I forgot to write that I do not invite you to modify your installation in the current run. However it may give you a few ideas for the next installation. From a general perspective there should be no specific reason to reinstall all the favorite mods but it is really nice to renew the installation of Stratagems from time to time because it changes the allocated kits, spellbooks/ memorized spells of the casters and probably the potions given to all characters are (a bit) randomized too.
1. This project is the continuation of an effort to port Ascension to EE. That was already published in May or June on this forum but it did not catch people's attention. It's derived from the original or weidu ascension without the BP modifications. Personally I am inclined to believe the AI requires a refresh but that's clearly not the top priority. 2. EEtactics is organised to be installed after Stratagems even though I am not done with all the internal structure. I try to explain in the readme that when Stratagems recognizes (or actually lists) vanilla scripts and some creatures (spellcasters noticeably), it modifies them. Despite the urban legend, Stratagems modifies more than just the AI scripts themselves. This may be bad for all mods which attempt to modify the same objects and are installed prior to Stratagems, noticeably other tactical mods, but this is normal and required for Stratagems to function. That's exactly the situation experienced by the Quest Pack mod. The ideal solution would be to benefit from the AI added value provided by Stratagems but I think very few mods try to work this way. 5. I can't tell you with certainty. But a rule of thumb is to install what you really require. In the jungle of mods more is usually worse, not better. 6. I don't think this is a problem. aTweaks has been modified with Stratagems in mind. But next time... 7. Problem is that if you install the Stratagems fiends, I think you end up with the Stratagems Demogorgon, not Ascension but I am not 100% sure. When playing on the original BG2, I used to install ascension then stratagems without the fiends and finally aTweaks with the fiends. This being said that's perhaps too much hassle for a single boss creature. I mentionned the point because Stratagems Demogorgon was a topic on this thread a few days ago.
Good progress multiplayers! Keep it up. You're already doing better, in terms of keeping each other alive, than during the first run no?.
Well, thank you! From my point of view, it can be said indeed, that the experience with the new party feels better. Not just keeping alive, but also understanding how to play as a team. But I will be only able to say "We're doing better" firmly when we win the chess fight. The chances will be better if you join us eventually!
Anyway, good luck to Bardin in BG2. A cleric/thief is not an OP character, due to all the problems divine casters have (you've listed them), but if a solo druid could survive till HLAs, so Bardin should.
I think you all could forsee that me creating that table about triple-class characters couldn't go unnoticed by the general "Why not try it myself?" approach I realized I didn't have an evil party in the wake of future SoD and decided to fix it. The playthrough will be evil (with less than 6 rep all the time), with actions I have never taken before (in terms of kills), and will be on the Insane.
To decrease the number of temple resurrections, I will take NPCs only when there will be higher level variants of them available.
[spoiler=The WeiDU log]
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22_20150614 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3011 // Maximum HP for NPCs (the bigg) -> For Non-Party-Joinable NPCs Only: v16 [/spoiler]
Enters Hades, a chaotic evil FMT with a 91 roll, and short swords chosen as a preferable weapon (I like them from a RP point of view, and short swords, not so strong if compared to other proficiencies, will compensate 18-19-17 STR, DEX and CON stats):
[spoiler=Hades]
[/spoiler]
From "The Unseen one", a journal by the Quasit familar:
Back in Candlekeep, as soon as Hades heard that his teacher, Gorion, wanted to see him, my master said goodbye to all who knew him. And by saying goodbye, my master meant, as usual, nasty things. First, Hades robbed Dreppin of an antidote for his cow. Then, when Fuller asked Hades to make some errands, my master realized that the fighter could have something valuable. His destiny was decided, and not without a reason. A shiny magical dagger and a full plate were rewards.
[spoiler=Fuller]
[/spoiler]
After both Hades and Gorion left Candlekeep, my master was ambushed by a mysterious group of assassins. From the backpack, I saw how Hades was running in shadows from the massacre, only to be met by Imoen, a girl Hades knew from his early days. But Imoen, if she was aware of the Fuller's death, was not a desired person next to Hades. My master was still too vulnerable to let him have any companions.
We, Quasits, are wise creatures, and my master was wise enough to consult me about ways to get more powerful. I revealed to him that there was a big market place in Nashkel, where he could buy some protection for easy hunting of basilisks, - powerful enemies if you don't have a needed protection.
If Hades listens to me, than maybe I might become a Quasit emperor one day.
On the way to Nashkel, Hades found a group of hobgoblins. They were speaking, and I could understand one of them was boasting he acquired a sharp sword from a travelling merchant.
[spoiler=A short sword]
[/spoiler]
Further on the way to Nashkel, my master was ambushed by a group of bandits. I advised him to gulp a potion of speed (previously taken away from Imoen, before she was sent to search for Gorion's friends) and run as fast as possible.
[spoiler=A bandit ambush]
[/spoiler]
In Nashkel, my master was approached by a strange talkative man, who couldn't understand 4 simple words: "Get away from here!"
[spoiler=Noober]
[/spoiler]
My master finally got to the market, and spent all his money on the scroll I pointed him to. When Hades entered the basilisk area, he was greeted by a ghast, but this time it looked like the ghast was friendly. I saw a lot of magic involved in this thing, and adviced Hades to search for wizards, not only basilisks, nearby.
He found a group that looked like mercenaries, and a gnome wizard next to the greater basilisk. The gnome didn't attack the ghast, which let Hades to find a place for a backstab, only to be followed by the ghast's stun attack.
[spoiler=Mutamin]
[/spoiler]
The basilisks were not a threat for my master. As for the group of mercenaries, they had a lot of shining trinkets and thus were a good target for Hades. He managed to split the group, so that each member could be attacked one by one. Their own weapons were used against them (potions of fireballs, arrows +1).
[spoiler=Mercenaries]
[/spoiler]
After that, my master felt himself a lot stronger than before (becoming a FMT of 4/4/5 levels, with 45 HPs and triple backstab multiplier).
Now was the time to establish The Hateful Six, as Hades referred to them. He needed 5 companions to be able to confront people who tried to kill him after Candlekeep.
It's possible to skip many of the fights on the 3rd level of Watcher's Keep, since you only need one character to activate each portal in order for the whole party to move on. There is, however, a slight delay in between activating a portal and leaving the area, and each area brings its own dangers, so running from battles is no guarantee of safety.
Zulfer runs past some Glabrezus and we reach the Demon Wraith with his level-draining Slave Wraiths. I start out with our strongest summons... only to find that the previous room's special effects are still active.
What spell did we get instead of Summon Planetar? Nothing. That wild surge casts a different spell of the same level, but since SCS in my install changes HLAs to innate spells rather than mage or priest spells, we get nothing.
To add insult to injury, the Demon Wraith gets the exact same spell off the ground. Zulfer downs one of our many Potions of Invulnerability.
I test out the Psionic Blast trick, in which you use Improved Alacrity to rapidly switch back and forth between Mind Flayer form and normal form in order to spam Psionic Blasts at the enemy. Due to the shapeshifting process, you actually have to re-equip the Amulet of Power every time you switch to Mind Flayer form to make each spell instant. You can fire off a Psionic Blast every couple frames or so. Despite my persistance, the enemies seem unfazed. A much more basic Horrid Wilting Chain Contingency accomplishes more than the micromanagement-heavy Psionic Blast trick.
I discover that the Demon Wraith is easily debuffed with Breach. With Laosha keeping Zulfer alive with Heal, our Assassin/Fighter cuts down the Demon Wraith with Sanchuudoku.
I get Tahazzar and Ka'rashur confused and end up having to fight both of them. Normally it's better to fight whichever one is not preceded by a dead magic room, which makes the fight a lot harder. Ka'rashur is first.
Ruva throws out a trap to thin out the enemy's ranks and Azelos blinds her to make sure she can use another trap after the enemy turns hostile.
We get lucky with Horrid Wilting against the remaining critters. It's not very reliable here because so many enemies have magic resistance. Ruva finishes off some of the survivors with a blind trap.
Ka'rashur has returned. We haste our friends and shoo Ruva to the side lest Ka'rashur tear her apart.
Without PFMW, Ka'rashur can't stand up long under pressure from Zulfer. We outlast him.
The next demon fight, with Tahazzar, is going to be much harder. We won't have any buffs entering that fight.
@Musigny Good progress! I really like your duo run, it's a very interesting party size I think but one I never had the chance to play. I should definitely play a duo or a trio run in the future, looks very fun!
@Blackraven You know how much I like your C/T characters, I really do. There is something special in my mind when I see you playing one, maybe it still has something to do with Teyl, your character who inspired me to try the no-reload myself. Good luck to Bardin in Amn!
@bengoshi A new run! Insane difficulty! Full prebuffing for opponents! A triple class character! An evil run! It is like I was forced to like your posts And the idea of letting your familiar reporting the playthough is excellent.
@semiticgod I think that being able to bargain with Tahazzar is a great advantage for evil Charnames in no-reload, good luck for the fights to come! I foresee that you will complete ToB.
From "The Unseen One", a journal by the Quasit familar:
To assemble his party, my master had to learn spells first. How else could he impress others so that they wished to join him? He went to Galena Mirrowshade to get potions which could help with memorizing. In the process, Hades was attacked by a mage, Tarnesh. My master patiently waited for the mage's buffs to wear off, before chunking him to pieces.
[spoiler=Tarnesh]
[/spoiler]
In the Friendly Arm Inn Hades met a dark half-orc, who mistook my master for an elven servant. Despite such a rudeness, something told me that my master would meet this half-orc in the future.
Thalantyr, the scrolls seller, provided what my master needed for a start. With Invisibility spell, Hades now could travel unseen in case of further ambushes.
To the south from Beregost, Hades met Viconia, a female drow running from a Flaming Fist officer, apparently after killing a farmer who tried to abuse and torture her. A wrong choice.
[spoiler=Miss Underdark]
[/spoiler]
In Nashkel, Hades accepted a quest from another wizard, Edwin, to find and kill a Rashemen witch.
[spoiler=Ed the Red]
[/spoiler]
After setting off for the Gnoll Fortress, Hades was waylaid by brigands. It turned out it was not a usual ambush, with the half-orc from the FAI appearing and helping my master. The half-orc, Dorn, offered Hades to unite their forces so that everyone could accomplish their goals - to find the mysterious assassins for Hades and to revenge to former Dorn's companions for the half-orc.
[spoiler=Mr Blood]
[/spoiler]
Hades had 3 powerful allies, so dealing with the Gnolls in their fortress was an easy task. I liked how much magic was in the air, when I watched the fight from my master's backpack. The witch, whom Ed searched for, was soon dead, and Hades suggested that the red wizard staying would be a good payment.
[spoiler=Gnolls and the witch]
[/spoiler]
On the Sword Coast, Hades met a thief, Safana, who was looking for a pirate treasure in a nearby cave.
[spoiler=Honey Bunny]
[/spoiler]
The cave was protected by sirines. Miss Underdark, thanks to her divine buffs, and Hades, thanks to his constant hiding in shadows, breezed through them.
[spoiler=Sirines]
[/spoiler]
Inside the cave, my master found golems, and although his backstabs didn't work, Haste and Invisibility provided the victory against tough but slow creatures.
[spoiler=Golems]
[/spoiler]
Honey Bunny didn't lie when she said about the treasure. A manual of constitution and a wand of paralysis. And a skillful thief would be of a great use. So Hades offered her a job that could bring even more treasure.
After finishing with the coast, my master desided to explore the Sharp Teeth forest, where he met another drow, this time a sorcerer. The drow, Baeloth, emerged out of nowhere nearly in front of Hades, and explained that due to certain problems he had to retreat from the Underdark. Hades offered a place in his party till they could find an entrance to the Underdark.
[spoiler=The Entertainer]
[/spoiler]
This is how the Hateful Six was assembled. The Unseen One, Miss Underdark, Ed the Red, Mr Blood, Honey Bunny and The Entertainer. A group with a reputation of 2.
Lovely stuff @bengoshi! Your run and @Mortianna's comments in the What will be your party for SoD thread really make me eager to finally try a truly evil run myself, probably with my Cleric/Mage. Love your nicknames btw
@semiticgod, your characters look very solid there in Watcher's Keep, well in control of things. Keep it up!
Thank you @Gotural for your words. I also love Cleric/Thieves as a class, and especially so when I manage to bring them to life in my gaming experience. I had that with Teyl (the NE schemer), and now with Bardin (the unyielding LN exactor of justice).
Speaking of Bardin, he has made some careful progress in Amn, enough for an update.
First of all I made two changes to my install: I uninstalled Tactics' Random Encounters (advice from @Musigny) and I installed the SCS component Caster HLAs as innates, which will make Bardin able to cast a larger number of powerful spells but will also make enemy casters a lot more dangerous because the component applies to them as well. 'Caster innates as HLAs' in combination with 'All eligible ToB and SoA spellcasters get HLAs' means that pretty much every high level mage in SoA will toss out Comets, Firebreaths and Dark Planetars, in addition to casting Gates, Time Stops, Meteor Swarms and Wishes. Bardin will have to be very careful...
Bardin, LN Cleric/Thief, in SoA (Part 2)
The rogue priest takes his role of protector of Gnomes very seriously, he always has, but he's first and foremost an enforcer of universal laws, not the least of which is the tenet that 'Thou shalt not kill'. Thus the priest did not stay his hand when an Ogre Mage that had killed and enslaved several beings in a Circus Tent turned out to be a fellow Gnome.
(Note how in the first screenshot Bardin blows up a Shadow with this Turn Undead ability.) When he left the circus tent, Bardin was given a lamp that Kalah had used to summon a Genie. He'd have to figure out the command word before he'd be able to use it though.
Bardin visited the filthy and sketchy Slums District where he had dealings with a rogue, Gaelan Bayle, that told him he could help him find Imoen and Irenicus, albeit for a considerable price: 20k GP. The Gnome didn't own anywhere near that amount of gold. He visited the Copper Coronet Inn to rest, but he soon discovered more injustices for him set straight: slaves fighting in pits, forced prostitution, trafficking of children, and the like. He had to battle a Beast Master and his monsters and, sadly, animals, for the keys to the slaves' cells. Bardin got into some trouble when a backstab failed to kill the Beast Master and the latter retalliated with a poisoned arrow striking true from close range, while his pets were surrounding the Gnome.'Each battle may be my last', the Gnome reckoned, so he didn't hesitate to quaff his only potion of invisibility. With the help of his Skeletons, two snares, and his damaging sling shots, Bardin defeated the pets and the Beast Master.He freed the prisoners, battled more guards (including two mages),and saw slave leader Hendak defeat innkeeper Lethinan in a duel. Hendak took control of the inn and asked Bardin to deal the slavers a final blow in their base in the slums. Hendak's assistant Bernard gave Bardin a letter from a mysterious, voluptuous woman.The letter contained an invitation to meet the woman at the Five Flagons Inn in the Bridge District.
Bardin rested at the Copper Coronet, and decided to seek out the woman in the Five Flagons first. The Bridge District was in an even more abominable state than the slums: flayed bodies lay scattered about on the ground, and several people were exchanging bits of information in order to understand who had been responsible for these disgusting practices. Bardin introduced himself to Lt Aegisfield, and learned from the latter and from several witnesses that elephant hide and tannins had been found on the scene. The Gnome went to the local tanner shop to ask its owner if he knew anything. Tanner Riejek Hidesman confessed but he refused to accompany Bardin to the garrison. He fled downstairs. Bardin, hid in shadows and followed suit. He found the floor littered with corpses and heavily trapped and guarded:(This is a BP addition.) Bardin retreated, cast Sanctuary, returned, removed the traps, and descended further to a small dock where Riejek escaped, leaving Bardin to deal with two Ghasts, two Rune Assassins, and a Bone Golem. Bardin swiftly retreated to report back to Lt Aegisfield. Here a bug occurred: one of the Rune Assassins followed Bardin, but for some reason he didn't become visible and they didn't attack. Bardin was ready for him, he had an oil of speed to escape, but even after some experimentation (e.g. going downstairs again, injuring the Rune Assassin with his Divine Wrath ability), nothing happened. The assassins just stick to Bardin as is they're his shadows. I can now no longer save game in the Bridge District because there are enemies nearby...Outside, there were more of Riejek's henchmen, but Bardin decided to fight them later if he had to.
Back at Waukeen's Promenade the Gnome rested at the Den of the Seven Vales inn, but got bullied and threatened by a Dwarf with four companions who approved of the Dwarf's provocations. The only one to protest was a human rogue. Bardin decided to teach the group a lesson. He placed seven snares upstairs and seven downstairs, Silenced a human mage and an imp,and asked the Dwarf how brave he was now, without the help of his spell-casting buddies. The Dwarf was brave enough to attack, as were the others. Snares killed the human wizard and a Barbarian, and a well-placed sling bullet meant the end of the Imp.The Dwarf, clad in full plate and thus much better equipped for battle than Bardin who was wearing plain studded leather, eventually fell after two Amnian soldiers came to the Gnome's aid.Bardin let the rogue, who had never wanted to get into a fight in the first place, go free.
Considering his need of lots of gold, Bardin reluctantly decided to follow Gaelan Bayle's suggestion of working for the Shadow Thieves. He was asked to infiltrate one of their guildhouses and spy on its leader, a suspicious fellow named MaeVar. Bardin had difficulty assuming the role of obedient servant when he met the arrogant rogue,but he successfully carried out a first assignment - a simple theft from the Temple of Talos, nothing for Bardin to lose sleep over - and so earned himself some goodwill. A second task weighed more heavily on the Gnome's conscience: killing a Cowled Wizard. On the one hand, Bardin had no love for the Cowled Wizards. They had sent Imoen to a high security prison for casting a Magic Missile, while allowing others, such as one of Riejek's accomplices, to freely cast spells. On the other hand, the Cowled Wizards were the lawful authority on arcane matters within the jurisdiction of Athkatla. Bardin gave himself some time to think the assignment over.
In the Crooked Crane, a small inn near the city gates, Bardin's traps convinced a Rakshasa into giving him the command word to use Kalah's lamp.Bardin then used the lamp to offer Kalah the chance to redeem himself. Death seemed to have made Kalah a humbler and more reasonable Gnome:The two parted as friends.
Not surprisingly, the slavers were less than pleased with Bardin's actions at the Copper Coronet. A delegation of them ambushed Bardin while he was exploring the city. The Gnome used his hiding skills to get away to a quiet corner. There he set three snares, and he summoned three Skeletal Warriors. He buffed both himself and the summons with PfE 10' Radius and Strength of One, and he further buffed with HP and DUHM. His plan was to suffice with taking out their leader, a man named Eldarin, in part because he liked Eldarin's shiny blade but also because felling their leader might cause the others to flee. Unfortunately the traps were triggered by a henchman,a rogue who proved hard to kill due to invisibility and healing potions. Bardin's Skeletons brought Eldarin to the brink of death, but they were brought down by the other slavers before they could finish their job. A heavily buffed Bardin (Chaotic Commands, Death Ward, Free Action, PfFire/Cold, Chant, HP, DUHM, Remove Fear) then finished Eldarin off,and left the scene.
Bardin procured Spiders' Bane from the sewers for a Hivemistress Druid, a stuffed bear for a child spirit, and a foster father for an orphan in the Graveyard District. He also dug up Tirdir, a man who had been buried alive. At the Five Flagons he accepted a first errand, a simple delivery in the Docks District, for the mysterious woman, Lynn:On his way to the docks, Bardin got ambushed again. After a mage Slowed him, the Gnome expended a potion of invisibility to save a poisoned man. I'll let the screenshots do the talking:In the Docks District, Bardin delivered the poisoned man at what according to a Necromancer named Xzar was a Harper hold, and Lynn's package at the Sea's Bounty tavern. He also had Dwarven smith Cromwell upgrade Kitthix. Back in the Bridge District Bardin put Tirdir's buriers to justice with the help of Kitty and his Skeleton Warriors. He rescued a hostage, another of the criminals' victims (though not before nicking a pair of silver pantaloons from Welther). He also dealt with Riejek's cronies, including the Bone Golem.He also reported back to Lynn. She put Bardin in another dilemma. She would have him work for her as an assassin, very lucrative but wouldn't accepting Lynn's proposition make him a cold mercenary? As with the shady assignment he had been given by the Shadow Thieves, Bardin allowed himself some time to decide his course.
Meanwhile he decided to help Flydian, whom he had met in the City Gates District. Flydian had come from Trademeet to look for folk that could stop the incessant animal attacks the town had apparently been suffering. Upon arrival the Gnome learned that the trade town was not only plagued by predatory wild animals, it had another problem: trade had been monopolized by a quartet of Dao Djinns. Bardin's first action was to set the Dao Djinns straight, with traps and Holy Smites:Guildmistress Busya was very thankful. She rewarded Bardin with the Shield of Harmony and sufficient gold for him purchase an enchanted club, Blackblood.
As to the animal attacks, they appeared to be orchestrated from a nearby Druid Grove. He had a Shapeshifter Druid from the north, Cernd, travel ahead and agreed to meet up with him near the Grove. Bardin found the woods replete with monsters such as Trolls and Spiders. (BP definitely adds more Spiders to the forest, and maybe more Trolls as well. A great source of XP, but too much of a hassle for solo Bardin at that stage.)The Gnome relied on stealth and Sanctuaries to navigate the woods (and to loot them).He failed to slay an Elder Earth Elemental with Kitty, and only made himself seen again by the entrance to the Druid base. There he Silenced a group of hostile Druids,before he made short work of them and their Grizzly Bears, with the help of Kitty and his Skeletons.The summons also allowed Bardin to clear the area near Cernd of its Shambling Mounds, Myconids, and a group of (BP) Druids. Cernd challenged Shadow Archdruid Faldorn. Bardin buffed Cernd (Remove Fear) when it became clear that Faldorn was going to battle with buffs herself (with Ironskins, Chaotic Commands, and Magic Resistance). Both Druids cast Insect Plague at pretty much the same time. The spell affected Cernd more than it did Faldorn, but Bardin tossed Cerned a batch of extra healing potions to stay healthy, and Cernd shapehifted into Werewolf form and defeated his opponent with relative ease.Bardin returned to Trademeet to bring the town's mayor the good news, while Cernd stayed at the Grove to reorganize it. The Gnome received further praise and rewards, enough to buy himself the Belt of the Inertial Barrier. Fortuitously, Bardin had another rendez-vous with Riejek and one of his accomplices. This time the rogue priest didn't let his foe escape. Finally he was asked by two feuding families to retrieve Waukeen's Mantle from a tomb, but he hasn't accepted either request yet.
I can't seem to find it in me to write this up as a RP run; bare bones incoming, probably without screenshots despite the 40+ I have...
Gorion is killed, Imoen and Farien journey swiftly to the FAI. Tarnesh is... left inside the temple after a couple zones, and he didn't follow Farien back. After recruiting Jaheira and Khalid, we end the mage's life. We hunt down Shoal, and have our first death as Jaheira is criticaled by a Gnoll and brought from max to 0. We have precisely 0 gold after this Raise.
After resurrecting her, we elect to hunt down Basillus, on the basis that he's killing innocents and all that. Imoen used the Wand of Magic Missile to interrupt all but one spell, an Unholy Blight that only hit (and killed) Khalid, again in a single hit. On the way back to the temple, Melicamp is successfully de-chickenified.
We face the spiders in Beregost, and flee from Karlat: he hits too hard, even with Defensive Stance. Fortunately, his script doesn't zone with us, and we take out Silke instead. Ashideena's doing work in Farien's hands, interrupting quite a few spells with the electricity damage. Back to the FAI after killing and ogre, and we travel south to Beregost picking up a scroll and bloodstone amulet along the way.
We fight off Neira, and recruit Minsc before heading to the mines to fight Greywolf. I RP'd it so that the reward for turning in the emeralds was the Ankheg armor, specifically to fit dwarves, so there's that. To the West, we make a beeline for Dynaheir, and the gnolls fall to club and hammer and many, many arrows. We fight several encounters on the way back, like Sendai and her small troupe.
The mines are a disaster. The Kobold Shaman's Horror spell is NOT interrupted despite being hit around 5 times while it was under Stinking Cloud, and not a single person made their saving throw. In the chaos following, the Kobold Chieftain kills Dynaheir, Jaheira, and Imoen, apparently hating women. The three men finally snap out of it, and successfully kill him. Back to Nashkel we go for Raises, and we charge Mulahey successfully. We release Minsc and Dynaheir from our service, and hire Xan.
Nimbul almost did a number on us, but all survived despite half being Fatigued. Dang the RP "you-shouldn't-know-there's-an-ambush-here-and-shouldn't-prepare" mindset.
There... were actually two fights vs Tranzig. The first one, done a few days ago, ended with both Imoen and Xan dead to Magic Missiles, and I thought I saved and quit there. Apparently not, as my last save was the autosave leaving Nashkel. I redid the fight, and no deaths this time.
Xan leaves on his merry way, and we strike out back towards Nashkel for the anti-petrification scroll. We recruit Branwen while we're there, and we hit the Vampire Wolves and the basilisks. Korax successfully paralyzes Mutamin, and neither Farien nor Korax take any damage fighting all the basilisks. We fight Peter and his group for the heck of it, weakening them all with two charges from the Necklace before finishing with regular combat. Farien ended Held, but the other 4 successfully cleared the battle.
Last member goes to Neera, and it's Sirine hunting and cave raiding time. A Cure Poison on Branwen from Jaheira negates the only difficulty in the Sirine fights, and Farien and Imoen clear the caves themselves. Swinging back, we fight the Doomsayer in straight melee, and save Brage.
Now we have to face Tahazzar. This entails going through a dead magic room, which means we will arrive unbuffed. Zulfer runs ahead to activate the portal to spare the rest of the group the attention of the locals.
As before, Ruva throws out a Special Snare to Maze the enemies before they turn hostile. Tahazzar goes red the moment he sees us, even though we just killed his enemy. Unfortunately, he doesn't do it fast enough to get caught by Ruva's trap.
When a Maze trap succeeds, you see a brief magical effect where the target vanishes. It's the same visual when an enemy fails a save against Slow, the downward spiraling thing that's the inverse of the Haste visual.
Yorun Zovai bombs the enemy, but without Chaotic Commands across the board, the whole group is vulnerable to all manner of disablers. Yorun Zovai gets stunned.
Azelos narrowly avoids the same fate.
This allows Azelos to blind Ruva so we can use another Maze trap. Meanwhile, Yorun Zovai gets torn apart, while Viora struggles to cast Remove Paralysis in time to save her.
Yorun Zovai is dead, but Ruva is blind and her aura is clear. She wipes the screen clear. The demons vanish.
We take the time to prepare for the demons' return. Tahazzar is the first to arrive.
The others come soon after. We concentrate our fire on Tahazzar, while our spellcasters work on our buffs. Ruva gets targeted, but demons don't have ranged weapons, which means she can stay partly safe by running away.
With Tahazzar gone, the pressure on our party is much lower. We bring up buffs as needed and clean the floor.
Saladrex was a lengthy fight, but it was relatively simple, so all screenshots are in one section below. We tanked with Zulfer instead of Laosha, and despite using a charge of the Rod of Resurrection, Zulfer could not keep his HP up. When Zulfer died, Ruva threw a Maze trap at Saladrex, allowing the party to recover. We gradually wore him down with simple physical damage, but also debuffed him and lowered his MR just to tack on a little extra magic damage.
I ignore the Demi-Lich. We have the tools to handle it without spending many resources, even though we relied on a precious Control Circlet to deal with Kangaxx, but we just don't need to fight it. The XP isn't worth the risk and the loot isn't very useful for us.
The critters around the Machine of Lum the Mad weren't very tough. I add in little optimizations like controlling the shadows and mists, and turning the mists' spells against each other, but it wasn't really necessary.
I've noticed that we've been relying very heavily on Zulfer, so I check his stats. Apparently he is by far the biggest damage dealer, with over 500 kills to his name.
Next are the Mind Flayers to the northwest. One of these guys uses a Wand of Spell Striking, which notably can take down a Chaotic Commands spell and render one of us vulnerable to Psionic Blast. Viora has Shield of the Archons active to prevent that from happening, even though her saves are low enough that she should be able to resist Psionic Blast anyway.
But Mind Flayers in SCS get more abilities than just Psionic Blast and INT drain. They can also deal lots of crushing damage at a distance, which lets them bring down Skeleton Warriors rather quickly.
Their new abilities in SCS can actually kill a character with pure damage in short order. A Rod of Resurrection keeps Zulfer afloat until we can flood the area with Firestorms, which deal damage through the enemy's 90% magic resistance.
Although I boosted Viora's INT above 25 with Potions of Genius and used auto-pause on it to make sure my reaction time to attacks was faster, it wasn't necessary. The Mind Flayers died before they even got close to killing anyone with INT drain.
We break open the Machine of Lum the Mad and let Carston escape with his life. Zulfer goes to the machine and pushes the triangular buttons, turns the red dial, and pulls the medium-sized lever to open the portal to the next floor. It doesn't work.
That shouldn't be possible. I check Carston's Journal to make sure I have the right combination.
I check his journal and compare it to the dialog box multiple times. I entered it correctly. There is no reason Zulfer would have suffered DEX drain.
I try it once again, the exact same combination, and this time it works. Apparently the Machine of Lum the Mad won't recognize the combination if you do it too soon after freeing Carston. We enter the fifth and final level before Demogorgon.
The Green Dragon is easier than Saladrex. I pay closer attention to Zulfer's condition, so this time he stays alive. The dragon pulls no special tricks on us, so it's just a matter of dealing damage, and our numbers are bigger than the dragon's.
Against the orc horde, I let a Planetar do most of the work with its Firestorms and vorpal strikes. You don't have to kill the orcs; you just have to survive for a little while. Then the trial ends.
For the colored pillars puzzle, I activate each pillar after getting the first orb of each color. You get less experience than if you fight all of the challenges, but we don't need the XP. This way is safer.
After going through the Spirit Warrior challenge and answering some riddles to an Imp, we get all the keys we need to unlock the next level. But three last battles await.
First is the fight with the Rilmanis. Turns out traps are enough to destroy almost all of them. Kind of boring this way, but it works.
We don't have a Wizard Slayer/Thief anymore; just a Bounty Hunter, but we still have a reliable source of spell failure.
But it proves completely unnecessary. We knock out the enemy spellcaster (I forget how) and Laosha finishes off a crippled enemy fighter with Implosion.
The battle is already over. We move on to the next, with Azamantes and the Flaming Skulls, who have an irritating habit of disruption spellcasting and dispelling Project Image spells. Unfortunately, traps are not enough to bring them down early.
Azelos blinds Ruva so we can lay traps in the middle of the fight. Viora applies spell failure to Azamantes. We steer clear of Azamantes and focus on the Flaming Skulls rather than try to breach Azamantes' defenses. But our failure to stop Azamantes lets him get a Wish spell off the ground. He dispels everything we have.
We need our defenses back up. Ruva removes Azamantes from the field.
She suffers from her efforts because we left her on her own, but she survives. Zulfer gets to work on destroying the Flaming Skulls and Azamantes' Cornugon, while our spellcasters restore some of our buffs.
Azamantes, unfortunately, wasn't gone long enough for his PFMW to wear off. But a newly summoned Planetar should shut down his spellcasting for a while, giving us some more time.
It doesn't work. He still gets a Death Spell off the ground. Apparently Viora's Holy Word only just ran out.
Since Azamantes can still cast spells and we're not prepared to debuff him, Ruva sends him away once more.
We take the time to make progress on the Flaming Skulls and restore our buffs. Ruva sends Azamantes into another Maze to give us even more time.
Azamantes reappears. But his PFMW has long since run out.
The last battle awaits. We have to fight a Marilith, a Succubus, a Beholder, an Archer, a fighter, and a cleric, all of which are very high-level and come with lots of special powers and immunities.
@Blackraven: I admire your courage, with you potentially ready for every mage in SoA tossing "Comets, Firebreaths and Dark Planetars, in addition to casting Gates, Time Stops, Meteor Swarms and Wishes". To me, the SCS without that component is still a challenge.
As for the evilness, it doesn't let you do everything you want, at least not without a price. My party constantly have to increase its reputation and carefully deal with any innocent, so that Safana doesn't leave the group.
From "The Unseen One", a journal by the Quasit familar:
It looked like the church arrogantly asked for money, with Galena Mirrorshade not ready to sell potions for less than 3000 GP.
[spoiler=insane prices]
[/spoiler]
Hades donated more than 1000 GP to the foolish church, so that his reputation went from 2 to 6. With the Algernon's Cloak, the Charisma tome and Friends, my master could convince any merchant that he's as light and kind as anyone can ever be. Galena sold potions for less than 1000 GP each. Not that we forgot she took another thousand just to let us trade there.
When Hades met a group of red wizards hunting for a wild mage, Neera, Ed the Red took the leading role and ordered them to chut up.
[spoiler=The Neera's encounter without fighting the red wizards]
[/spoiler]
A merchant in Nashkel tried to sell Hades unknown potions for money. My master knew the better way to get them.
[spoiler=Red and Violet potions]
[/spoiler]
A gnome in the wilderness boasted he could forsee the future for Hades. After Ed the Red finished laughing, Honey Bunny looted the gnome's body.
[spoiler=Hafiz]
[/spoiler]
Another gnome in the wilderness wanted to ask for help, but Hades, who had learned that gnomes carried precious scrolls, decided to help in his own way.
[spoiler=Galtok]
[/spoiler]
After wondering around, my master decided to check the Nashkel Mines. It turned out they were heavily infested by kobolds, and reaching the last chamber requiered a lot of spells from both the Entertainer and Ed the Red.
In the last chamber, Hades found a half-orc, who mistakenly thought my master was sent by somebody called Tazok. One huge backstab, and the half-orc began to shout for mercy. He didn't even attack, he simply shouted and shouted till the second backstab ended it.
[spoiler=Mulahey]
[/spoiler]
At the surface, a bunch of ankhegs attacked, and killed Mr Blood in one hit. It reminded everyone about the insane damage enemies could inflict in that world.
[spoiler=First death]
[/spoiler]
When the party came back to Nashkel, they heard an alert, and a bounty hunter appeared. But what a fun began when several amnish soldiers started to attack this bounty hunter, apparently hired by the authorities. while other amnish soldiers attacked their comrades (to make it happen, Hades just needed to leave the battlefield, so that no guards could see him). The mess helped to deal with another assassin sent for the Hades's head.
[spoiler=Guards attacking guards]
[/spoiler]
Soon after returning to the exit from the Nashkel Mines, Hades found a wizard who didn't want to share his knowledge of slimes summoning. Here, my master chose to use a safe strategy of casting Hold Person next to an item, dropped next to Narcillicus from the shadows. (OOC: Thanks, @lolien, for this strategy. This is how I wanted to deal with Narcillicus during the multiplayer game, @Gotural and @Tresset, btw, but the multiplayer is laggy, so we couldn't pause just after the dialogue and retreat unseen.)
[spoiler=Narcillicus]
[/spoiler]
From the Mulahey's agent in one of the Beregost's taverns, it became clear that Mulahey's masters could be found in the Bandit camp. After travelling there and exploring the camp, Hades suggested the Entertainer could web any incoming foes, with the rest of the party shooting them from a distance. Hades still remembered how an ankheg one-shotted Dorn, so nobody could afford to become a target of bandits. Everything went according to the plan, except for the Entertainer using his wand of lightning wrong, so that the ligtning went backwards (although we were outdoors) after hitting a bandit, and killed the mage.
I activate the Final Seal. One of the toughest fights in the game awaits. We must slay a Beholder, a Marilith, a drow cleric, a Succubus, a fighter, and an Archer, all of which are more powerful than most of their kind.
I keep most of the party out of the way, to the northwest, while Zulfer and some Skeleton Warriors stand near the seal to absorb the enemy's first assault.
Notice the enemies are immune to poison damage. This makes Ruva's normal traps much less powerful.
The Hive Mother casts Improved Mantle. Any +5 weapon can bypass that. Zulfer switches to Bloodbane, a +5 poisonous stunning throwing spear with +1 to APR from the Red Badge encounter thingy.
Azelos throws out an early Dragon's Breath. The enemy is in poor shape, but their defenses remain intact, and we have a ways to go.
Zulfer isn't holding up well, despite Hardiness. The Hive Mother reminds us that it may well chunk one of our party members if we're not lucky.
Zulfer keeps working on the Hive Mother, and the poison builds up. But the Huntress, the enemy Archer, does incredible damage. Zulfer isn't sturdy enough to withstand the pressure.
He did rob the Hive Mother of a spell and lots of HP, fortunately. And though we suffered the first death, the enemy follows soon after. Laosha crushes Xei Win Toh with an Implosion spell, and the Wand of Spell Striking costs Nalmissra, the enemy Succubus, some important defenses.
The Hive Mother debuffs Laosha with an Anti-Magic Ray, but Viora has finally finished casting Energy Blades. Energy Blades doesn't do as much damage as Dragon's Breath and it might not bypass PFMW, but it hits many times, very fast, with great accuracy.
Notice Y'tossi and Nalmissra are both gone. Ruva Mazed them with an offscreen trap, since they were too close to attacking Viora and our mages.
We bring out a Planetar to weaken Ameralis Zauviir, the enemy cleric, and Y'tossi completes wastes a valuable Remove Magic spell on trying to debuff an already-debuffed Laosha.
Notice Viora casting Raise Dead. This saves us a charge on a Rod of Resurrection. Also notice Y'tossi is already back from Ruva's Maze.
Azelos finishes casting Time Stop. She removes Y'tossi's Stoneskin with the Staff of the Magi, blinds Y'tossi, and also debuffs the Huntress, even though she really should have done that to Ameralis Zauviir, who actually had buffs to dispel.
Viora finishes casting Raise Dead. Zulfer is back. And so is Nalmissra.
Ruva sends back both Y'tossi and Nalmissra with a Maze, which will allow Zulfer to run and get his equipment once he's healed up. Yorun Zovai, having just cast Project Image, casts Wish. The result isn't very special, but we have more Wishes and don't need anything right now; I only cast it since Yorun Zovai wasn't needed for anything else.
Apparently Ameralis Zauviir can summon two Fallen Devas at once, violating both the vanilla summoning limit and SCS' ban on multiple priest and mage HLAs.
It's no big worry. Azelos has PFMW, and Devas stun their targets rather than chunk them with vorpal strikes, as Planetars do. To the west, Viora heals Zulfer, allowing him to run out and grab his equipment. He can't put on his armor in the middle of battle, but he can drink a Potion of Invulnerability to get his AC down.
Yorun Zovai gets another Wish. This one is more impactful.
Back to the east, Azelos has cast PFMW and is preparing a Horrid Wilting spell, mostly for lack of anything better to do. Our Planetar tries to hit Ameralis Zauviir with spell failure, but her magic resistance blocks Holy Word, allowing Zauviir to finish casting Elemental Summoning. The Planetar has better luck disrupting her with its sword.
Laosha casts Armor of Faith because I don't remember that he already has 90% damage resistance due to Hardiness and the Earth Elemental Token. He still gets stunned by a Fallen Deva, as his Chaotic Commands spell was dispelled by an Anti-Magic Ray from the Hive Mother several rounds before. Meanwhile, our Planetar finishes off Ameralis Zauviir and Azelos renews her defenses.
Back to the west, Viora finishes casting Elemental Summoning just as Y'tossi returns from Ruva's Maze. To the east, Laosha, have recovered from the Fallen Deva's stun effect, takes down the Huntress. We're in good shape now.
Nalmissra escapes the Maze soon after Y'tossi, much like before. Yorun Zovai gives us another boost.
Azelos has now cast both Shapechange and Improved Alacrity. I try out the Psionic Blast trick, but the Fallen Devas prove extremely resilient. Only Ameralis Zauviir's Earth Elementals, whom I don't much care about, get stunned.
Azelos abandons the Psionic Blast trick and instead hastes both Zulfer and Laosha. Back to the west, Y'tossi is crushing Viora's elementals.
Yorun Zovai bombs Nalmissra and Y'tossi. To the east, Zulfer cleans up Ameralis Zauviir's summons.
Y'tossi has re-cast PFMW, which Azelos Breaches with a Wand of Spell Striking. Laosha, no longer busy with the eastern fight, gets ready to pounce.
Zulfer returns as well. Y'tossi explodes. Nalmissra follows suit.
The battle is over. Before we move on, I have Ruva backstab Yorun Zovai's clone so we can loot the wand it created with Wish off of its body.
Watcher's Keep is over. I already got the XP for sealing away Demogorgon in Shadows of Amn due to a bug. Now we have to deal with Yaga-shura, whom I have been avoiding in favor of gathering XP to get HLAs for Azelos and Yorun Zovai.
For an important fight like Yaga-Shura, I want some sequencers and contingencies prepared. I cast Yorun Zovai's Spell Trigger so I can replace it. Unfortunately, I do it in a very bad place at a very bad time.
That yellow dragon is the guy who gives you the Ritual questline. I never deal with him because he says up front that he's going to betray you and taking up his offer just feels stupid. Due to a triple Sunfire Spell Trigger, we have now turned him hostile, on top of severely wounding two party members, while everyone in the group is completely unbuffed.
The dragon instantly casts Time Stop, along with a PFMW contingency.
This demonstrates not only the power of the dragon, but also its idiocy. Its PFMW will run out a single round after Time Stop ends, and because it instantly casts Time Stop, it doesn't even need a PFMW contingency to ensure it casts Time Stop successfully.
We're helpless for the next rounds, and the dragon gets automatic attacks.
How do we deal with this dragon?
We don't. We pick up Ruva's gear, flee to Nyalee's swamp, and warp to the Pocket Plane. This just means we have to be careful if we ever go back to Watcher's Keep.
I would change the style of the report for this one, to make it more "semiticgodly" because with the Insane difficulty, full-prebuffing and playing fairly (no webs from the back of the screen, no attacking while the targets are still neutral, no Greenstone amulet from the TotSC location) defeating the Cloakwood party can be tough, and I wanted to describe how it was done. Meanwhile, I think what I used is a valid option, a reliably choice for a no-reload run.
Everyone is still of a relatively low level, without major buff and crowd-control spells. So, the preparation only included Chant and Haste.
And the Potion of Magic Blocking. We had 2 of them - one from the Bandit camp, and another from the Amazons' ambush. This potion is great in that it blocks all spells up to the 5th level. The downside is that it lasts only for 5 rounds. So you have to be very careful.
Hades as the only "tank" (as the evil party, at least this one, doesn't have a tank for the Insane difficulty - look at 30 HPs of Dorn and Viconia) was sent to distract Rezdan and Kysus. He put on the best armour and the shield to be able to dodge Genthore's attacks.
Drasus, a scary melee berzerker, didn't want to play the game of fireballs and ran to the rest of the party. Two skeletons, careful attacks by Viconia and poison from Dorn, as well as all attacking magic from Edwin and Baeloth, were enough to kill Drasus. Both enemy mages wasted several their spells on Hades and came closer to the main group.
The Dorn's poison was used against both Rezdan and Kysus. It made them reach low health, activate their sequencers and go invisible. Melf's Meteors finished Edwin, though. After Rezdan and Kysus left Hades, he could concentrate on Genthore.
As you see, no trace of both mages on the battlefield, and the period of the Potion of Magic Blocking ended.
We couldn't wait because Dorn had not much time left for Poison attacks, and Baeloth detected invisibility.
The Insane difficulty showed during the next few seconds. One skull trap by Kysus, and Viconia and Dorn are annihilated. Immediately Hades gulps the second Potion of Magic Blocking - who knows how many spells both mages still have. It proved right in no time - Kysus sent skull trap to Hades.
Then even more damaging spell - Sunfire. Again, wasted.
The action of the second potion ended, and Hades gulped an Invis potion. The Rezdan's anti-magic buffs wore off, so Baeloth could finish him.
I noticed that the Kysus's anti-magic buffs wore off as well, so while Hades invisibly followed Kysus, Baeloth could use his wand of fire.
Thank you, @semiticgod , for your reports. When I played that fight, I thought about reporting the progress, and following your action-by-action style actually helped me to play better. I will use this method from now on, and in the multiplayer run as well - think every round, pause every round, to seek for options.
From "The Unseen One", a journal by the Quasit familar:
Phhht! I see my maste found the journal and wrote his own remarks into it. I hope he didn't see how I named him when Miss Underdark was one-shotted by a cave bear, only because my master was lazy not to use Spook or Blindness on it.
Viora and the group continue on to Yaga-Shura's siege camp. The trip there takes some time and I don't think you can rest, which means you arrive without buffs, including Stoneskin and Ironskins. We prepare our defenses before we move out to engage the enemy.
Notice the low-level summons out front. Those are from the Wand of Monster Summoning, just to buy us some time. The enemy soldiers start marching over even if you hide out to the far east, and it's best to have a light buffer.
We head across the bridge, plowing through the low-level soldiers that first confront you. A "Weapon Ineffective" message tells us we're being attacked by a Boulder from a Fire Giant. You can see it coming from the north.
We send a Skeleton Warrior up north to make sure those Boulders don't hit anyone vulnerable to normal weapons. They have a decent chance of disabling their target. But by crowding the whole group around some enemies, I still expose the party to danger. Yorun Zovai has already run out of Stoneskins. She restores them before she gets clobbered.
I need to get out of here. Losing all of Yorun Zovai's Stoneskins so quickly is a bad sign. Azelos gets us out of trouble.
Invisibility, however, does not stop critters like Yaga-Shura. He chooses the worst possible target.
I move her aside and convince him to fuss with Laosha instead, though it costs her her invisibility.
We should get rid of him quickly. I bring in Zulfer and Yaga-Shura immediately runs away.
That must be awfully demoralizing for Yaga-Shura's soldiers, to see a supposedly invincible warrior suddenly run away in terror. We down a few potions to restore our invisibility.
The enemies aren't anything we can't handle, but they could slightly weaken us, and it's better for us to face Yaga-Shura when we're at our strongest.
The enemies don't move. This is a slight problem. Yaga-Shura will come back, and we want the field to be relatively clear when he does. Azelos uses the Wand of Monster Summoning to give the enemy something to chase around, and turns invisible right afterward to make sure the enemies stick to the target we want them to. Our summons get crushed, but only after they lead our enemies out of our sight.
But then our enemies come right back. We head to the bridge to see if Yaga-Shura is going to show up there, then head north when he doesn't appear.
We have far more charges of the Wand of Monster Summoning than we need, so Azelos works to keep the enemy busy.
Yaga-Shura finally arrives.
You can tell it's him by the green swirly thingy around him. Notice Laosha breaking invisibility both to interrupt a spell and draw enemy attention to our toughest character.
He still gets hurt. Azelos decides to try a new trick, to see how it works against Yaga-Shura and his buddies. The trick didn't work the last time we tried it, but maybe this time we can get the timing right.
Why Protection from Evil? I double-checked and Azelos apparently didn't get touched by Viora's Protection from Evil 10' Radius spell at the beginning. It's an extra bit of safety we might need, because Azelos is about to summon three Glabrezus at once, using Project Image to trigger a Chain Contingency set to fire on helpless.
Summoned demons are quite tough, and party buffing spells actually affect them despite their being hostile. This means Viora can use Protection from Evil 10' Radius to make them invisible to each other, preventing them from fighting.
But Protection from Evil 10' Radius is a very slow spell to cast. Yaga-Shura ruins the whole thing in one hit.
Sure enough, the Glabrezus turn on each other. The Chain Contingency was mostly a waste.
Azelos shrugs off some unwanted advances by Yaga-Shura. Yorun Zovai, hidden to the south with most of the party, summons a clone. Azelos follows suit.
Zulfer puts a stop to a worrisome enemy conjuration spell, and Azelos helps him bring down an enemy mage.
Now Yaga-Shura is after Zulfer, and the enemy cleric is after our mages. We brace ourselves.
Viora bravely gets in Yaga-Shura's sights in order to backstab the enemy cleric before he can cause much trouble. Somehow, it doesn't quite work.
We'll be okay. That was just a minor attempt to optimize our performance. Laosha finally gives Zulfer an important buff, though it's still not enough to keep Zulfer healthy on its own.
But not because of Yaga-Shura's physical attacks--the problem was Sanchuudoku, which triggered a feedback loop with Yaga-Shura's Aura of Flaming Death! For some reason, Zulfer was not immune to fire. He could have died. He switches to Celestial Fury to minimize his exposure to fire damage.
Yorun Zovai and Azelos kill the enemy cleric and get Zulfer back up to speed.
Just for fun I re-start the feedback loop. I show Yaga-Shura mercy and cancel the loop by switching back to Celestial Fury before he gets too close to death.
But I let the feedback loop go on for too long. Yaga-Shura doesn't have enough HP left to put up a decent fight. Zulfer kills him much earlier than I had expected.
It would have been more fun if I had left out the feedback loop entirely. At any rate, the giant is dead. We delayed this fight a long time to make sure we were ready, only to see Yaga-Shura fall before we had used any of our best resources.
I get around to dealing with the second Pocket Plane trial, against your alternate timeline Charname. Turns out brute force works fine against the enemies here.
Next is the fight with Jamis Tombelthen and his many under-trained, over-equipped allies. I only get two screenshots, which probably sum up the complexity of the fight overall.
Throne of Bhaal's weakness has always been an imbalance in favor of damage. There are no enchantment spells over level 5, and the disablers that do exist tend not to be all that much stronger than Chaos. You get a lot of items and spells that help you deal more damage, but that's about it.
@Blackraven: I admire your courage, with you potentially ready for every mage in SoA tossing "Comets, Firebreaths and Dark Planetars, in addition to casting Gates, Time Stops, Meteor Swarms and Wishes". To me, the SCS without that component is still a challenge.
@bengoshi, to me SCS without said component is also still a challenge. It's not like I have a string of no-reload trilogy successes to my name What I do like about the added difficulty of the component is that I know I need to be extra careful. Hopefully this will guard me against complacency.
You have my admiration for your 'fair play approach' in a set-up with full-prebuffing. It basically means that enemies have a headstart of several rounds on your characters. I installed the weaker version (buffs raised only if created in sight of Charname, for increased realism). Kudos for surviving the Cloakwood Mines!
@semiticgod, loved the accident with the yellow dragon haha. Glad it didn't have any ill consequences.
Bardin, LN Cleric/Thief, in SoA (Part 2 edit: Part 3)
Lots of progress, and more eagerness to play than to write, so this time a more matter-of-factly update from my part.
Trademeet Bardin buffed with what Alesia_BH aptly calls the Holy Triumvirate (HP+DUHM+RM) to defeat a number of Skeletal Warriors in the vault that held the Mantle of Waukeen. The Skellies gave him a good beating, but the Gnome prevailed:The mantle went to Logan Coprith.
MaeVar's Betrayal (1) Bardin was 100% fire resistant when he fought Rayic Gethras' Mephits. The resistances (from the level 2 and 3 priest spells) wore off at some point, but too late to put the Gnome in danger.The wizards' Stone Golems succumbed to sneak attacks and snares (one) and fisticuffs with buffed Bardin.Bardin, Lawful Neutral, accepted to bring Edwin before Rayic Gethras (a member of the established order), rather than killing the Cowled Wizard.The Gnome completed the remaining quests for MaeVar and kept his word to Rayic Gethras. When the latter announced that he would kill Edwin, Bardin questioned the lawfulness of that decision. The Gnome didn't mourn Rayic's death after the clumsy, repeated melee attacks against Fireshielded Edwin.Bardin reported MaeVar's plans to Renal Bloodscalp but waited with fighting MaeVar and his assassins.
Alliance with Aran Linvail (1) Bardin paid Gaelan Bayle, earning himself a nice Amulet of Power, a Ring of Protection +2, and (indirectly) a Ring of Lockpicks. Kitty Webbed Lassal so he couldn't get away (as he usually does).
Umar Hills The Umar Hills gave Bardin a couple of good scares. First there was Greater Mummies' Gaze of Despair that I wasn't aware of,a QuestPack ability that stuns the target for four rounds on a failed save. Secondly the Temple Ruins housed two Liches. Bardin, level 11/13 at the time, didn't feel ready to fight Liches without any protections, so he bought two PfUndead scrolls. Even protected, the Liches were a challenge. Bardin had Fiends and Dark Planetars coming after him,Remove Magics to elude, and here we can see him ducking from an incoming Comet.The first Lich was defeated in melee after it had used up its non-offensive spells,but the second Lich actually managed to remove Bardin's PfUndead (and other buffs). A game of hide and seek ensued, in which Bardin used his summons (Skeleton Warriors, Efreeti, Aerial Servant, in that order) to soak up as many spells as possible. Bardin still had to quaff a potion of clarity magic shielding when the Lich cast an Emotion: Hopelessness at the Gnome. It was the Aerial Servant who finished the Lich when it had run out of spells.Buffing at Thaxxy's lair caused the Dragon to go hostile,but Bardin made sure not to make himself seen, as he proceeded to confront the Shade Lord. A Sol's Searing Orb (one of my favorite ways of debilitating the Shade Lord) struck true; the Shade Lord failed his save, so he got Blinded for 12 rounds in addition to suffering some decent fire damage.A sunstone bullet destroyed the Shadow Altar, and Bardin defeated Shadow Patrick with Everard's Sling after Kitty had softened him up.Bardin felled the Shade Lord with backstabs that he timed so that the Shade Lord would be vulnerable upon receiving them.(The Shade Lord seemed to be able renew his buffs - MI, Darkling Aura, PfMW, Blade Barrier etc - endlessly.)
Looking for Valygar Valygar didn't show up in his Umar Hills cabin, so Bardin went looking for the murderer in his Athkatla home. The rogue priest found not Valygar but a Gnome Fighter/Illusionist with two Familiars (Tactics mod) in the house, apparently a bounty hunter that was working for the Cowled Wizards. He injured Bardin with a Spell Triggered Chain Lightning / Cone of Cold / Lightning Bolt combo, an unexpected move that forced Bardin to quaff an extra healing potion, and to retreat.One of the Familiars followed Bardin downstairs, where the priest would backstab it to death. Bardin then set three snares and returned upstairs to treat his fellow Gnome and the remaining Familiar to a Holy Smite.The Gnome cast Improved Haste, and went straight after Bardin, triggering the latter's traps in the process. (He recovered well enough thanks to potions and a ring of regeneration.) The two took their fight outside, where Bardin found a good place for summoning some assistence while waiting a bit for his foe's Improved Haste to expire. The wizard impressively defeated Bardin's Aerial Servant, but an Efreeti, two Skeletons, and buffed Bardin eventually proved to much for him to handle. The XP and the spoils were significant.The second Familiar, already injured by Bardin's revious Holy Smite fell to a single backstab.
Fallen Paladins Normally a pretty straightforward if tough battle. Bardin relied on his summons to help him out. I had to use the console (twice: once to spawn Anarg, and once to give myself the cup) to ensure the quest would come to its completion. QuestPack, which extends this quest, seems to be the culprit.
Harpers Using the Earth Elemental ring outside Prebek's Home earned Bardin a warning from the Cowled Wizards. He went to pay for a license right after that. Bardin went in with pretty much all his buffs up (the only red spells he consistently memorizes are Silence, Animate Dead, Holy Smite, and Aerial Servant). Since they didn't get dispelled, Bardin had no reason to retreat. He did keep a potion of magic shielding at hand, should Prebek or Sanasha cast Emotion: Helplessness at him. I think Sleep and Imprisonment are the only game-ending status effects that Clerics can't protect themselves against. He ended up clubbing down the summons and Sanasha.Kitty jumped in when Prebek kept walking away from Bardin, so that the Gnome couldn't kill him.
MaeVar's Betrayal (2) Bardin was very weary of MaeVar's assassins, relying on traps and summons while keeping a low profile himself. He avoided one or two of MaeVar's detection spells, went invisible, and started Detecting Illusions. It greatly facilitated things for his Skeletons and Aerial Servant. The summons (especially the Aerial Servant) defeated the assassins, and Bardin's backstabs took care of a Priest of Cyric and MaevVar himself.Bardin accepted the Thief Stronghold (only to lose it a week later due to not paying Renal's due on time).
The Guild Contact and two traiterous Shadow Thieves were dispensed with in straightforward melee combat.
Sarles received the authentic illithium ore from Bardin to work with. This was a role-playing decision. I tried to come up with a role-playing reason to justify using the fake ore, but found none. Bardin thought the artist was an overrated coxcomb, but trying to deceive him would be dishonest. The consequence of this is that Bardin will forgo proficiency in Maces and try to defeat Vampires with his magic. Speaking of Vampires, Bardin decided to wait with taking on their lair, considering himself unprepared for that task.
Slaver Stockade Instead, he decided to fulfil his promise to Hendak to deal the slavers a fatal blow. Even fully buffed Bardin needed a follow-up attack to his opening backstab at the Priest of Cyric. The other guards suffered Bardin's Divine Wrath before they were clubbed - and in the case of Captain Haegan slung - down.More guards were bottlenecked in the doorway, but Bardin briefly retreated for a few rebuffs before he finished the mages. BP adds several Yuan-Ti, a few Trolls, an Ettin, and Orogs and Orcs (including two Mages) to the Slaver Stockade, Bardin discovered. The Gnome dealt with them with the help of his summons and trapsbefore he reported his success to Hendak.
Sewer Beholders Bardin decided to test his Skeletons against a Beholders and two Gauths in the sewers. The undead prevailed,albeit barely with all three of them severely injured.
Hidden Refuge As a favor for Neera, whom he had failed to save from the Red Wizards in Beregost, Bardin helped the Half-Elf reach a hidden refuge for Wild Mages in the forests of Tethir. The Gnome sympathized with Neera, an outcast both for being a Half-Elf and for being a Wild Mage, and he liked the settlement. It was not unlike how he imagined good, loyal Gnomes to live together. Bardin also knew however, that wild magic was dangerous and unreliable. He could not travel with her. He stayed for a day or two to help out the Wild Mages with a few small tasks. Finding a lost boy and advising his mother against allowing him to practise wild magic even earned him a nice shield,as a goodbye present.
Southern Tombs Bardin tested his Turn Undead ability in the Athkatla's southern tombs. He found that (at Cleric level 13) only a Vampyre (sic) resisted the Gnome's explosive skill.
Druid Grove A return to the Druid Grove to buy potions saw Bardin take advantage of the presence of many Trolls and Spiders, using Holy Triumvirate buffs, traps, Divine Wraths, summons and Holy Smites to cleanse the area and reach levels 14/16.
More Sewers Encounters Bardin backstabbed the Rakshasa and immediately swigged an invisibility potion. The Rakshasa seemed upset, calling for healing, but then the Gnome put the creature out of its mysery. Tarnor's gang was approached peacefully, but when they insisted on receiving 1k GP, Bardin showed a darker side of himself.He used the occasion to test a new (level 7) spell his deity Gaerdal Ironhand had recently granted the priest: Fire Storm. Bardin found it to be a potent direct damage spell. The Fire Storm slew two of Tarnor's men before they could get out of its AoE, Rengaard and Gaius, and severly wounded the others.When the Fire Storm was over, Zorl, who is dangerous because he tends to summon an Aerial Servant, was disrupted twice with wand Flamestrikes before Bardin finished him off.Warriors Tarnor, Gallchobhair and Draug Fea were no match for Bardin in melee combat,thanks to the Gnome's buffs.
Borinall paid with his life for stealing Lathandrite property.
Unseeing Eye (1) Some mod, I believe QuestPack again though I found no reference in the readme, really beefed up the Hell Hounds. I never took them (or their flamebreath) very seriously despite their capacity to see through invisibility. Bardin discovered he had to take them very seriously:He had to retreat several times, to fight the creatures one ata a time. He also made sure he was 100% fire resistant.The Old Tunnels housed two groups of Yuan-Tis (with one Mage each). The first group was treated to a Firestorm. It left all the Yuan-Ti warriors at neat death status, before Bardin's backstabs chunked them. The Mage fared a bit better, but not good enough to withstand Bardin's Flamestrikes and backstabs.The second group, including the Mage, ran into the Gnome's traps (he had four per day now).In front of the bridge, Bardin summoned three Skeletal Warriors, an Aerial Servant and Kitty (whom he rendered Improved Invisible with the Air Elemental ring), and Protected them from Evil. Bardin stayed away, at a safe distance, fearful and not completely sure of what the Eye Tyrants were capable of. Kitty and the Aerial Servant did a great job. They were responsible for the deaths of one Gauth and one Beholder, despite the intervention of Shadows, Shadow Fiends, and Wraiths. Another Beholder was badly injured by the time the summons were gone. (Screenshots are uninteresting since they don't show more than the combat log). The Skeletons served mainly as tanks, to soak up the different rays. A Fire Storm killed another Beholder,leaving one Beholder at near death status and badly injured Gauth. Bardin summoned his Efreeti and had it cast invisibility on itself while Bardin cast Farsight in order to be able to instruct the Efreeti from afar. The Beholder was moving around a lot, but a well-timed Fireball from the Efreeti killed the Beholder and further injured the Gauth. The Efreeti retreated and attacked with a Flame Arrow, killing the Gauth as well.So it was with difficulty that the five Eye Tyrants were overcome. Things could have been worse, if Kitty and the Aerial Servant had fallen earlier. All in all, Bardin isn't really confident about descending into the Unseeing Eye's lair. He's circa a bit less than 200k shy from his next level up as a Cleric (level 15), and thus from the strongest possible Skeleton Warriors and from his second HLA (probably the Deva). I think Bardin would do well to try and get that XP before seeking to destroy the Unseeing Eye, even though I'd like him to get the Cleric stronghols asap since I've never completed it and since I've been role-playing Bardin more as a Cleric than as a rogue.
We continue on to Amkethran because linear plotlines, and skip the Von Goethe quest because I don't find it very interesting. We can now choose whether to invade Sendai's Enclave first or Abazigal's Enclave.
We choose Abazigal. Why? I have big plans for an item I can only find there.
Draconis is therefore our next target. Draconis in vanilla is irritating because of his incessant invisibility spells. SCS Draconis doesn't spam them like vanilla Draconis does, but it turns out I vastly underestimated his SCS behavior.
This fight did not go how I thought it would at all.
First, I send out Laosha, our standard tank. Draconis fires up a long list of pre-buffs.
While Laosha keeps an eye on Draconis--or rather, the visuals to the pre-buffs that show Draconis' location--Azelos brings out three Glabrezus, while Viora begins casting Protection from Evil 10' Radius. We're very far from Draconis, so there should be little chance of disruption.
Laosha, having reached a rather high caster level by this point, tries out Dispel Magic, since Draconis doesn't have SI: Abjuration. But we have a problem.
He picks a very strong option: Breach on everybody.
What are those "Spell Ineffective" messages? It seems that my timing on Protection from Evil 10' Radius was off. Those Glabrezus didn't arrive soon enough; the spell didn't affect them.
Worse yet, Draconis' Wish removes all of our defenses. Now we are perfectly vulnerable to the three Glabrezus Azelos just summoned.
Laosha comes to help Zulfer take down those Glabrezus, with Zulfer using Detect Illusions to dispel their annoying Mirror Images.
Lots of summons are coming our way.
We get lucky on that Wish spell. It doesn't make too much difference, since it's early in the fight and we haven't used many resources, but it helps.
Specifically, it means we can more quickly finish off those Invisible Stalkers.
Draconis has joined the fight. Zulfer tries to poison him and keep him from casting a spell, but he's not fast enough. Draconis gets a lot of mileage out of this.
Project Image means our mages can't escape the area of effect. We lose our clones and Azelos gets hurt very badly. The rest of the party has to flee for survival.
Also, there's now a Fallen Planetar on our tail. PFMW keeps us safe, though Yorun Zovai has to run away until her aura is clear so she can cast it. Viora runs without stopping; even without a vorpal strike, Planetars are bad news for Charnames without PFMW. We also see another dumb move on the part of a dragon, trying to take down spell protections that don't exist.
We need to start making progress on Draconis' human form. The spells are too much. I finally get around to dealing with him. Viora inflicts spell failure with Holy Word, while Ruva, despite having no pips in two-handed swords, tries to land a hit on Draconis with Carsomyr in the hopes that she can take down his defenses.
No such luck. Draconis' buffs remain untouched, and he successfully gates in a Balor. Ruva hurries over to our mages so she can get blinded and Maze the Fallen Planetar and keep it from destroying their Project Image clones. The Planetar vanishes.
Laosha sticks close to Draconis, while Zulfer tries to stun the Balor from afar using the throwing spear Bloodbane. Meanwhile, thanks to Ruva's removing the Fallen Planetar, Yorun Zovai can cast Wish through a clone.
@Blackraven: Are there any incompatibilities between SCS and BP? I've considered installing more of the latter, but stopped at Ascension because it seemed like they would conflict. Also, what other mods are you using?
Because the last time I saw you use a Potion of Clarity to block Emotion: Hopelessness, Kangaxx killed you with Minute Meteors.
Our low-pressure approach hasn't gotten us very far. Although we've got a lot of our spells back, we still have a Balor and a high-level mage on the loose, and we're mostly debuffed. Laosha and Viora get ready.
The Balor targets our most vulnerable character, Ruva. She punishes his presumption with a blind snare. Meanwhile, Viora gets a hold of an excellent anti-mage tool.
Viora keeps Draconis occupied while Yorun Zovai works off-screen to strengthen our chances.
For reasons I don't recall, Yorun Zovai cancels her Project Image spell early by having her clone hit her with Magic Missile (the main reason I don't have her cast Shield anymore).
Draconis surprises me. With all those Energy Blades flying, he was actually doing very badly; I just wasn't playing close attention. The next phase of the battle has begun.
Laosha puts himself right in front of Draconis' dragon form, with an Armor of Faith to bump his resistance to slashing damage up to 75%. Meanwhile, Ruva mysteriously fails to lay a trap, despite being blind... apparently there was an invisible enemy right next to her that we did not notice.
The Balor appears. Draconis disappears.
Draconis goes after Ruva--again, because she is the weak link. While she's on the run, Azelos and Viora bring out summons to help deal with the Balor.
Yorun Zovai's clone chains Time Stop spells with Pierce Shield spells to lower Draconis' MR. I miss something important in the process.
I realize my mistake too late. I could have drank a potion, but I did not.
During a new Time Stop, I check to see if anything is left of Laosha.
He's not shattered yet. We might just get him back. Until then, I need Yorun Zovai's clone focused on Draconis. She blasts him with Horrid Wilting spells, and uses her very last level 9 spell on a Wish.
Unfortunately for us, his magic resistance was not the only thing protecting him from Horrid Wilting.
Zulfer is still working on the Balor. Draconis comes over to our party, hiding away to the north. Ruva sends him away before he can cause us any trouble.
Another lucky Wish.
They're not even necessary, really, since we've relied so heavily on Project Image, but it's gratifying to see that we're not running low on resources. The main benefit is probably extending how many Special Snares Ruva can set.
Viora pins the Balor with Implosion. Zulfer executes it.
Finally, we hurry over to Laosha to unpetrify him. We succeed!
Thanks to SCS celestials' instant-casting spells, Laosha is up to speed the very same round. And since Draconis is still stuck in Ruva's Maze, the Planetar also takes the time to tend to its own wounds.
Draconis reappears, only to disappear again, this time of his own volition.
But it doesn't stop a Wand of Spell Striking.
Although we have trouble revealing him, we know where Draconis is by finding where we can't walk. We form a circle around him to pin him in place.
Draconis has been weakened by a long stream of attacks. He has worn himself too thin. We claim his head, the key to Abazigal's lair.
@Blackraven: Are there any incompatibilities between SCS and BP? I've considered installing more of the latter, but stopped at Ascension because it seemed like they would conflict. Also, what other mods are you using?
Because the last time I saw you use a Potion of Clarity to block Emotion: Hopelessness, Kangaxx killed you with Minute Meteors.
Oh my @semiticgod, you're right I'm sure I meant a potion of magic shielding, even though I can't check because I eliminated my screenshots and I'm don't know if I even took one. The screenshot where the Aerial Servant kills the Lich does show the protection from fear icon, but I think that was a buff for the Aerial Servant to counter the "dragon fear" aura that Liches in my install have for some reason. Maybe I'll start using FRAPS, like you seem to do, in order to be able to better document my runs. Either way I've been keeping potions of magic shielding close at hand for emergency scenarios after my Skald Gerland quaffed one to escape Bodhi's Sepulchral Sleep. In hindsight Stone form would have been the better pick: cheaper and sufficient to push saves into the negatives.
I haven't run into compatibility issues between SCS and BP, but I've only installed a few BP components and I haven't seen all of them yet. What did strike me was the behavior of the Gnome Fighter/Illusionist in the Docks. His offensive magic and general recklessness didn't strike me as very SCS, even though I installed SCS over BP. Also, I mentioned in my penultimate update that the Rune Assassins weren't doing what they're supposed to. That may be just to a glitch, or it may be due to BP-SCS incompatibility. After all I installed BP's Tanner quest component.
Congratulations btw on defeating Draconis after such an unpleasant start! An exciting battle.
In SCS or Ascension, the Lizard Men in Abazigal's lair are actually ridiculously strong. Anyone who has played the IE games has probably grown to think of them as mid- to low-level critters with no special abilities (besides a problematic Dispel Magic in IWD from their shamans). But here, they hit really, really hard. With Regeneration but no Hardiness, Zulfer can't handle the pressure, and Ruva nearly dies when Zulfer is no longer there to hold the fort. We eventually bring down the group with damage spells and blind traps. Thankfully, the Lizard Men don't have much in the way of defenses.
The next gang of Lizard Men is also rather tough. Yorun Zovai uses the Staff of the Magi to score some Sunfire spells to disrupt the enemy's divination magic, but we get discovered anyway. Although Yorun Zovai fails a save against Power Attack, Azelos and the rest of the party take down the Lizard Men before they can claim any lives.
Next is Anadramatis, who will give you an amulet that grants immunity to Wing Buffet if you don't kill him for the Yellow Dragon Scales, which Cespenar can turn into armor that grants 50% resistance to piercing and missile damage.
We want that armor. So the dragon has to die. But first, I decide to change up the party a bit.
I want an Archer.
Why an Archer? I've got big plans for this dungeon, and an Archer is the best fit, both short-term and long-term. To get an Archer in the party, we're going to get rid of Laosha.
Why Laosha, our best tank? Well, the only reason he's such an excellent tank is because he has the Earth Elemental Token. Which Ruva can use thanks to Use Any Item. It's a very silly exploit, but we are sacrificing over 2 million XP by replacing Laosha, and I don't feel like replacing Zulfer.
So I export Laosha, divest him of his items, delete him, and re-create him as an Archer. Now we face Anadramatis. Laosha the Archer's first fight of the game will be against a dragon.
Once again, we lose all of our buffs in a single round at the beginning.
Viora restores her Chaotic Commands buff, even though her saving throws are already below zero and her MR above 40, and Yorun Zovai casts Time Stop via a clone. We lower Anadramatis' MR a bit and hope for a good Wish result.
We get a fairly lousy result.
I don't know why I picked that. We've barely cast any spells in the first place. Hardiness would have been a far superior choice given the circumstances. But as luck would have it, our third Wish spell gets us just that. Ruva is flat-out invincible.
A further oddity is that Anadramatis can't even hit Ruva, much less deal damage. Why is this?
That's the funny part. According to Anadramatis' .cre file, his claw is in an inventory slot instead of his weapon slot. Anadramatis is unarmed. I didn't realize that at the time, though; I just took that screenshot to show Ruva laying a trap in front of Anadramatis' face.
The rest of the fight is pretty simple. Improved Alacrity doesn't get us much, but all we really need is physical damage, as long as Anadramatis can barely touch us.
We collect the dragon's scales and have Cespenar turn them into armor. With the Defender of Easthaven in her off hand, the Earth Elemental Token in her main hand, and the Yellow Dragon Scale, Ruva has 70% resistance to slashing and crushing damage and 100% resistance to piercing and missile damage.
@Blackraven: I actually use Snapper to take the screenshots.
Maybe I'll install some new stuff from BP and try out some different battles in my next run. And now that I know where that Fighter/Illusionist is, I'll have to try him out as well. I also should do that Fallen Paladin fight thingy... I think I've only played it once, ever.
Unconsciousness shouldn't be such a problem in BG2:EE, since you wake up automatically on being hit, and SCS enemies don't seem to know enough to use the unconsciousness effect for anything more than an automatic hit.
Comments
I forgot to write that I do not invite you to modify your installation in the current run. However it may give you a few ideas for the next installation.
From a general perspective there should be no specific reason to reinstall all the favorite mods but it is really nice to renew the installation of Stratagems from time to time because it changes the allocated kits, spellbooks/ memorized spells of the casters and probably the potions given to all characters are (a bit) randomized too.
1. This project is the continuation of an effort to port Ascension to EE. That was already published in May or June on this forum but it did not catch people's attention. It's derived from the original or weidu ascension without the BP modifications. Personally I am inclined to believe the AI requires a refresh but that's clearly not the top priority.
2. EEtactics is organised to be installed after Stratagems even though I am not done with all the internal structure. I try to explain in the readme that when Stratagems recognizes (or actually lists) vanilla scripts and some creatures (spellcasters noticeably), it modifies them. Despite the urban legend, Stratagems modifies more than just the AI scripts themselves. This may be bad for all mods which attempt to modify the same objects and are installed prior to Stratagems, noticeably other tactical mods, but this is normal and required for Stratagems to function. That's exactly the situation experienced by the Quest Pack mod. The ideal solution would be to benefit from the AI added value provided by Stratagems but I think very few mods try to work this way.
5. I can't tell you with certainty. But a rule of thumb is to install what you really require. In the jungle of mods more is usually worse, not better.
6. I don't think this is a problem. aTweaks has been modified with Stratagems in mind. But next time...
7. Problem is that if you install the Stratagems fiends, I think you end up with the Stratagems Demogorgon, not Ascension but I am not 100% sure. When playing on the original BG2, I used to install ascension then stratagems without the fiends and finally aTweaks with the fiends. This being said that's perhaps too much hassle for a single boss creature. I mentionned the point because Stratagems Demogorgon was a topic on this thread a few days ago.
Someone having an issue with Demogorgon. It is not clear whether this is the ascension version or another one added on top of it. https://forums.beamdog.com/discussion/comment/700733/#Comment_700733
Anyway, if you are used to SCS demogorgon then stick to it.
Anyway, good luck to Bardin in BG2. A cleric/thief is not an OP character, due to all the problems divine casters have (you've listed them), but if a solo druid could survive till HLAs, so Bardin should.
I think you all could forsee that me creating that table about triple-class characters couldn't go unnoticed by the general "Why not try it myself?" approach I realized I didn't have an evil party in the wake of future SoD and decided to fix it. The playthrough will be evil (with less than 6 rep all the time), with actions I have never taken before (in terms of kills), and will be on the Insane.
To decrease the number of temple resurrections, I will take NPCs only when there will be higher level variants of them available.
[spoiler=The WeiDU log]
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22_20150614
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3011 // Maximum HP for NPCs (the bigg) -> For Non-Party-Joinable NPCs Only: v16
[/spoiler]
Enters Hades, a chaotic evil FMT with a 91 roll, and short swords chosen as a preferable weapon (I like them from a RP point of view, and short swords, not so strong if compared to other proficiencies, will compensate 18-19-17 STR, DEX and CON stats):
[spoiler=Hades]
[/spoiler]
From "The Unseen one", a journal by the Quasit familar:
Back in Candlekeep, as soon as Hades heard that his teacher, Gorion, wanted to see him, my master said goodbye to all who knew him. And by saying goodbye, my master meant, as usual, nasty things. First, Hades robbed Dreppin of an antidote for his cow. Then, when Fuller asked Hades to make some errands, my master realized that the fighter could have something valuable. His destiny was decided, and not without a reason. A shiny magical dagger and a full plate were rewards.
[spoiler=Fuller]
[/spoiler]
After both Hades and Gorion left Candlekeep, my master was ambushed by a mysterious group of assassins. From the backpack, I saw how Hades was running in shadows from the massacre, only to be met by Imoen, a girl Hades knew from his early days. But Imoen, if she was aware of the Fuller's death, was not a desired person next to Hades. My master was still too vulnerable to let him have any companions.
We, Quasits, are wise creatures, and my master was wise enough to consult me about ways to get more powerful. I revealed to him that there was a big market place in Nashkel, where he could buy some protection for easy hunting of basilisks, - powerful enemies if you don't have a needed protection.
If Hades listens to me, than maybe I might become a Quasit emperor one day.
On the way to Nashkel, Hades found a group of hobgoblins. They were speaking, and I could understand one of them was boasting he acquired a sharp sword from a travelling merchant.
[spoiler=A short sword]
[/spoiler]
Further on the way to Nashkel, my master was ambushed by a group of bandits. I advised him to gulp a potion of speed (previously taken away from Imoen, before she was sent to search for Gorion's friends) and run as fast as possible.
[spoiler=A bandit ambush]
[/spoiler]
In Nashkel, my master was approached by a strange talkative man, who couldn't understand 4 simple words: "Get away from here!"
[spoiler=Noober]
[/spoiler]
My master finally got to the market, and spent all his money on the scroll I pointed him to. When Hades entered the basilisk area, he was greeted by a ghast, but this time it looked like the ghast was friendly. I saw a lot of magic involved in this thing, and adviced Hades to search for wizards, not only basilisks, nearby.
He found a group that looked like mercenaries, and a gnome wizard next to the greater basilisk. The gnome didn't attack the ghast, which let Hades to find a place for a backstab, only to be followed by the ghast's stun attack.
[spoiler=Mutamin]
[/spoiler]
The basilisks were not a threat for my master. As for the group of mercenaries, they had a lot of shining trinkets and thus were a good target for Hades. He managed to split the group, so that each member could be attacked one by one. Their own weapons were used against them (potions of fireballs, arrows +1).
[spoiler=Mercenaries]
[/spoiler]
After that, my master felt himself a lot stronger than before (becoming a FMT of 4/4/5 levels, with 45 HPs and triple backstab multiplier).
Now was the time to establish The Hateful Six, as Hades referred to them. He needed 5 companions to be able to confront people who tried to kill him after Candlekeep.
It's possible to skip many of the fights on the 3rd level of Watcher's Keep, since you only need one character to activate each portal in order for the whole party to move on. There is, however, a slight delay in between activating a portal and leaving the area, and each area brings its own dangers, so running from battles is no guarantee of safety.
Zulfer runs past some Glabrezus and we reach the Demon Wraith with his level-draining Slave Wraiths. I start out with our strongest summons... only to find that the previous room's special effects are still active.
What spell did we get instead of Summon Planetar? Nothing. That wild surge casts a different spell of the same level, but since SCS in my install changes HLAs to innate spells rather than mage or priest spells, we get nothing.
To add insult to injury, the Demon Wraith gets the exact same spell off the ground. Zulfer downs one of our many Potions of Invulnerability.
I test out the Psionic Blast trick, in which you use Improved Alacrity to rapidly switch back and forth between Mind Flayer form and normal form in order to spam Psionic Blasts at the enemy. Due to the shapeshifting process, you actually have to re-equip the Amulet of Power every time you switch to Mind Flayer form to make each spell instant. You can fire off a Psionic Blast every couple frames or so. Despite my persistance, the enemies seem unfazed. A much more basic Horrid Wilting Chain Contingency accomplishes more than the micromanagement-heavy Psionic Blast trick.
I discover that the Demon Wraith is easily debuffed with Breach. With Laosha keeping Zulfer alive with Heal, our Assassin/Fighter cuts down the Demon Wraith with Sanchuudoku.
I get Tahazzar and Ka'rashur confused and end up having to fight both of them. Normally it's better to fight whichever one is not preceded by a dead magic room, which makes the fight a lot harder. Ka'rashur is first.
Ruva throws out a trap to thin out the enemy's ranks and Azelos blinds her to make sure she can use another trap after the enemy turns hostile.
We get lucky with Horrid Wilting against the remaining critters. It's not very reliable here because so many enemies have magic resistance. Ruva finishes off some of the survivors with a blind trap.
Ka'rashur has returned. We haste our friends and shoo Ruva to the side lest Ka'rashur tear her apart.
Without PFMW, Ka'rashur can't stand up long under pressure from Zulfer. We outlast him.
The next demon fight, with Tahazzar, is going to be much harder. We won't have any buffs entering that fight.
@Blackraven You know how much I like your C/T characters, I really do. There is something special in my mind when I see you playing one, maybe it still has something to do with Teyl, your character who inspired me to try the no-reload myself. Good luck to Bardin in Amn!
@bengoshi A new run! Insane difficulty! Full prebuffing for opponents! A triple class character! An evil run! It is like I was forced to like your posts And the idea of letting your familiar reporting the playthough is excellent.
@semiticgod I think that being able to bargain with Tahazzar is a great advantage for evil Charnames in no-reload, good luck for the fights to come! I foresee that you will complete ToB.
To assemble his party, my master had to learn spells first. How else could he impress others so that they wished to join him? He went to Galena Mirrowshade to get potions which could help with memorizing. In the process, Hades was attacked by a mage, Tarnesh. My master patiently waited for the mage's buffs to wear off, before chunking him to pieces.
[spoiler=Tarnesh]
[/spoiler]
In the Friendly Arm Inn Hades met a dark half-orc, who mistook my master for an elven servant. Despite such a rudeness, something told me that my master would meet this half-orc in the future.
Thalantyr, the scrolls seller, provided what my master needed for a start. With Invisibility spell, Hades now could travel unseen in case of further ambushes.
To the south from Beregost, Hades met Viconia, a female drow running from a Flaming Fist officer, apparently after killing a farmer who tried to abuse and torture her. A wrong choice.
[spoiler=Miss Underdark]
[/spoiler]
In Nashkel, Hades accepted a quest from another wizard, Edwin, to find and kill a Rashemen witch.
[spoiler=Ed the Red]
[/spoiler]
After setting off for the Gnoll Fortress, Hades was waylaid by brigands. It turned out it was not a usual ambush, with the half-orc from the FAI appearing and helping my master. The half-orc, Dorn, offered Hades to unite their forces so that everyone could accomplish their goals - to find the mysterious assassins for Hades and to revenge to former Dorn's companions for the half-orc.
[spoiler=Mr Blood]
[/spoiler]
Hades had 3 powerful allies, so dealing with the Gnolls in their fortress was an easy task. I liked how much magic was in the air, when I watched the fight from my master's backpack. The witch, whom Ed searched for, was soon dead, and Hades suggested that the red wizard staying would be a good payment.
[spoiler=Gnolls and the witch]
[/spoiler]
On the Sword Coast, Hades met a thief, Safana, who was looking for a pirate treasure in a nearby cave.
[spoiler=Honey Bunny]
[/spoiler]
The cave was protected by sirines. Miss Underdark, thanks to her divine buffs, and Hades, thanks to his
constant hiding in shadows, breezed through them.
[spoiler=Sirines]
[/spoiler]
Inside the cave, my master found golems, and although his backstabs didn't work, Haste and Invisibility provided the victory against tough but slow creatures.
[spoiler=Golems]
[/spoiler]
Honey Bunny didn't lie when she said about the treasure. A manual of constitution and a wand of paralysis. And a skillful thief would be of a great use. So Hades offered her a job that could bring even more treasure.
After finishing with the coast, my master desided to explore the Sharp Teeth forest, where he met another drow, this time a sorcerer. The drow, Baeloth, emerged out of nowhere nearly in front of Hades, and explained that due to certain problems he had to retreat from the Underdark. Hades offered a place in his party till they could find an entrance to the Underdark.
[spoiler=The Entertainer]
[/spoiler]
This is how the Hateful Six was assembled. The Unseen One, Miss Underdark, Ed the Red, Mr Blood, Honey Bunny and The Entertainer. A group with a reputation of 2.
@semiticgod, your characters look very solid there in Watcher's Keep, well in control of things. Keep it up!
Thank you @Gotural for your words. I also love Cleric/Thieves as a class, and especially so when I manage to bring them to life in my gaming experience. I had that with Teyl (the NE schemer), and now with Bardin (the unyielding LN exactor of justice).
Speaking of Bardin, he has made some careful progress in Amn, enough for an update.
First of all I made two changes to my install: I uninstalled Tactics' Random Encounters (advice from @Musigny) and I installed the SCS component Caster HLAs as innates, which will make Bardin able to cast a larger number of powerful spells but will also make enemy casters a lot more dangerous because the component applies to them as well. 'Caster innates as HLAs' in combination with 'All eligible ToB and SoA spellcasters get HLAs' means that pretty much every high level mage in SoA will toss out Comets, Firebreaths and Dark Planetars, in addition to casting Gates, Time Stops, Meteor Swarms and Wishes. Bardin will have to be very careful...
Bardin, LN Cleric/Thief, in SoA (Part 2)
The rogue priest takes his role of protector of Gnomes very seriously, he always has, but he's first and foremost an enforcer of universal laws, not the least of which is the tenet that 'Thou shalt not kill'. Thus the priest did not stay his hand when an Ogre Mage that had killed and enslaved several beings in a Circus Tent turned out to be a fellow Gnome.
Bardin visited the filthy and sketchy Slums District where he had dealings with a rogue, Gaelan Bayle, that told him he could help him find Imoen and Irenicus, albeit for a considerable price: 20k GP. The Gnome didn't own anywhere near that amount of gold. He visited the Copper Coronet Inn to rest, but he soon discovered more injustices for him set straight: slaves fighting in pits, forced prostitution, trafficking of children, and the like. He had to battle a Beast Master and his monsters and, sadly, animals, for the keys to the slaves' cells. Bardin got into some trouble when a backstab failed to kill the Beast Master and the latter retalliated with a poisoned arrow striking true from close range, while his pets were surrounding the Gnome.'Each battle may be my last', the Gnome reckoned, so he didn't hesitate to quaff his only potion of invisibility. With the help of his Skeletons, two snares, and his damaging sling shots, Bardin defeated the pets and the Beast Master.He freed the prisoners, battled more guards (including two mages),and saw slave leader Hendak defeat innkeeper Lethinan in a duel. Hendak took control of the inn and asked Bardin to deal the slavers a final blow in their base in the slums. Hendak's assistant Bernard gave Bardin a letter from a mysterious, voluptuous woman.The letter contained an invitation to meet the woman at the Five Flagons Inn in the Bridge District.
Bardin rested at the Copper Coronet, and decided to seek out the woman in the Five Flagons first. The Bridge District was in an even more abominable state than the slums: flayed bodies lay scattered about on the ground, and several people were exchanging bits of information in order to understand who had been responsible for these disgusting practices. Bardin introduced himself to Lt Aegisfield, and learned from the latter and from several witnesses that elephant hide and tannins had been found on the scene. The Gnome went to the local tanner shop to ask its owner if he knew anything. Tanner Riejek Hidesman confessed but he refused to accompany Bardin to the garrison. He fled downstairs. Bardin, hid in shadows and followed suit. He found the floor littered with corpses and heavily trapped and guarded:(This is a BP addition.) Bardin retreated, cast Sanctuary, returned, removed the traps, and descended further to a small dock where Riejek escaped, leaving Bardin to deal with two Ghasts, two Rune Assassins, and a Bone Golem. Bardin swiftly retreated to report back to Lt Aegisfield.
Here a bug occurred: one of the Rune Assassins followed Bardin, but for some reason he didn't become visible and they didn't attack. Bardin was ready for him, he had an oil of speed to escape, but even after some experimentation (e.g. going downstairs again, injuring the Rune Assassin with his Divine Wrath ability), nothing happened. The assassins just stick to Bardin as is they're his shadows. I can now no longer save game in the Bridge District because there are enemies nearby...Outside, there were more of Riejek's henchmen, but Bardin decided to fight them later if he had to.
Back at Waukeen's Promenade the Gnome rested at the Den of the Seven Vales inn, but got bullied and threatened by a Dwarf with four companions who approved of the Dwarf's provocations. The only one to protest was a human rogue. Bardin decided to teach the group a lesson. He placed seven snares upstairs and seven downstairs, Silenced a human mage and an imp,and asked the Dwarf how brave he was now, without the help of his spell-casting buddies. The Dwarf was brave enough to attack, as were the others. Snares killed the human wizard and a Barbarian, and a well-placed sling bullet meant the end of the Imp.The Dwarf, clad in full plate and thus much better equipped for battle than Bardin who was wearing plain studded leather, eventually fell after two Amnian soldiers came to the Gnome's aid.Bardin let the rogue, who had never wanted to get into a fight in the first place, go free.
Considering his need of lots of gold, Bardin reluctantly decided to follow Gaelan Bayle's suggestion of working for the Shadow Thieves. He was asked to infiltrate one of their guildhouses and spy on its leader, a suspicious fellow named MaeVar. Bardin had difficulty assuming the role of obedient servant when he met the arrogant rogue,but he successfully carried out a first assignment - a simple theft from the Temple of Talos, nothing for Bardin to lose sleep over - and so earned himself some goodwill. A second task weighed more heavily on the Gnome's conscience: killing a Cowled Wizard. On the one hand, Bardin had no love for the Cowled Wizards. They had sent Imoen to a high security prison for casting a Magic Missile, while allowing others, such as one of Riejek's accomplices, to freely cast spells. On the other hand, the Cowled Wizards were the lawful authority on arcane matters within the jurisdiction of Athkatla. Bardin gave himself some time to think the assignment over.
In the Crooked Crane, a small inn near the city gates, Bardin's traps convinced a Rakshasa into giving him the command word to use Kalah's lamp.Bardin then used the lamp to offer Kalah the chance to redeem himself. Death seemed to have made Kalah a humbler and more reasonable Gnome:The two parted as friends.
Not surprisingly, the slavers were less than pleased with Bardin's actions at the Copper Coronet. A delegation of them ambushed Bardin while he was exploring the city. The Gnome used his hiding skills to get away to a quiet corner. There he set three snares, and he summoned three Skeletal Warriors. He buffed both himself and the summons with PfE 10' Radius and Strength of One, and he further buffed with HP and DUHM. His plan was to suffice with taking out their leader, a man named Eldarin, in part because he liked Eldarin's shiny blade but also because felling their leader might cause the others to flee. Unfortunately the traps were triggered by a henchman,a rogue who proved hard to kill due to invisibility and healing potions. Bardin's Skeletons brought Eldarin to the brink of death, but they were brought down by the other slavers before they could finish their job. A heavily buffed Bardin (Chaotic Commands, Death Ward, Free Action, PfFire/Cold, Chant, HP, DUHM, Remove Fear) then finished Eldarin off,and left the scene.
Bardin procured Spiders' Bane from the sewers for a Hivemistress Druid, a stuffed bear for a child spirit, and a foster father for an orphan in the Graveyard District. He also dug up Tirdir, a man who had been buried alive. At the Five Flagons he accepted a first errand, a simple delivery in the Docks District, for the mysterious woman, Lynn:On his way to the docks, Bardin got ambushed again. After a mage Slowed him, the Gnome expended a potion of invisibility to save a poisoned man. I'll let the screenshots do the talking:In the Docks District, Bardin delivered the poisoned man at what according to a Necromancer named Xzar was a Harper hold, and Lynn's package at the Sea's Bounty tavern. He also had Dwarven smith Cromwell upgrade Kitthix.
Back in the Bridge District Bardin put Tirdir's buriers to justice with the help of Kitty and his Skeleton Warriors. He rescued a hostage, another of the criminals' victims (though not before nicking a pair of silver pantaloons from Welther). He also dealt with Riejek's cronies, including the Bone Golem.He also reported back to Lynn. She put Bardin in another dilemma. She would have him work for her as an assassin, very lucrative but wouldn't accepting Lynn's proposition make him a cold mercenary? As with the shady assignment he had been given by the Shadow Thieves, Bardin allowed himself some time to decide his course.
Meanwhile he decided to help Flydian, whom he had met in the City Gates District. Flydian had come from Trademeet to look for folk that could stop the incessant animal attacks the town had apparently been suffering. Upon arrival the Gnome learned that the trade town was not only plagued by predatory wild animals, it had another problem: trade had been monopolized by a quartet of Dao Djinns. Bardin's first action was to set the Dao Djinns straight, with traps and Holy Smites:Guildmistress Busya was very thankful. She rewarded Bardin with the Shield of Harmony and sufficient gold for him purchase an enchanted club, Blackblood.
As to the animal attacks, they appeared to be orchestrated from a nearby Druid Grove. He had a Shapeshifter Druid from the north, Cernd, travel ahead and agreed to meet up with him near the Grove. Bardin found the woods replete with monsters such as Trolls and Spiders. (BP definitely adds more Spiders to the forest, and maybe more Trolls as well. A great source of XP, but too much of a hassle for solo Bardin at that stage.)The Gnome relied on stealth and Sanctuaries to navigate the woods (and to loot them).He failed to slay an Elder Earth Elemental with Kitty, and only made himself seen again by the entrance to the Druid base.
There he Silenced a group of hostile Druids,before he made short work of them and their Grizzly Bears, with the help of Kitty and his Skeletons.The summons also allowed Bardin to clear the area near Cernd of its Shambling Mounds, Myconids, and a group of (BP) Druids.
Cernd challenged Shadow Archdruid Faldorn. Bardin buffed Cernd (Remove Fear) when it became clear that Faldorn was going to battle with buffs herself (with Ironskins, Chaotic Commands, and Magic Resistance). Both Druids cast Insect Plague at pretty much the same time. The spell affected Cernd more than it did Faldorn, but Bardin tossed Cerned a batch of extra healing potions to stay healthy, and Cernd shapehifted into Werewolf form and defeated his opponent with relative ease.Bardin returned to Trademeet to bring the town's mayor the good news, while Cernd stayed at the Grove to reorganize it.
The Gnome received further praise and rewards, enough to buy himself the Belt of the Inertial Barrier. Fortuitously, Bardin had another rendez-vous with Riejek and one of his accomplices. This time the rogue priest didn't let his foe escape. Finally he was asked by two feuding families to retrieve Waukeen's Mantle from a tomb, but he hasn't accepted either request yet.
Gorion is killed, Imoen and Farien journey swiftly to the FAI. Tarnesh is... left inside the temple after a couple zones, and he didn't follow Farien back. After recruiting Jaheira and Khalid, we end the mage's life. We hunt down Shoal, and have our first death as Jaheira is criticaled by a Gnoll and brought from max to 0. We have precisely 0 gold after this Raise.
After resurrecting her, we elect to hunt down Basillus, on the basis that he's killing innocents and all that. Imoen used the Wand of Magic Missile to interrupt all but one spell, an Unholy Blight that only hit (and killed) Khalid, again in a single hit. On the way back to the temple, Melicamp is successfully de-chickenified.
We face the spiders in Beregost, and flee from Karlat: he hits too hard, even with Defensive Stance. Fortunately, his script doesn't zone with us, and we take out Silke instead. Ashideena's doing work in Farien's hands, interrupting quite a few spells with the electricity damage. Back to the FAI after killing and ogre, and we travel south to Beregost picking up a scroll and bloodstone amulet along the way.
We fight off Neira, and recruit Minsc before heading to the mines to fight Greywolf. I RP'd it so that the reward for turning in the emeralds was the Ankheg armor, specifically to fit dwarves, so there's that. To the West, we make a beeline for Dynaheir, and the gnolls fall to club and hammer and many, many arrows. We fight several encounters on the way back, like Sendai and her small troupe.
The mines are a disaster. The Kobold Shaman's Horror spell is NOT interrupted despite being hit around 5 times while it was under Stinking Cloud, and not a single person made their saving throw. In the chaos following, the Kobold Chieftain kills Dynaheir, Jaheira, and Imoen, apparently hating women. The three men finally snap out of it, and successfully kill him. Back to Nashkel we go for Raises, and we charge Mulahey successfully. We release Minsc and Dynaheir from our service, and hire Xan.
Nimbul almost did a number on us, but all survived despite half being Fatigued. Dang the RP "you-shouldn't-know-there's-an-ambush-here-and-shouldn't-prepare" mindset.
There... were actually two fights vs Tranzig. The first one, done a few days ago, ended with both Imoen and Xan dead to Magic Missiles, and I thought I saved and quit there. Apparently not, as my last save was the autosave leaving Nashkel. I redid the fight, and no deaths this time.
Xan leaves on his merry way, and we strike out back towards Nashkel for the anti-petrification scroll. We recruit Branwen while we're there, and we hit the Vampire Wolves and the basilisks. Korax successfully paralyzes Mutamin, and neither Farien nor Korax take any damage fighting all the basilisks. We fight Peter and his group for the heck of it, weakening them all with two charges from the Necklace before finishing with regular combat. Farien ended Held, but the other 4 successfully cleared the battle.
Last member goes to Neera, and it's Sirine hunting and cave raiding time. A Cure Poison on Branwen from Jaheira negates the only difficulty in the Sirine fights, and Farien and Imoen clear the caves themselves. Swinging back, we fight the Doomsayer in straight melee, and save Brage.
Right before Brage, here's a screenshot:
As before, Ruva throws out a Special Snare to Maze the enemies before they turn hostile. Tahazzar goes red the moment he sees us, even though we just killed his enemy. Unfortunately, he doesn't do it fast enough to get caught by Ruva's trap.
When a Maze trap succeeds, you see a brief magical effect where the target vanishes. It's the same visual when an enemy fails a save against Slow, the downward spiraling thing that's the inverse of the Haste visual.
Yorun Zovai bombs the enemy, but without Chaotic Commands across the board, the whole group is vulnerable to all manner of disablers. Yorun Zovai gets stunned.
Azelos narrowly avoids the same fate.
This allows Azelos to blind Ruva so we can use another Maze trap. Meanwhile, Yorun Zovai gets torn apart, while Viora struggles to cast Remove Paralysis in time to save her.
Yorun Zovai is dead, but Ruva is blind and her aura is clear. She wipes the screen clear. The demons vanish.
We take the time to prepare for the demons' return. Tahazzar is the first to arrive.
The others come soon after. We concentrate our fire on Tahazzar, while our spellcasters work on our buffs. Ruva gets targeted, but demons don't have ranged weapons, which means she can stay partly safe by running away.
With Tahazzar gone, the pressure on our party is much lower. We bring up buffs as needed and clean the floor.
A tremendous amount of very fast, unblockable damage.
The fourth level is open. We chop through the Githyanki with brute force. Saladrex is next.
The critters around the Machine of Lum the Mad weren't very tough. I add in little optimizations like controlling the shadows and mists, and turning the mists' spells against each other, but it wasn't really necessary.
I've noticed that we've been relying very heavily on Zulfer, so I check his stats. Apparently he is by far the biggest damage dealer, with over 500 kills to his name.
Next are the Mind Flayers to the northwest. One of these guys uses a Wand of Spell Striking, which notably can take down a Chaotic Commands spell and render one of us vulnerable to Psionic Blast. Viora has Shield of the Archons active to prevent that from happening, even though her saves are low enough that she should be able to resist Psionic Blast anyway.
But Mind Flayers in SCS get more abilities than just Psionic Blast and INT drain. They can also deal lots of crushing damage at a distance, which lets them bring down Skeleton Warriors rather quickly.
Their new abilities in SCS can actually kill a character with pure damage in short order. A Rod of Resurrection keeps Zulfer afloat until we can flood the area with Firestorms, which deal damage through the enemy's 90% magic resistance.
Although I boosted Viora's INT above 25 with Potions of Genius and used auto-pause on it to make sure my reaction time to attacks was faster, it wasn't necessary. The Mind Flayers died before they even got close to killing anyone with INT drain.
We break open the Machine of Lum the Mad and let Carston escape with his life. Zulfer goes to the machine and pushes the triangular buttons, turns the red dial, and pulls the medium-sized lever to open the portal to the next floor. It doesn't work.
That shouldn't be possible. I check Carston's Journal to make sure I have the right combination.
I check his journal and compare it to the dialog box multiple times. I entered it correctly. There is no reason Zulfer would have suffered DEX drain.
I try it once again, the exact same combination, and this time it works. Apparently the Machine of Lum the Mad won't recognize the combination if you do it too soon after freeing Carston. We enter the fifth and final level before Demogorgon.
The Green Dragon is easier than Saladrex. I pay closer attention to Zulfer's condition, so this time he stays alive. The dragon pulls no special tricks on us, so it's just a matter of dealing damage, and our numbers are bigger than the dragon's.
Against the orc horde, I let a Planetar do most of the work with its Firestorms and vorpal strikes. You don't have to kill the orcs; you just have to survive for a little while. Then the trial ends.
For the colored pillars puzzle, I activate each pillar after getting the first orb of each color. You get less experience than if you fight all of the challenges, but we don't need the XP. This way is safer.
After going through the Spirit Warrior challenge and answering some riddles to an Imp, we get all the keys we need to unlock the next level. But three last battles await.
We don't have a Wizard Slayer/Thief anymore; just a Bounty Hunter, but we still have a reliable source of spell failure.
But it proves completely unnecessary. We knock out the enemy spellcaster (I forget how) and Laosha finishes off a crippled enemy fighter with Implosion.
The battle is already over. We move on to the next, with Azamantes and the Flaming Skulls, who have an irritating habit of disruption spellcasting and dispelling Project Image spells. Unfortunately, traps are not enough to bring them down early.
Azelos blinds Ruva so we can lay traps in the middle of the fight. Viora applies spell failure to Azamantes. We steer clear of Azamantes and focus on the Flaming Skulls rather than try to breach Azamantes' defenses. But our failure to stop Azamantes lets him get a Wish spell off the ground. He dispels everything we have.
We need our defenses back up. Ruva removes Azamantes from the field.
She suffers from her efforts because we left her on her own, but she survives. Zulfer gets to work on destroying the Flaming Skulls and Azamantes' Cornugon, while our spellcasters restore some of our buffs.
Azamantes, unfortunately, wasn't gone long enough for his PFMW to wear off. But a newly summoned Planetar should shut down his spellcasting for a while, giving us some more time.
It doesn't work. He still gets a Death Spell off the ground. Apparently Viora's Holy Word only just ran out.
Since Azamantes can still cast spells and we're not prepared to debuff him, Ruva sends him away once more.
We take the time to make progress on the Flaming Skulls and restore our buffs. Ruva sends Azamantes into another Maze to give us even more time.
Azamantes reappears. But his PFMW has long since run out.
The last battle awaits. We have to fight a Marilith, a Succubus, a Beholder, an Archer, a fighter, and a cleric, all of which are very high-level and come with lots of special powers and immunities.
As for the evilness, it doesn't let you do everything you want, at least not without a price. My party constantly have to increase its reputation and carefully deal with any innocent, so that Safana doesn't leave the group.
From "The Unseen One", a journal by the Quasit familar:
It looked like the church arrogantly asked for money, with Galena Mirrorshade not ready to sell potions for less than 3000 GP.
[spoiler=insane prices]
[/spoiler]
Hades donated more than 1000 GP to the foolish church, so that his reputation went from 2 to 6. With the Algernon's Cloak, the Charisma tome and Friends, my master could convince any merchant that he's as light and kind as anyone can ever be. Galena sold potions for less than 1000 GP each. Not that we forgot she took another thousand just to let us trade there.
When Hades met a group of red wizards hunting for a wild mage, Neera, Ed the Red took the leading role and ordered them to chut up.
[spoiler=The Neera's encounter without fighting the red wizards]
[/spoiler]
A merchant in Nashkel tried to sell Hades unknown potions for money. My master knew the better way to get them.
[spoiler=Red and Violet potions]
[/spoiler]
A gnome in the wilderness boasted he could forsee the future for Hades. After Ed the Red finished laughing, Honey Bunny looted the gnome's body.
[spoiler=Hafiz]
[/spoiler]
Another gnome in the wilderness wanted to ask for help, but Hades, who had learned that gnomes carried precious scrolls, decided to help in his own way.
[spoiler=Galtok]
[/spoiler]
After wondering around, my master decided to check the Nashkel Mines. It turned out they were heavily infested by kobolds, and reaching the last chamber requiered a lot of spells from both the Entertainer and Ed the Red.
In the last chamber, Hades found a half-orc, who mistakenly thought my master was sent by somebody called Tazok. One huge backstab, and the half-orc began to shout for mercy. He didn't even attack, he simply shouted and shouted till the second backstab ended it.
[spoiler=Mulahey]
[/spoiler]
At the surface, a bunch of ankhegs attacked, and killed Mr Blood in one hit. It reminded everyone about the insane damage enemies could inflict in that world.
[spoiler=First death]
[/spoiler]
When the party came back to Nashkel, they heard an alert, and a bounty hunter appeared. But what a fun began when several amnish soldiers started to attack this bounty hunter, apparently hired by the authorities. while other amnish soldiers attacked their comrades (to make it happen, Hades just needed to leave the battlefield, so that no guards could see him). The mess helped to deal with another assassin sent for the Hades's head.
[spoiler=Guards attacking guards]
[/spoiler]
Soon after returning to the exit from the Nashkel Mines, Hades found a wizard who didn't want to share his knowledge of slimes summoning. Here, my master chose to use a safe strategy of casting Hold Person next to an item, dropped next to Narcillicus from the shadows. (OOC: Thanks, @lolien, for this strategy. This is how I wanted to deal with Narcillicus during the multiplayer game, @Gotural and @Tresset, btw, but the multiplayer is laggy, so we couldn't pause just after the dialogue and retreat unseen.)
[spoiler=Narcillicus]
[/spoiler]
From the Mulahey's agent in one of the Beregost's taverns, it became clear that Mulahey's masters could be found in the Bandit camp. After travelling there and exploring the camp, Hades suggested the Entertainer could web any incoming foes, with the rest of the party shooting them from a distance. Hades still remembered how an ankheg one-shotted Dorn, so nobody could afford to become a target of bandits. Everything went according to the plan, except for the Entertainer using his wand of lightning wrong, so that the ligtning went backwards (although we were outdoors) after hitting a bandit, and killed the mage.
[spoiler=The Bandit Camp]
[/spoiler]
I keep most of the party out of the way, to the northwest, while Zulfer and some Skeleton Warriors stand near the seal to absorb the enemy's first assault.
Notice the enemies are immune to poison damage. This makes Ruva's normal traps much less powerful.
The Hive Mother casts Improved Mantle. Any +5 weapon can bypass that. Zulfer switches to Bloodbane, a +5 poisonous stunning throwing spear with +1 to APR from the Red Badge encounter thingy.
Azelos throws out an early Dragon's Breath. The enemy is in poor shape, but their defenses remain intact, and we have a ways to go.
Zulfer isn't holding up well, despite Hardiness. The Hive Mother reminds us that it may well chunk one of our party members if we're not lucky.
Zulfer keeps working on the Hive Mother, and the poison builds up. But the Huntress, the enemy Archer, does incredible damage. Zulfer isn't sturdy enough to withstand the pressure.
He did rob the Hive Mother of a spell and lots of HP, fortunately. And though we suffered the first death, the enemy follows soon after. Laosha crushes Xei Win Toh with an Implosion spell, and the Wand of Spell Striking costs Nalmissra, the enemy Succubus, some important defenses.
The Hive Mother debuffs Laosha with an Anti-Magic Ray, but Viora has finally finished casting Energy Blades. Energy Blades doesn't do as much damage as Dragon's Breath and it might not bypass PFMW, but it hits many times, very fast, with great accuracy.
Notice Y'tossi and Nalmissra are both gone. Ruva Mazed them with an offscreen trap, since they were too close to attacking Viora and our mages.
We bring out a Planetar to weaken Ameralis Zauviir, the enemy cleric, and Y'tossi completes wastes a valuable Remove Magic spell on trying to debuff an already-debuffed Laosha.
Notice Viora casting Raise Dead. This saves us a charge on a Rod of Resurrection. Also notice Y'tossi is already back from Ruva's Maze.
Azelos finishes casting Time Stop. She removes Y'tossi's Stoneskin with the Staff of the Magi, blinds Y'tossi, and also debuffs the Huntress, even though she really should have done that to Ameralis Zauviir, who actually had buffs to dispel.
Viora finishes casting Raise Dead. Zulfer is back. And so is Nalmissra.
Apparently Ameralis Zauviir can summon two Fallen Devas at once, violating both the vanilla summoning limit and SCS' ban on multiple priest and mage HLAs.
It's no big worry. Azelos has PFMW, and Devas stun their targets rather than chunk them with vorpal strikes, as Planetars do. To the west, Viora heals Zulfer, allowing him to run out and grab his equipment. He can't put on his armor in the middle of battle, but he can drink a Potion of Invulnerability to get his AC down.
Yorun Zovai gets another Wish. This one is more impactful.
Back to the east, Azelos has cast PFMW and is preparing a Horrid Wilting spell, mostly for lack of anything better to do. Our Planetar tries to hit Ameralis Zauviir with spell failure, but her magic resistance blocks Holy Word, allowing Zauviir to finish casting Elemental Summoning. The Planetar has better luck disrupting her with its sword.
Laosha casts Armor of Faith because I don't remember that he already has 90% damage resistance due to Hardiness and the Earth Elemental Token. He still gets stunned by a Fallen Deva, as his Chaotic Commands spell was dispelled by an Anti-Magic Ray from the Hive Mother several rounds before. Meanwhile, our Planetar finishes off Ameralis Zauviir and Azelos renews her defenses.
Back to the west, Viora finishes casting Elemental Summoning just as Y'tossi returns from Ruva's Maze. To the east, Laosha, have recovered from the Fallen Deva's stun effect, takes down the Huntress. We're in good shape now.
Nalmissra escapes the Maze soon after Y'tossi, much like before. Yorun Zovai gives us another boost.
Azelos has now cast both Shapechange and Improved Alacrity. I try out the Psionic Blast trick, but the Fallen Devas prove extremely resilient. Only Ameralis Zauviir's Earth Elementals, whom I don't much care about, get stunned.
Azelos abandons the Psionic Blast trick and instead hastes both Zulfer and Laosha. Back to the west, Y'tossi is crushing Viora's elementals.
Yorun Zovai bombs Nalmissra and Y'tossi. To the east, Zulfer cleans up Ameralis Zauviir's summons.
Y'tossi has re-cast PFMW, which Azelos Breaches with a Wand of Spell Striking. Laosha, no longer busy with the eastern fight, gets ready to pounce.
Zulfer returns as well. Y'tossi explodes. Nalmissra follows suit.
The battle is over. Before we move on, I have Ruva backstab Yorun Zovai's clone so we can loot the wand it created with Wish off of its body.
For an important fight like Yaga-Shura, I want some sequencers and contingencies prepared. I cast Yorun Zovai's Spell Trigger so I can replace it. Unfortunately, I do it in a very bad place at a very bad time.
That yellow dragon is the guy who gives you the Ritual questline. I never deal with him because he says up front that he's going to betray you and taking up his offer just feels stupid. Due to a triple Sunfire Spell Trigger, we have now turned him hostile, on top of severely wounding two party members, while everyone in the group is completely unbuffed.
The dragon instantly casts Time Stop, along with a PFMW contingency.
This demonstrates not only the power of the dragon, but also its idiocy. Its PFMW will run out a single round after Time Stop ends, and because it instantly casts Time Stop, it doesn't even need a PFMW contingency to ensure it casts Time Stop successfully.
We're helpless for the next rounds, and the dragon gets automatic attacks.
How do we deal with this dragon?
We don't. We pick up Ruva's gear, flee to Nyalee's swamp, and warp to the Pocket Plane. This just means we have to be careful if we ever go back to Watcher's Keep.
Everyone is still of a relatively low level, without major buff and crowd-control spells. So, the preparation only included Chant and Haste.
And the Potion of Magic Blocking. We had 2 of them - one from the Bandit camp, and another from the Amazons' ambush. This potion is great in that it blocks all spells up to the 5th level. The downside is that it lasts only for 5 rounds. So you have to be very careful.
Hades as the only "tank" (as the evil party, at least this one, doesn't have a tank for the Insane difficulty - look at 30 HPs of Dorn and Viconia) was sent to distract Rezdan and Kysus. He put on the best armour and the shield to be able to dodge Genthore's attacks.
Drasus, a scary melee berzerker, didn't want to play the game of fireballs and ran to the rest of the party. Two skeletons, careful attacks by Viconia and poison from Dorn, as well as all attacking magic from Edwin and Baeloth, were enough to kill Drasus. Both enemy mages wasted several their spells on Hades and came closer to the main group.
The Dorn's poison was used against both Rezdan and Kysus. It made them reach low health, activate their sequencers and go invisible. Melf's Meteors finished Edwin, though. After Rezdan and Kysus left Hades, he could concentrate on Genthore.
As you see, no trace of both mages on the battlefield, and the period of the Potion of Magic Blocking ended.
We couldn't wait because Dorn had not much time left for Poison attacks, and Baeloth detected invisibility.
The Insane difficulty showed during the next few seconds. One skull trap by Kysus, and Viconia and Dorn are annihilated. Immediately Hades gulps the second Potion of Magic Blocking - who knows how many spells both mages still have. It proved right in no time - Kysus sent skull trap to Hades.
Then even more damaging spell - Sunfire. Again, wasted.
The action of the second potion ended, and Hades gulped an Invis potion. The Rezdan's anti-magic buffs wore off, so Baeloth could finish him.
I noticed that the Kysus's anti-magic buffs wore off as well, so while Hades invisibly followed Kysus, Baeloth could use his wand of fire.
Thank you, @semiticgod , for your reports. When I played that fight, I thought about reporting the progress, and following your action-by-action style actually helped me to play better. I will use this method from now on, and in the multiplayer run as well - think every round, pause every round, to seek for options.
From "The Unseen One", a journal by the Quasit familar:
Phhht! I see my maste found the journal and wrote his own remarks into it. I hope he didn't see how I named him when Miss Underdark was one-shotted by a cave bear, only because my master was lazy not to use Spook or Blindness on it.
Viora and the group continue on to Yaga-Shura's siege camp. The trip there takes some time and I don't think you can rest, which means you arrive without buffs, including Stoneskin and Ironskins. We prepare our defenses before we move out to engage the enemy.
Notice the low-level summons out front. Those are from the Wand of Monster Summoning, just to buy us some time. The enemy soldiers start marching over even if you hide out to the far east, and it's best to have a light buffer.
We head across the bridge, plowing through the low-level soldiers that first confront you. A "Weapon Ineffective" message tells us we're being attacked by a Boulder from a Fire Giant. You can see it coming from the north.
We send a Skeleton Warrior up north to make sure those Boulders don't hit anyone vulnerable to normal weapons. They have a decent chance of disabling their target. But by crowding the whole group around some enemies, I still expose the party to danger. Yorun Zovai has already run out of Stoneskins. She restores them before she gets clobbered.
I need to get out of here. Losing all of Yorun Zovai's Stoneskins so quickly is a bad sign. Azelos gets us out of trouble.
Invisibility, however, does not stop critters like Yaga-Shura. He chooses the worst possible target.
I move her aside and convince him to fuss with Laosha instead, though it costs her her invisibility.
We should get rid of him quickly. I bring in Zulfer and Yaga-Shura immediately runs away.
That must be awfully demoralizing for Yaga-Shura's soldiers, to see a supposedly invincible warrior suddenly run away in terror. We down a few potions to restore our invisibility.
The enemies aren't anything we can't handle, but they could slightly weaken us, and it's better for us to face Yaga-Shura when we're at our strongest.
The enemies don't move. This is a slight problem. Yaga-Shura will come back, and we want the field to be relatively clear when he does. Azelos uses the Wand of Monster Summoning to give the enemy something to chase around, and turns invisible right afterward to make sure the enemies stick to the target we want them to. Our summons get crushed, but only after they lead our enemies out of our sight.
But then our enemies come right back. We head to the bridge to see if Yaga-Shura is going to show up there, then head north when he doesn't appear.
We have far more charges of the Wand of Monster Summoning than we need, so Azelos works to keep the enemy busy.
Yaga-Shura finally arrives.
You can tell it's him by the green swirly thingy around him. Notice Laosha breaking invisibility both to interrupt a spell and draw enemy attention to our toughest character.
He still gets hurt. Azelos decides to try a new trick, to see how it works against Yaga-Shura and his buddies. The trick didn't work the last time we tried it, but maybe this time we can get the timing right.
Why Protection from Evil? I double-checked and Azelos apparently didn't get touched by Viora's Protection from Evil 10' Radius spell at the beginning. It's an extra bit of safety we might need, because Azelos is about to summon three Glabrezus at once, using Project Image to trigger a Chain Contingency set to fire on helpless.
Summoned demons are quite tough, and party buffing spells actually affect them despite their being hostile. This means Viora can use Protection from Evil 10' Radius to make them invisible to each other, preventing them from fighting.
But Protection from Evil 10' Radius is a very slow spell to cast. Yaga-Shura ruins the whole thing in one hit.
We'll have to try something else.
Azelos shrugs off some unwanted advances by Yaga-Shura. Yorun Zovai, hidden to the south with most of the party, summons a clone. Azelos follows suit.
Zulfer puts a stop to a worrisome enemy conjuration spell, and Azelos helps him bring down an enemy mage.
Now Yaga-Shura is after Zulfer, and the enemy cleric is after our mages. We brace ourselves.
Viora bravely gets in Yaga-Shura's sights in order to backstab the enemy cleric before he can cause much trouble. Somehow, it doesn't quite work.
We'll be okay. That was just a minor attempt to optimize our performance. Laosha finally gives Zulfer an important buff, though it's still not enough to keep Zulfer healthy on its own.
But not because of Yaga-Shura's physical attacks--the problem was Sanchuudoku, which triggered a feedback loop with Yaga-Shura's Aura of Flaming Death! For some reason, Zulfer was not immune to fire. He could have died. He switches to Celestial Fury to minimize his exposure to fire damage.
Yorun Zovai and Azelos kill the enemy cleric and get Zulfer back up to speed.
Just for fun I re-start the feedback loop. I show Yaga-Shura mercy and cancel the loop by switching back to Celestial Fury before he gets too close to death.
But I let the feedback loop go on for too long. Yaga-Shura doesn't have enough HP left to put up a decent fight. Zulfer kills him much earlier than I had expected.
It would have been more fun if I had left out the feedback loop entirely. At any rate, the giant is dead. We delayed this fight a long time to make sure we were ready, only to see Yaga-Shura fall before we had used any of our best resources.
Next is the fight with Jamis Tombelthen and his many under-trained, over-equipped allies. I only get two screenshots, which probably sum up the complexity of the fight overall.
Throne of Bhaal's weakness has always been an imbalance in favor of damage. There are no enchantment spells over level 5, and the disablers that do exist tend not to be all that much stronger than Chaos. You get a lot of items and spells that help you deal more damage, but that's about it.
What I do like about the added difficulty of the component is that I know I need to be extra careful. Hopefully this will guard me against complacency.
You have my admiration for your 'fair play approach' in a set-up with full-prebuffing. It basically means that enemies have a headstart of several rounds on your characters. I installed the weaker version (buffs raised only if created in sight of Charname, for increased realism). Kudos for surviving the Cloakwood Mines!
@semiticgod, loved the accident with the yellow dragon haha. Glad it didn't have any ill consequences.
Bardin, LN Cleric/Thief, in SoA (Part 2 edit: Part 3)
Lots of progress, and more eagerness to play than to write, so this time a more matter-of-factly update from my part.
Trademeet
Bardin buffed with what Alesia_BH aptly calls the Holy Triumvirate (HP+DUHM+RM) to defeat a number of Skeletal Warriors in the vault that held the Mantle of Waukeen. The Skellies gave him a good beating, but the Gnome prevailed:The mantle went to Logan Coprith.
MaeVar's Betrayal (1)
Bardin was 100% fire resistant when he fought Rayic Gethras' Mephits. The resistances (from the level 2 and 3 priest spells) wore off at some point, but too late to put the Gnome in danger.The wizards' Stone Golems succumbed to sneak attacks and snares (one) and fisticuffs with buffed Bardin.Bardin, Lawful Neutral, accepted to bring Edwin before Rayic Gethras (a member of the established order), rather than killing the Cowled Wizard.The Gnome completed the remaining quests for MaeVar and kept his word to Rayic Gethras. When the latter announced that he would kill Edwin, Bardin questioned the lawfulness of that decision. The Gnome didn't mourn Rayic's death after the clumsy, repeated melee attacks against Fireshielded Edwin.Bardin reported MaeVar's plans to Renal Bloodscalp but waited with fighting MaeVar and his assassins.
Alliance with Aran Linvail (1)
Bardin paid Gaelan Bayle, earning himself a nice Amulet of Power, a Ring of Protection +2, and (indirectly) a Ring of Lockpicks. Kitty Webbed Lassal so he couldn't get away (as he usually does).
Umar Hills
The Umar Hills gave Bardin a couple of good scares. First there was Greater Mummies' Gaze of Despair that I wasn't aware of,a QuestPack ability that stuns the target for four rounds on a failed save.
Secondly the Temple Ruins housed two Liches. Bardin, level 11/13 at the time, didn't feel ready to fight Liches without any protections, so he bought two PfUndead scrolls. Even protected, the Liches were a challenge. Bardin had Fiends and Dark Planetars coming after him,Remove Magics to elude, and here we can see him ducking from an incoming Comet.The first Lich was defeated in melee after it had used up its non-offensive spells,but the second Lich actually managed to remove Bardin's PfUndead (and other buffs). A game of hide and seek ensued, in which Bardin used his summons (Skeleton Warriors, Efreeti, Aerial Servant, in that order) to soak up as many spells as possible. Bardin still had to quaff a potion of clarity magic shielding when the Lich cast an Emotion: Hopelessness at the Gnome. It was the Aerial Servant who finished the Lich when it had run out of spells.Buffing at Thaxxy's lair caused the Dragon to go hostile,but Bardin made sure not to make himself seen, as he proceeded to confront the Shade Lord. A Sol's Searing Orb (one of my favorite ways of debilitating the Shade Lord) struck true; the Shade Lord failed his save, so he got Blinded for 12 rounds in addition to suffering some decent fire damage.A sunstone bullet destroyed the Shadow Altar, and Bardin defeated Shadow Patrick with Everard's Sling after Kitty had softened him up.Bardin felled the Shade Lord with backstabs that he timed so that the Shade Lord would be vulnerable upon receiving them.(The Shade Lord seemed to be able renew his buffs - MI, Darkling Aura, PfMW, Blade Barrier etc - endlessly.)
Looking for Valygar
Valygar didn't show up in his Umar Hills cabin, so Bardin went looking for the murderer in his Athkatla home. The rogue priest found not Valygar but a Gnome Fighter/Illusionist with two Familiars (Tactics mod) in the house, apparently a bounty hunter that was working for the Cowled Wizards. He injured Bardin with a Spell Triggered Chain Lightning / Cone of Cold / Lightning Bolt combo, an unexpected move that forced Bardin to quaff an extra healing potion, and to retreat.One of the Familiars followed Bardin downstairs, where the priest would backstab it to death. Bardin then set three snares and returned upstairs to treat his fellow Gnome and the remaining Familiar to a Holy Smite.The Gnome cast Improved Haste, and went straight after Bardin, triggering the latter's traps in the process. (He recovered well enough thanks to potions and a ring of regeneration.) The two took their fight outside, where Bardin found a good place for summoning some assistence while waiting a bit for his foe's Improved Haste to expire. The wizard impressively defeated Bardin's Aerial Servant, but an Efreeti, two Skeletons, and buffed Bardin eventually proved to much for him to handle. The XP and the spoils were significant.The second Familiar, already injured by Bardin's revious Holy Smite fell to a single backstab.
Fallen Paladins
Normally a pretty straightforward if tough battle. Bardin relied on his summons to help him out. I had to use the console (twice: once to spawn Anarg, and once to give myself the cup) to ensure the quest would come to its completion. QuestPack, which extends this quest, seems to be the culprit.
Harpers
Using the Earth Elemental ring outside Prebek's Home earned Bardin a warning from the Cowled Wizards. He went to pay for a license right after that.
Bardin went in with pretty much all his buffs up (the only red spells he consistently memorizes are Silence, Animate Dead, Holy Smite, and Aerial Servant). Since they didn't get dispelled, Bardin had no reason to retreat. He did keep a potion of magic shielding at hand, should Prebek or Sanasha cast Emotion: Helplessness at him. I think Sleep and Imprisonment are the only game-ending status effects that Clerics can't protect themselves against. He ended up clubbing down the summons and Sanasha.Kitty jumped in when Prebek kept walking away from Bardin, so that the Gnome couldn't kill him.
MaeVar's Betrayal (2)
Bardin was very weary of MaeVar's assassins, relying on traps and summons while keeping a low profile himself. He avoided one or two of MaeVar's detection spells, went invisible, and started Detecting Illusions. It greatly facilitated things for his Skeletons and Aerial Servant. The summons (especially the Aerial Servant) defeated the assassins, and Bardin's backstabs took care of a Priest of Cyric and MaevVar himself.Bardin accepted the Thief Stronghold (only to lose it a week later due to not paying Renal's due on time).
The Guild Contact
and two traiterous Shadow Thieves were dispensed with in straightforward melee combat.
Sarles
received the authentic illithium ore from Bardin to work with. This was a role-playing decision. I tried to come up with a role-playing reason to justify using the fake ore, but found none. Bardin thought the artist was an overrated coxcomb, but trying to deceive him would be dishonest. The consequence of this is that Bardin will forgo proficiency in Maces and try to defeat Vampires with his magic.
Speaking of Vampires, Bardin decided to wait with taking on their lair, considering himself unprepared for that task.
Slaver Stockade
Instead, he decided to fulfil his promise to Hendak to deal the slavers a fatal blow. Even fully buffed Bardin needed a follow-up attack to his opening backstab at the Priest of Cyric. The other guards suffered Bardin's Divine Wrath before they were clubbed - and in the case of Captain Haegan slung - down.More guards were bottlenecked in the doorway, but Bardin briefly retreated for a few rebuffs before he finished the mages.
BP adds several Yuan-Ti, a few Trolls, an Ettin, and Orogs and Orcs (including two Mages) to the Slaver Stockade, Bardin discovered. The Gnome dealt with them with the help of his summons and trapsbefore he reported his success to Hendak.
Sewer Beholders
Bardin decided to test his Skeletons against a Beholders and two Gauths in the sewers. The undead prevailed,albeit barely with all three of them severely injured.
Hidden Refuge
As a favor for Neera, whom he had failed to save from the Red Wizards in Beregost, Bardin helped the Half-Elf reach a hidden refuge for Wild Mages in the forests of Tethir. The Gnome sympathized with Neera, an outcast both for being a Half-Elf and for being a Wild Mage, and he liked the settlement. It was not unlike how he imagined good, loyal Gnomes to live together. Bardin also knew however, that wild magic was dangerous and unreliable. He could not travel with her. He stayed for a day or two to help out the Wild Mages with a few small tasks. Finding a lost boy and advising his mother against allowing him to practise wild magic even earned him a nice shield,as a goodbye present.
Southern Tombs
Bardin tested his Turn Undead ability in the Athkatla's southern tombs. He found that (at Cleric level 13) only a Vampyre (sic) resisted the Gnome's explosive skill.
Druid Grove
A return to the Druid Grove to buy potions saw Bardin take advantage of the presence of many Trolls and Spiders, using Holy Triumvirate buffs, traps, Divine Wraths, summons and Holy Smites to cleanse the area and reach levels 14/16.
More Sewers Encounters
Bardin backstabbed the Rakshasa and immediately swigged an invisibility potion. The Rakshasa seemed upset, calling for healing, but then the Gnome put the creature out of its mysery.
Tarnor's gang was approached peacefully, but when they insisted on receiving 1k GP, Bardin showed a darker side of himself.He used the occasion to test a new (level 7) spell his deity Gaerdal Ironhand had recently granted the priest: Fire Storm. Bardin found it to be a potent direct damage spell. The Fire Storm slew two of Tarnor's men before they could get out of its AoE, Rengaard and Gaius, and severly wounded the others.When the Fire Storm was over, Zorl, who is dangerous because he tends to summon an Aerial Servant, was disrupted twice with wand Flamestrikes before Bardin finished him off.Warriors Tarnor, Gallchobhair and Draug Fea were no match for Bardin in melee combat,thanks to the Gnome's buffs.
Borinall
paid with his life for stealing Lathandrite property.
Unseeing Eye (1)
Some mod, I believe QuestPack again though I found no reference in the readme, really beefed up the Hell Hounds. I never took them (or their flamebreath) very seriously despite their capacity to see through invisibility. Bardin discovered he had to take them very seriously:He had to retreat several times, to fight the creatures one ata a time. He also made sure he was 100% fire resistant.The Old Tunnels housed two groups of Yuan-Tis (with one Mage each). The first group was treated to a Firestorm. It left all the Yuan-Ti warriors at neat death status, before Bardin's backstabs chunked them. The Mage fared a bit better, but not good enough to withstand Bardin's Flamestrikes and backstabs.The second group, including the Mage, ran into the Gnome's traps (he had four per day now).In front of the bridge, Bardin summoned three Skeletal Warriors, an Aerial Servant and Kitty (whom he rendered Improved Invisible with the Air Elemental ring), and Protected them from Evil. Bardin stayed away, at a safe distance, fearful and not completely sure of what the Eye Tyrants were capable of. Kitty and the Aerial Servant did a great job. They were responsible for the deaths of one Gauth and one Beholder, despite the intervention of Shadows, Shadow Fiends, and Wraiths. Another Beholder was badly injured by the time the summons were gone. (Screenshots are uninteresting since they don't show more than the combat log). The Skeletons served mainly as tanks, to soak up the different rays. A Fire Storm killed another Beholder,leaving one Beholder at near death status and badly injured Gauth. Bardin summoned his Efreeti and had it cast invisibility on itself while Bardin cast Farsight in order to be able to instruct the Efreeti from afar. The Beholder was moving around a lot, but a well-timed Fireball from the Efreeti killed the Beholder and further injured the Gauth. The Efreeti retreated and attacked with a Flame Arrow, killing the Gauth as well.So it was with difficulty that the five Eye Tyrants were overcome. Things could have been worse, if Kitty and the Aerial Servant had fallen earlier. All in all, Bardin isn't really confident about descending into the Unseeing Eye's lair. He's circa a bit less than 200k shy from his next level up as a Cleric (level 15), and thus from the strongest possible Skeleton Warriors and from his second HLA (probably the Deva). I think Bardin would do well to try and get that XP before seeking to destroy the Unseeing Eye, even though I'd like him to get the Cleric stronghols asap since I've never completed it and since I've been role-playing Bardin more as a Cleric than as a rogue.
We choose Abazigal. Why? I have big plans for an item I can only find there.
Draconis is therefore our next target. Draconis in vanilla is irritating because of his incessant invisibility spells. SCS Draconis doesn't spam them like vanilla Draconis does, but it turns out I vastly underestimated his SCS behavior.
This fight did not go how I thought it would at all.
First, I send out Laosha, our standard tank. Draconis fires up a long list of pre-buffs.
While Laosha keeps an eye on Draconis--or rather, the visuals to the pre-buffs that show Draconis' location--Azelos brings out three Glabrezus, while Viora begins casting Protection from Evil 10' Radius. We're very far from Draconis, so there should be little chance of disruption.
Laosha, having reached a rather high caster level by this point, tries out Dispel Magic, since Draconis doesn't have SI: Abjuration. But we have a problem.
He picks a very strong option: Breach on everybody.
What are those "Spell Ineffective" messages? It seems that my timing on Protection from Evil 10' Radius was off. Those Glabrezus didn't arrive soon enough; the spell didn't affect them.
Worse yet, Draconis' Wish removes all of our defenses. Now we are perfectly vulnerable to the three Glabrezus Azelos just summoned.
Laosha comes to help Zulfer take down those Glabrezus, with Zulfer using Detect Illusions to dispel their annoying Mirror Images.
Lots of summons are coming our way.
We get lucky on that Wish spell. It doesn't make too much difference, since it's early in the fight and we haven't used many resources, but it helps.
Specifically, it means we can more quickly finish off those Invisible Stalkers.
Draconis has joined the fight. Zulfer tries to poison him and keep him from casting a spell, but he's not fast enough. Draconis gets a lot of mileage out of this.
Project Image means our mages can't escape the area of effect. We lose our clones and Azelos gets hurt very badly. The rest of the party has to flee for survival.
Also, there's now a Fallen Planetar on our tail. PFMW keeps us safe, though Yorun Zovai has to run away until her aura is clear so she can cast it. Viora runs without stopping; even without a vorpal strike, Planetars are bad news for Charnames without PFMW. We also see another dumb move on the part of a dragon, trying to take down spell protections that don't exist.
We need to start making progress on Draconis' human form. The spells are too much. I finally get around to dealing with him. Viora inflicts spell failure with Holy Word, while Ruva, despite having no pips in two-handed swords, tries to land a hit on Draconis with Carsomyr in the hopes that she can take down his defenses.
No such luck. Draconis' buffs remain untouched, and he successfully gates in a Balor. Ruva hurries over to our mages so she can get blinded and Maze the Fallen Planetar and keep it from destroying their Project Image clones. The Planetar vanishes.
Laosha sticks close to Draconis, while Zulfer tries to stun the Balor from afar using the throwing spear Bloodbane. Meanwhile, thanks to Ruva's removing the Fallen Planetar, Yorun Zovai can cast Wish through a clone.
Things are turning around.
Because the last time I saw you use a Potion of Clarity to block Emotion: Hopelessness, Kangaxx killed you with Minute Meteors.
The Balor targets our most vulnerable character, Ruva. She punishes his presumption with a blind snare. Meanwhile, Viora gets a hold of an excellent anti-mage tool.
Viora keeps Draconis occupied while Yorun Zovai works off-screen to strengthen our chances.
For reasons I don't recall, Yorun Zovai cancels her Project Image spell early by having her clone hit her with Magic Missile (the main reason I don't have her cast Shield anymore).
Draconis surprises me. With all those Energy Blades flying, he was actually doing very badly; I just wasn't playing close attention. The next phase of the battle has begun.
Laosha puts himself right in front of Draconis' dragon form, with an Armor of Faith to bump his resistance to slashing damage up to 75%. Meanwhile, Ruva mysteriously fails to lay a trap, despite being blind... apparently there was an invisible enemy right next to her that we did not notice.
The Balor appears. Draconis disappears.
Draconis goes after Ruva--again, because she is the weak link. While she's on the run, Azelos and Viora bring out summons to help deal with the Balor.
Yorun Zovai's clone chains Time Stop spells with Pierce Shield spells to lower Draconis' MR. I miss something important in the process.
I realize my mistake too late. I could have drank a potion, but I did not.
Our party count drops to 5.
He's not shattered yet. We might just get him back. Until then, I need Yorun Zovai's clone focused on Draconis. She blasts him with Horrid Wilting spells, and uses her very last level 9 spell on a Wish.
Unfortunately for us, his magic resistance was not the only thing protecting him from Horrid Wilting.
Zulfer is still working on the Balor. Draconis comes over to our party, hiding away to the north. Ruva sends him away before he can cause us any trouble.
Another lucky Wish.
They're not even necessary, really, since we've relied so heavily on Project Image, but it's gratifying to see that we're not running low on resources. The main benefit is probably extending how many Special Snares Ruva can set.
Viora pins the Balor with Implosion. Zulfer executes it.
Finally, we hurry over to Laosha to unpetrify him. We succeed!
Thanks to SCS celestials' instant-casting spells, Laosha is up to speed the very same round. And since Draconis is still stuck in Ruva's Maze, the Planetar also takes the time to tend to its own wounds.
Draconis reappears, only to disappear again, this time of his own volition.
But it doesn't stop a Wand of Spell Striking.
Although we have trouble revealing him, we know where Draconis is by finding where we can't walk. We form a circle around him to pin him in place.
Draconis has been weakened by a long stream of attacks. He has worn himself too thin. We claim his head, the key to Abazigal's lair.
Maybe I'll start using FRAPS, like you seem to do, in order to be able to better document my runs. Either way I've been keeping potions of magic shielding close at hand for emergency scenarios after my Skald Gerland quaffed one to escape Bodhi's Sepulchral Sleep. In hindsight Stone form would have been the better pick: cheaper and sufficient to push saves into the negatives.
I haven't run into compatibility issues between SCS and BP, but I've only installed a few BP components and I haven't seen all of them yet. What did strike me was the behavior of the Gnome Fighter/Illusionist in the Docks. His offensive magic and general recklessness didn't strike me as very SCS, even though I installed SCS over BP. Also, I mentioned in my penultimate update that the Rune Assassins weren't doing what they're supposed to. That may be just to a glitch, or it may be due to BP-SCS incompatibility. After all I installed BP's Tanner quest component.
Congratulations btw on defeating Draconis after such an unpleasant start! An exciting battle.
The next gang of Lizard Men is also rather tough. Yorun Zovai uses the Staff of the Magi to score some Sunfire spells to disrupt the enemy's divination magic, but we get discovered anyway. Although Yorun Zovai fails a save against Power Attack, Azelos and the rest of the party take down the Lizard Men before they can claim any lives.
Next is Anadramatis, who will give you an amulet that grants immunity to Wing Buffet if you don't kill him for the Yellow Dragon Scales, which Cespenar can turn into armor that grants 50% resistance to piercing and missile damage.
We want that armor. So the dragon has to die. But first, I decide to change up the party a bit.
I want an Archer.
Why an Archer? I've got big plans for this dungeon, and an Archer is the best fit, both short-term and long-term. To get an Archer in the party, we're going to get rid of Laosha.
Why Laosha, our best tank? Well, the only reason he's such an excellent tank is because he has the Earth Elemental Token. Which Ruva can use thanks to Use Any Item. It's a very silly exploit, but we are sacrificing over 2 million XP by replacing Laosha, and I don't feel like replacing Zulfer.
So I export Laosha, divest him of his items, delete him, and re-create him as an Archer. Now we face Anadramatis. Laosha the Archer's first fight of the game will be against a dragon.
Once again, we lose all of our buffs in a single round at the beginning.
Viora restores her Chaotic Commands buff, even though her saving throws are already below zero and her MR above 40, and Yorun Zovai casts Time Stop via a clone. We lower Anadramatis' MR a bit and hope for a good Wish result.
We get a fairly lousy result.
I don't know why I picked that. We've barely cast any spells in the first place. Hardiness would have been a far superior choice given the circumstances. But as luck would have it, our third Wish spell gets us just that. Ruva is flat-out invincible.
A further oddity is that Anadramatis can't even hit Ruva, much less deal damage. Why is this?
That's the funny part. According to Anadramatis' .cre file, his claw is in an inventory slot instead of his weapon slot. Anadramatis is unarmed. I didn't realize that at the time, though; I just took that screenshot to show Ruva laying a trap in front of Anadramatis' face.
The rest of the fight is pretty simple. Improved Alacrity doesn't get us much, but all we really need is physical damage, as long as Anadramatis can barely touch us.
We collect the dragon's scales and have Cespenar turn them into armor. With the Defender of Easthaven in her off hand, the Earth Elemental Token in her main hand, and the Yellow Dragon Scale, Ruva has 70% resistance to slashing and crushing damage and 100% resistance to piercing and missile damage.
Maybe I'll install some new stuff from BP and try out some different battles in my next run. And now that I know where that Fighter/Illusionist is, I'll have to try him out as well. I also should do that Fallen Paladin fight thingy... I think I've only played it once, ever.
Unconsciousness shouldn't be such a problem in BG2:EE, since you wake up automatically on being hit, and SCS enemies don't seem to know enough to use the unconsciousness effect for anything more than an automatic hit.