abilities and the item restrictions - will work fine.
Other than that, the barbarian/thief combination does make pretty good sense in flavor terms. Barbarians are really only banned from dual-classing because they were originally a separate class in these games.
Flynn - male, human dark moon monk (Grond0)
Keeler - male, gnome fighter/thief (Corey_Russell)
Swis - male, elf fighter/mage/thief (Gate70)
Previous updates
After leaving Candlekeep, we slaughtered Imoen, Xzar and Montaron before heading for the coast. Shoal was blinded to make killing her even easier than usual, while Flynn's 18 charisma allowed us to return Mad Arcand's ring.
Flynn was now level 2, but the M/C characters were still at level 1. Despite that though they were willing to mix it a bit in melee. Swis had a near escape doing that when taken down to 1 HP by a skeleton, before Keeler lingered a moment too long near a gnoll's halberd.
At this point Swis piped up that he knew PfP and Flynn took the hint by heading for the basilisk area. The basilisks all went down satisfactorily, with Swis nipping in for the odd backstab there. Keeler had been noting that he'd taken darts as his missile weapon, partly due to their effectiveness against mages. He had the opportunity to demonstrate that against Mutamin, who was already badly damaged by a backstab from Swis. We tried out 3 blindness spells on Kirian's party, but only Baerin was affected and Flynn decided on this occasion that discretion was the better part of valor and just left.
The FAI provided a Ring of Wizardry to bump up the number of spells Swis could cast. Heading back south, Swis also took the boots of stealth to help his backstabs. Keeler's turn for some goodies came with the ankheg armor at Nashkel, before he acquired a nice sword when Greywolf lost sight of it. With those upgrades, Kirian's mob now looked pretty vulnerable. That proved to be the case when Baerin and Peter were blinded before Kirian and Lindin got taken down with the help of a stinking cloud.
Bjornin's half-ogres were smacked down to get a +1 shield for Keeler. Then, with blind having proved so useful, Flynn decided to make that the primary attack against the Doomsayer. The problem with that soon surfaced when 3 blind attempts proved ineffectual. Keeler should have been able to stick a while in melee, but a rash of critical hits made him flee and it was only thanks to a rare use of wands by Swis that we were able to prevail.
We wandered through the Cloud Peaks to get a bit more reputation and a charisma upgrade for Flynn. Then there was a bit more quick XP available at the coast, where Keeler used the potion of clarity to chew through some sirines and a potion of absorption to do the same to some golems. We also got to 20 reputation there by capitalizing on Ardrouine's needless fears for her son.
Keeler had muttered earlier about needing some acid protection before taking on ankhegs. In the event though he was happy to dive into their nest and rely just on AC. His faith proved justified there, with him taking just a single critical hit while clearing the place. On the way to Ulgoth's Beard we attempted to do Tenya's quest properly (having resisted the temptation to slaughter the fishermen on the way there). However, the attempt proved in vain when Tenya stopped the fight with a Swis arrow already en-route to hit her again.
Dark Moon Monk - L6, 50 HPs, 44 kills
Fighter/Thief - L5/5, 46 HPs, 60 kills, 1 death
Fighter/Mage/Thief - L4/4/5, 35 HPs, 49 kills, 0 deaths
Oswig & Wun took a few moments to recall their surroundings (we can hardly remember a game from yesterday, and this was from two months ago which is typically several party lifetimes). Eventually we decided much had been done in Baldur's Gate but that we could always fit a little bit more in before speaking to Duke Eltan.
Words failed a silenced Degrodel once his guardians were eliminated. Ok, we really didn't have much else to do but 45 minutes elapsed. We did travel to the coast to check for a tome before deciding it must have vanished or one of us started with sub-optimal constitution. Inspection of our starting save confirms Oswig the Fighter / Mage / Cleric indeed started with 16 con instead of 17 - probably trying to keep his wisdom reasonable
In that 45 minutes we also traipsed our way around Candlekeep - Oswig Knocking three locked containers and Wun happily bouncing lightning traps to retrieve two more tomes. Oswig used the strength tome while Wun increased his wisdom to 21. Prat and his gang were fighting several skeletons in a web and our ranged attacks and spells meant they never got to grips with us. The skeletons remained to fight a pair of greater basilisks and then we made our escape.
After trading our backpack contents for more cash we made our way to Slythe and Krystin - Oswig making the unusual for us call of fighting both of them together. It felt best to have the battle rage so Krystin could cloudkill her party as well as our skeletons while we kept a safe distance.
An invitation to the Coronation saw us bring five buffed skeletons and they made certain of both dukes survival despite the attacks of greater doppelgangers. An easy victory, thought Wun, just as Oswig blundered into reach of Sarevok. Hasty retreat...
Oswig felt like continuing his attack but instead departed for a temple carrying some of Wun's gear. After getting Wun raised and partially re-equipped we returned to pick up the remaining party gear and finish off these two problems. The rest of Carston's party didn't last long, then we used scrolls to protect ourselves from undead as more skeleton warriors were bashed apart. Wun was lamenting losing his Stupifier weapon (can be seen in the screenshot but vanished when Grond0 was picking gear up) so made do with an item taken from Rahvin's party.
A final selection of spells was followed by a rest before confronting Sarevok. We buffed with potions then drew him out - and met Semaj with a robe-full of skeleton weapons. The skeletons then found themselves more than up to the task of defeating Sarevok.
I'm not too bothered about losing a few hp as I'm not into power gaming.
I just liked the concept of a barbarian/thief. It is the sort of character that would develop in the wilds if no formal training were given.
In this game it is the first time that I have broken into the chest with the 1000gp gem using brute strength rather than lock-picking. The gold was used to boost reputation by 3.
As I played the game I realised that Barbour the Bold was overpowered. An enraged barbarian half-orc backstabbing is just too powerful, so when I reached about 60,000 experience I abandoned the game.
I may play a barbarian half-orc in the future, but for the present I will continue my Maids of Helm game in SoD.
Everything was going fine until I tried to help the Dwarves.
Most of the battles were straightforward, but then in one battles my party didn't follow instructions with the result that three were killed. I considered using scrolls to raise them but decided to pay a bit extra in case the scrolls were needed in the future.
Everyone is now in good health again. We had to leave a large quantity of cheap ammunition behind, but that's not a problem.
We have seen Coldhearth transformed into a lich. All that remained was to kill him which was done quickly enough to have 2 charges of the secret revealed left.
We now have a cleric who can raise dead. A pity that ability hadn't come slightly earlier.
EDIT
Now at Troll Claw Woods some of which are now cleared.
Flynn - male, human dark moon monk (Grond0)
Keeler - male, gnome fighter/thief (Corey_Russell)
Swis - male, elf fighter/mage/thief (Gate70)
Previous updates
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The first action of the day saw Meilum being persuaded to hand over his bracers. His defenses are not particularly good and he would have died shortly anyway, but a dart of stunning put him out of his misery.
Next up was Durlag's Tower. The battle horrors outside were unable to penetrate Keeler's armor and there was more quick XP on the roof from the basilisks. No-one was particularly in need of a wisdom tome, so Keeler took that as the one with the most lore potential.
It felt like time to move on to the main quest and we quickly cruised through the Nashkel Mine. Mulahey gave himself a chance by spotting us from the fog of war, but he failed to complete any of his spell attempts. Outside the mine the Amazons realized too late they were coming under attack. Nimbul was backstabbed, before Tranzig just had time to gasp out what a fight he was going to put up. Surprisingly, we found on the way to Tranzig that we hadn't dealt with Marl earlier. Keeler failed to pacify him and was worried about the potential for a reputation hit, but the others reassured Keeler that Marl was fair game if turned hostile by conversation.
At the Bandit Camp Taurgosz was another to be spared feeling the final blows, when he succumbed to a blast from a paralyzation wand. Inside Tazok's tent Venkt was blinded before web and stinking cloud helped deal with the others.
The sirines near Shoal were easy meat with the help of the Greenstone Amulet before we dived into the Cloakwood. No-one was using bastard or 2-handed swords, so we moved through that pretty quickly. However, we did have one of the few awkward moments there when Swis failed to kill the hamadryad with a backstab. Flynn and Keeler both got held when coming in to support, but Swis's flashing blades managed to put down the hamadryad before it could finish off Keeler.
At the mine entrance, web and stinking cloud were too much for Drasus' friends and though he managed to bust out himself, he went down quickly as well. At the bottom of the mine Keeler disarmed all the traps. That meant no XP for battle horrors, but did allow Swis to sneak past Davaeorn and lay a fatal trap for him.
Before going to Baldur's Gate, Keeler wanted to make use of the skull that had been sitting in his inventory for weeks. While going to pick up a chicken we put blinders on Bassilus. Melicamp though failed his transformation.
Dark Moon Monk - L7, 54 HPs, 128 kills
Fighter/Thief - L6/6, 63 HPs, 130 kills, 1 death
Fighter/Mage/Thief - L5/5/6, 44 HPs, 129 kills, 0 deaths
Keeler just maintained his lead in the kills race this session, but came under heavy pressure. However, he now has the boots of speed to get into action quickly and remains favorite to win.
Oswig and Wun found themselves in what Imoen described as the moldy old tomb. They cleared the opening area - Wun using a Sanctuary to convince the two main groups of enemies to surrender without combat.
The second level of the tomb was harder work and without availability of Protection from Undead scrolls we carefully eliminated any undead before using skeltons against living enemies. Korlasz thought about surrendering twice but Oswig was having none of it.
After clearing out the tomb and fending off assassins at the ducal palace we limited ourselves to picking up glasses at a tavern and selling looted items at Sorcerous Sundries before heading out for Dragonspear.
Our first waypoint outside the city was at Coastways Crossing where we did a few tasks before sanctuarying to the bridge. This was to no avail and the bridge was destroyed at the mere sight of us so we retreated to look for another way across the river.
On the way to Boareskyr Bridge we sanctuaried past various enemies in Troll Claw Woods to reach the Forest of Wyrms. Wyverns fell to our skeletons, and then the green dragon fell to our buffed attacks with fire (meteors, scorcher and heavens). We then cleared out the bugbear caverns. They were tough but we had planned ahead and other than Wun running down to his last 14hp at one stage there was little danger.
We nipped around the temple of Cyric, only stopping to let the game freeze before reaching the Neothelid (edit: perhaps not a good idea for the client character to talk to the trapped priestess). A moment or two of deja-vu from our last autosave had us back where we were, and some more buffs gave us a hasted victory over the neothelid. Akanna fell to Wun's strategy, while the mind-flayer and it's gang were whittled down. Oswig had given Wun a scroll of free-action to play in webs and this was working well until a teleport field was also used. Wun found himself being moved instead of attacking and while Oswig kept the pressure up with missiles and spells Wun eventually found himself moved back into melee just as he ran away. Teth Se-Nehi said thank you for the opportunity and landed a fatal critical hit. Oswig had kept himself away from trouble, and instead filled up his containers with Wun's gear. Then he sanctuaried in to clear up any other loot and then left for a temple.
On the way he declined to help a young green dragon. On the way back we slaughtered goblins before exploring a myconid cave. Finally we returned to the temple of Cyric and finished off the remaining enemies. We made our way to Boareskyre Bridge and rested up.
Wun did mention that he'd lost his ring of protection +2. Oswig handed his ring over and equipped Sarevok's +1 ring.
A moment or two later Wun enquired about his bracers or weapons expertise. Yes they'd also vanished on death (despite both being visible on the last screenshot), so Oswig handed his bracers over.
Oswig and Wun also conferred about the many scrolls of raise dead, champions strength and lesser restoration which Wun had purchased. Such safety had almost never been seen before, at least not with this pair.
Party gear:
The objective of this run is to complete the Baldur's Gate EE main campaign in as little in-game time as possible. I worked out the map route earlier, but you still have to be strong enough to kill a few enemies, and fighting to get stronger is a terribly inefficient use of time. Thus, I bent the rules. Build up the character in the Black Pits, export them, and run the game with a fully developed character.
Part 1, then, is the prologue to the campaign, in the Black Pits. With well-stocked merchants and a very high rate of experience per fight, it's a great way to build up a character quickly.
First, the party. We start with the protagonist, Lone Starr. He's a gnome fighter/thief with excellent stats, and that's all that really matters. Starting proficiencies scimitar and shortbow. Starting spells Blindness, Friends, Sleep. Lone Starr will be the only character exported; the rest are just here to make this stage easier.
Second comes Barbie. A half-orc barbarian, to smash the enemies easily. She starts with morning star and longbow specialization.
Third in line, Grom. A half-orc fighter/cleric, for more smashing and lots of Command spells. He starts with specialization in maces and dual-wielding.
Fourth, Miss Tree. A gnome fighter/illusionist, for more spell and attack power. Starting spells Blindness, Sleep, Magic Missile.
That's it; while more characters would make fights easier, they would also slow down Lone Starr's development somewhat. I'd have to grind more to reach the experience level I'm aiming for, and that's just boring.
And now, the action. We start with nothing but some weapons lying on the ground, and three tasloi to fight. Miss Tree casts her Sleep, and they go down easily.
That brings the party to the hub, where they can start buying. Cast Friends for better prices and pick up basic weapons all around. Plus splint mail, helmets, and large shields where applicable.
The second fight has larger numbers, but they're still just gibberlings. Sleep, bash, 2500 XP for everyone. Lone Starr gets a thief level and Barbie gets a fighter level.
The third and last of these introductory fights is against another batch of gibberlings. I've corrected memorization by now so that both mages have a Sleep, and the fight is trivial. All four characters level in all of their classes, and Barbie starts on two-weapon proficiency.
That brings us to the first repeatable fight, against a party of level 3 enemies. Sleep and Command wreck them, and we win without a scratch. The levels slow down now, but I still pick up a cleric level on Grom.
The second fight in the first tier is against a bunch of hobgoblins. Including two level 5 wizards. Sleep can take down all the minions, but those two are dangerous. So, then, have the archers focus on them, and use some Command spells as well. It's a clean win. Barbarian level 4 for Barbie, fighter level 3 for Grom and Miss Tree. The latter two improve their two-weapon skills; mastery for Grom and proficiency for Miss Tree.
The third fight in the tier is the necromancer Llyrk and his skeletons. Infamous for crashes in 2.5, fixed in 2.6. Llyrk has some decent protective spells (cast via scroll), but he's only level 3 and human. So hit him with a Sleep, pepper him with arrows, and the fight is easy.
Grom reaches cleric level 4, the mages hit level 3, and Lone Starr also reaches thief level 4. He takes single-weapon style, maxes out Find Traps to 100, and starts on Detect Illusion.
Since we have level 2 arcane slots available, the mages pick up some spells. All the illusion spells of level 1-4 that they didn't already have, since those can be scribed without risk of failure.
The fourth fight is against ogres. A bunch of regular melee ogres and one level 5 mage. Sleep and Command. Easy. Three characters gain fighter levels on this one; Barbie to level 5, Grom and Miss Tree to level 4.
The fifth and final fight of the first tier is against a party. Six characters, all level 7 or 8. It's a serious challenge. And since Sleep is our primary offensive spell, we're really not set up for it well. I try to focus down the mage, but, well... It takes a long time, during which nearly the entire party is badly hurt. And we've only taken one other enemy out of the fight; the fighter Krancor is blinded.
Still, we persevere. The mage finally goes down, and I move on to kiting the remaining enemies while shooting arrows at them. The lineup is gradually whittled down ... ... until just the blinded fighter is left, and it's safe. We win the fight, with no characters knocked out.
The experience from that fight brings thief, mage, and cleric levels. Tier 2 gear is unlocked in the shops. And everything to come will be easy in comparison to that mess.
The next fight, first in tier 2, is a mere group of ankhegs. They're vulnerable to Sleep. We kill them quickly. And again, and again, and again... It's a bug hunt. Repeated about 30 times, until we reach 220K experience each. Lone Starr takes katana proficiency with his level 8 dot, and upgrades to the +1 magical version. The fighters all develop to two-weapon users, though I don't bother with magic weapons or stronger armor for them. Instead, Lone Starr spends all the gold on himself. The best equipment he can get, scrolls to set up his memorization, a couple wands, and a whole lot of potions. At the time of export, Lone Starr is a level 8 illusionist/level 9 thief. He has 100 in Find Traps, Detect Illusion, and Open Locks. His memorized spells are Friends, Sleep x4, Mirror Image, Invisibility x2, Luck, Invisibility 10' x2, Slow x2, Polymorph Self x2, Stoneskin.
Item listing in that final shot, for those who aren't that familiar with what's in Black Pits 2 and might be wondering at some of the icons:
All of those are available in either the BG1 or BG2 campaigns, except the Slave Ring. That's a non-removable item that replaces death with unconsciousness, which is destroyed when you take the character to another campaign.
Now, it's time for Lone Starr to enter the main campaign. I import the character file, and start playing. I can take Candlekeep at a leisurely pace, so I do; the cutscenes when you leave advance time to 7 AM the next day. As long as you don't dawdle until after midnight, you're not losing any time.
With that in mind, Lone Starr does all of the Candlekeep chores and steals some goodies. Plus one other action... While playing the Black Pits section, I noticed prices were higher than I had calculated. Looking things up ... reputation 9 is a +10% penalty to store prices. I should have put the one neutral party member in slot #1 to make things cheaper. If I had corrected this, I would have been able to buy even more consumables.
So with that in mind - and the fact that he won't be doing quests for reputation, I donated 200 gold to bring Lone Starr's reputation up to a neutral 10.
When he's done with Candlekeep, Lone Starr has 1927 gold, two more useless spells known, three more potions of healing, and one potion of clarity. He talks to Gorion and hits the road.
First thing next morning? Talk to Imoen. Let her into the party. Take her potions. And leave her by the side of the road.
Once that's done with, Lone Starr heads south to High Hedge for a bit of shopping. One potion case, one scroll of Friends. Also note the two haste icons; Lone Starr has added an oil of speed to his boots of speed, for truly ludicrous speed. I have to pause every couple of seconds just so I can catch the screen up to his movement and issue new commands. Some monsters spot him, but they can't catch him.
He leaves High Hedge to the east, and drinks another oil of speed in Beregost. Buy a book, talk to Firebead, receive scroll case. Oh, right. That's a point of reputation. I guess that donation back in Candlekeep was a waste.
I hit both the southern and northern edges of the town map before leaving to the south. Two more oils of speed bring me through the road sections to Nashkel. I've also quick-saved and quick-loaded a few times to stave off fatigue, as I can't afford either a luck penalty or wasted time for resting.
There's a bit of conversation in Nashkel, but mostly I just run through with another oil of speed. Once I hit the mines, I add a new element: invisibility. Can't let those kobolds see anything. I do slow down a bit on the next level. There are traps to detect and disarm, so I spend a couple rounds on that. And at the exit to the open cavern, Lone Starr casts his first spell of the game: Polymorph Self.
He continues to Mulahey, gets behind him - and transforms. The ogre's weapon deals 4d6+1 base damage. The gauntlets of crushing add +4 to that, since the Polymorph Self forms are classified as hand-to-hand weapons. A level 9 thief's backstab multiplies it by 4. And finally, ogre form gets a +6 strength bonus to damage. 42-122 damage, an average of 82.
Of course, all that damage doesn't mean a thing if you can't hit the target. Lone Starr has 16 base THAC0, a -4 THAC0 improvement from the gauntlets, +4 to hit from invisibility, +3 to hit from strength, and ignores Dex modifiers. Mulahey has chain mail and a shield for 6 AC versus crushing, or 3 if his Dex modifier is in play. Effective THAC0 5 versus AC 6 - Lone Starr hits on a 2 or better. Mulahey has 46 HP, so he dies on anything other than the absolute minimum roll. 95% chance to hit, 99.9% chance of a one-hit kill if it is a hit... Oof. That's such an improbable event that I immediately start looking for a reason. Is Lone Starr taking a serious fatigue penalty that just isn't showing up for some reason? Well, it's not in the saves.
Anyway, I continue the fight. Mulahey panics and goes berserk. Two more missed normal swings from the ogre form (effective THAC0 9 versus AC 3, so he should miss on a 5 or lower), and then the third swing hits. 18 damage on 15-35 possible. And though I didn't take the picture I intended to, I'm pretty sure at least one of the misses was on something like a 6 or 7.
And so I come to a conclusion. There is a luck penalty from fatigue affecting Lone Starr, even though the save games say that he isn't fatigued. That could kill the run. Unless... if I properly save and exit, only what's in the saved game should matter. Maybe quick loading doesn't clear some things that it should?
Ah well, I'll find out the next time I need some decent luck. For now, I drink another potion of invisibility and head up and out the way I came. Travel north. Past Nashkel. Past Beregost. All the way to the crossroads I haven't visited yet. Rather than following the road, I step off to the east... Deke and his crew are here. Use that wand of fireball. The lesser bandits are dead, and Deke surrenders. Lone Starr now knows where to find the bandit camp.
The minion bandits did fire some arrows, and two of them were critical hits. Lone Starr takes 18 damage, leading him to drink a couple of healing potions as he continues north.
I pass through the Friendly Arm to the next area north, and hit the north and east edges of that map. There isn't much of an accessible east edge on the farm, but what's there is the shortest path to the bandit camp.
In the camp, I go invisible. Walk by everyone up to the chest in Tazok's tent. Why disarm the trap when I'm immune to lightning anyway? Because ricochets from that cloak are credited to the cloak wearer, and Ender Sai is an innocent. Lone Starr doesn't want that sort of thing on his reputation.
Looting the chest brings the chapter transition. And the party in here doesn't even go hostile. As long as Raemon doesn't see you and you don't make any hostile moves, you're safe. Lone Starr just drinks another invisibility potion and heads out.
Back at the Friendly Arm, I head south. For some reason, that link to the first Cloakwood area is shorter than the link on the west edge of the map. Similarly, the shortest path from the first forest area to the second is the western edge of the map; four hours of gain for a bit more in-map walking is worth it.
The spider area calls for invisibility, so I can disarm some web traps without drawing ettercap attention. There's a path that avoids all but the first, but it's considerably longer. That invisibility potion even lasts long enough to help dodge a wyvern ambush en route to the druid base.
After that, it's a simple walk east through the druid area and south through the wyvern area, without encountering any trouble. At the mine - invisibility. Just run past everyone up top, open the door, and head down. I actually don't drink the oil of speed until I'm safely in the mine this time.
Avoiding trouble is simple on the mine level. On the prison level, I disarm some traps and just walk right by Hareishan. The barracks level is equally easy to sneak through, and that brings us to Davaeorn. Now is the time for that save and exit.
Cast Polymorph Self. Reveal passage and disarm traps. Turn into ogre. Detect Illusion to dispel the Mirror Image. And then take a whack. He has 45 hit points. That's over 100 HP worth of overkill. And I seem to have solved the luck problem.
Incidentally, Davaeorn has AC 3 (1 with Dex). Not bad, but not enough to stop him from being hit on a 2.
Dave drops some letters and scrolls which I take, a couple pieces of vendor trash to sell, and a snazzy new robe for Lone Starr to wear. This is the entire reason I made him evil. With his new archmage robe, Lone Starr saves versus spell on a 1.
Four chapters down, three to go. That will be part 3, of course.