Melody, Rasaad and Kivan's first quest together was to accompany Minsc, a Ranger from Rashemen, and rescue his 'witch', as he called her, who had been taken by gnolls to a fortress west of Nashkel. Just like Kivan, Minsc was a good marksman. Both rangers inflicted more damage with their longbows than Melody did with her shortbow. The party's firepower meant that a hostile encounter with a dual-wielding warrioress Melody would normally have avoided, ended with the woman dead on the ground and Melody taking the victim's armor for herself. Other victims they made on the way were a gnoll and two knuckleheads who couldn't be talked out of leaving a dryad's tree alone.
The party reached the gnoll fortress in good order. A narrow bridge leading to it was guarded by two aggressive ogrillons, slow and clumsy creatures but stalwart and hard-hitting. There was little room to maneuver on the bridge, but with no one to engage the monsters in close quarters, the companions had no choice but to dodge and run around a lot in order to keep their foes at a distance. As she rushed past one of the ogrillons, ducking to escape an incoming blow, she suddenly sensed the pull of the shadows the ogrillons and the pickets cast on the bridge. She knew she would be safe in the repose of the Shadow Plane. The colors, the sounds, the shapes, everything would be subdued by the ever lulling blankets of grey that had long ceased to be weird to her. Her excitement would make room for peace of mind. Her consciousness would still be on that bridge, but her body would not. Her longing for sanctuary was intense, but succumbing now would mean her companions, people she dared not yet trust, would discover her. She did not give in, and that would prove to be the right decision. Evasion, pace, feints, and deadly arrows saw the companions prevail.
One of the ogrillons dropped gauntlets of dexterity. Melody gave them to Rasaad, of the four companions the one who would benefit the most from increased agility. The rescue operation was carried out by Melody alone after she insisted she was the superior spy, a view that Kivan challenged. (Like the others, the Elf had no idea what Melody was capable of.) Cloaked in shadows and away from the others the Halfling felt free. It was a great sensation to be able to accede the shadow realm again without having to worry about being found out. She explored the environs of the fortress, and found three caves inhabited by xvarts. Melody absconded with the contents of a treasure chest from one of the caves. The gnoll stronghold itself was heavily guarded. Melody counted at least 30 gnolls, too many for the four of them to even consider fighting. She made sure to stay hidden and encountered the witch, a mage named Dynaheir, in a pit. The two had a very quiet conversation so as not to disturb the guards. Dynaheir explained that she was adept at evocation magic, especially fire magic. This was not what Melody had hoped for, a couple of fire spells wasn't going to do much against the gnoll army they had to get away from. Reluctantly the Halfling handed the mage the party's only potion of invisibility and asked her to quaff it. Dynaheir looked at the flight of steps that led to the surface and then back at where Melody had been standing. The Halfling had disappeared though, one with the shadows again. Dynaheir drank the potion, and together they skulked away from the gnolls.
Ignoring gnoll and ogre ambushes, the company made their way back to Nashkel, the place where they had first met Minsc.
Minsc had proven himself as a marksman, but Melody had serious doubts about Dynaheir's possible role in the party. They could sure use some arcane magic, but the Halfling questioned the woman's focus on fire and evocation magic. When the party met another arcane caster, a Gnome named Quayle, who was more than eager to join the party, Melody decided there was no room for Minsc and Dynaheir. They parted on good terms though, and agreed to meet again later at the FAI. Melody also advised Dynaheir to study different schools of magic. Quayle was an Illusionist and a Cleric of Baravar Cloakshadow. His arcane spellbook contained illusion spells like Mirror Image and Wraith Form, which were more to Melody's liking than Dynaheir's evocations.
South of Nashkel the party, including Quayle, fought a hunter of bounties named Greywolf for two emeralds that the sculptor Prism had stolen. Greywolf had no range weapon so he was never a threat. Just north of Nashkel, the party met Shar-Teel, an imposing female warrior who challenged any male champion of the party for a duel. The stakes were a monetary reward for the female if she were to prevail, or her service in the party if she were to lose the duel. Rasaad stepped forward and offered that they fight without weapons or amor, but Shar-Teel countered that there were no rules in love and war, and this was going to be war. Kivan then surprised Shar-Teel as well as everyone else with two well-placed, non-lethal arrows, basically tricking her into serving the party. Melody never expected such a move from the principled Elf (he followed a Ranger's code after all). But she was pleased, both with Kivan's ruthlessness which she considered vital for survival on the Sword Coast, and with the recruitment of Shar-Teel, a seemingly powerful Berserker warrioress who, she expected, wouldn't shun the frontline. The party of five's first destinations were Beregost and the High Hedge, where Melody wanted to buy Quayle a number of spell scrolls that would serve the party. Unfortunately the Gnome did not survive an ambush by Kobold Commandos,
but Melody went to see Thalantyr anyway. She negotiated a discount using an enchanting cloak she had purloined from an unsuspecting merchant in Beregost, and bought about twelve scrolls. The cloak was also used to buy Shar-Teel a suit of full plate mail at the Thunderhammer Smithy. Quayle was raised at the temple of Garl Glittergold, and he copied all the scrolls into his book with intelligence boosting potions. He paid the party back by helping them against the Necromancer that Melody had seen many days before. The Necromancer's Magic Missiles were useless against Quayle's Shield, and a Silence by the Gnome ensured that the evil wizard would cast no more spells.
A bounty notice on his corpse corroborated that the wizard had indeed wanted her hide.
In the inn Melody finally met Gorion's friends Khalid and Jaheira. They seemed friendly enough, but Melody felt she didn't need them looking after her, not anymore. She had explored much of the Sword Coast on her own, and she had also managed to form her own party. It was therefore agreed that they might meet in Nashkel where Khalid and Jaheira had business with mayor Berrun Ghastkill.
Near Beregost the companions had an encounter with a Drow cleric of Shar. She begged them for help against a Flaming Fist officer who was out to kill her. Melody was very interested in speaking with the priestess, for Shar was a godess of darkness. The priestess might be able to teach her things about the dark and the Plane of Shadow that she didn't know. Melody had always studied the art of Shadowdancing on her own; she had never received any instruction. Alas, and much to Melody's chagrin, the mercenary, aided by hobgoblin archers and swordsmen and even ghouls and gibberlings (a questionable pact for one of the Fist), slew the priestess before there was time for Melody to get to know her.
Melody punished the mercenary with a fatal backstab, but that did little for the Halfling's mood.
Sadly I forgot to reinstall Item Randomizer, because my setup is actually the same than in my previous run with Alexander the Berserker. So I know most items emplacement already which isn't very fun.
Kivan led a successful campaign against the basilisks east of Beregost that Melody had been warned of before. With the help of a Dire Charmed ghoul he also dispatched a Gnome that had somehow dominated the giant lizards. In the same area the company had a conflict with an adventuring party of four, led by one Kirian. Melody and Rasaad took charge of the party's tactics. Rasaad had become Melody's closest ally. He had been the first to join her, he had opened up to her about his past, telling Melody about his service for the Sun Soul order and about the loss of his brother, and most importantly, she felt a stronger spiritual connection to the Monk than to anyone else she had met. They were different from one another and yet very alike. Melody and Rasaad got their powers not so much from external sources like a weapon they mastered, the study of arcane books and scrolls, or divine favors, but rather from within. Rasaad followed Selune and was a champion of her cause, but she did not grant him his powers. Rasaad's and Melody's powers were always there, inside them, waiting to be acceded, expanded and channeled through meditation and mindfulness. Also, their powers weren't all that different. Melody and Rasaad were no destructive forces, at least not at this point. Instead, at their best they were masters of evasion in both body and mind: dexterous, stealthy, acute, and imperturbable. Another similitude between the two was their draw to the duality of light and darkness. Rasaad was a disciple of light, and Melody a child of darkness and shadows, but they were well aware that the one is nothing without the other. What would Rasaad's principles mean and who would he be if there were no darkness? And Melody, she considered herself a being of the Shadow Plane as much as the Prime Material Plane, would she have understood herself if the Prime Material Plane had no light to cast shadows? Shadows that were the gates to her second home? She wasn't sure but she expected the Prime Material Plane and the Shadow Plane would be one and the same if there were no light on the former. Either way she much preferred being able to walk both planes. Melody's and Rasaad's tactics consisted in dividing the enemy with fake attacks and diversions, so that they wouldn't have to fight their four foes at the same time. And they also bought time for Quayle to summon a Skeleton. The Skeleton occupied their leader, a female battlemage; the others attacked with their ranged weapons. Melody found herself forced to quaff a potion of clarity to counter a Charm Person, and Shar-Teel enraged for the same reason, before the companions slew her.
A priest, whose divine buffs they first waited out, suffered the same fate after he Held Rasaad but got Held in turn by Quayle.
Finally they slew a swordsman clad in plate mail but left the fourth ruffian, an archer, alone.
A visit to Ulgoth's Beard saw the party empowered with a greenstone amulet and a cloak of displacement, and Quayle killed in another ambush.
(Notice that even with Ghost Armor, the bandits still requiered less than a critical to hit Quayle.)
The companions got Quayle raised and decided they would investigate the Nashkel Mines. They were briefly delayed on the way there by bandits, but with the help of an Orcish Blackguard named Dorn Il-Khan, they prevailed, despite lightning and several dangerous hobgoblin archers.
Dorn wished to join Melody's troupe, but the Halfling wouldn't have it. He refused to answer her questions about the source of his powers, and she didn't trust him because of it. What if his fiendish master instructed him to turn against her?
Once they were in the mine it became clear to them that Kobolds had taken control of business. They had slain some of the miners, and corrupted the ore. Melody and company stalked through the corridors, hidden from the kobolds. The Halfling kept to the shadows; her companions had been made invisible by Quayle. All the while she was ill at ease. She sensed there was evil magic at work in the mine, not from the Kobolds, but from someone grander, probably their master. At one point she failed to remain in the shadows, appearing suddenly in front of a number of Kobolds. She felt that the evil force that pervaded the place was stronger than her, so strong that it could make the shadows, her shadows, reject her. She suffered a blow from one of the Kobolds before she could even equip her own blade.
The sting of the kobold's blade in a way woke her up. She shook off her feelings of despondency, and focused on the here and now. She then Stepped into the Shadow Plane, removed herself from the kobolds and from her companions, and made sure she remained hidden when she returned. To avoid suspicions, she would later tell her companions that an invisibility potion had made her disappear. This experience should have served as a warning for Melody, but the Halfling and her troupe soldiered on.
They found the master in a small den, a Half-Orc priest of Cyric surrounded by some of his kobold subordinates. The companions hadn't really conceived a dependable plan to force the priest and his entourage into submission when Kivan stupidly attacked. He was Dominated by the Half-Orc and slain by the kobolds. The priest also managed to dispel the others' invisibility, prompting them to retreat, which did not pan out well for Quayle. He was felled by kobold commando arrows on the way out.
Reduced to just Melody, Rasaad and Shar-Teel, the three swiftly made their way back to the surface through a long corridor. Kivan later did not mention the evil magic Melody had sensed, which led her to believe it had not affected him as it had her. Instead he explained that his rage and his impulsive behavior were caused by the presence of a tortured Elven prisoner in the priest's den. It reminded him of a very similar situation that he had been in as a prisoner. Melody, while sympathetic to her friend's plight, was most displeased with Kivan's lack of professionalism. It had got the entire party into trouble, and it had led to both his own death and Quayle's. Also, there were better things to spend their gold on than temple services like the suit of Shadow Armor that she had long wanted to buy at the Thunderhammer Smithy.
Low on gold and sobered by their experience in the Nashkel Mines, the company went exploring more of the wilds, a pursuit they had had more success with. On the coast Kivan kind of redeemed himself by slaying many sirines, although they got him once as well. Shar-Teel enraged and took over at that point, paving the way for Melody to a treasure cave that she gladly looted in the face of a flesh golem. Further north Shar-Teel felled two more sirines, and Melody a large number of Ogres, but the party's most interesting encounter was with Shoal the Nereid. She gave Rasaad an unsollicited kiss of death,
but restored both him and Kivan to life when the others, including a skeleton warrior summoned by Quayle, attacked her. An Ogre Mage that had supposedly cast some sort of Domination spell on the nereid teleported in to intervene. A chaotic battle ensued in which a skeletal summon and Rasaad distracted a number of ghouls that somehow chose to fight alongside the ogre mage, Shar-Teel enraged to neutralize an enchantment spell the ogre cast at her, and Quayle Blinded the enemy. Melody, Kivan, and Shar-Teel could then finish the ogre without difficulty.
I think my SCS install is incomplete. I'm looking at Davaeorn's script and it's only 195 lines, when SCS scripts are normally gigantic. I do have some indications of an SCS install (+1 arrows are nonmagical, critters will target my higher-AC characters, and I have some messed-up strings), so I thought I had the old install from our multiplayer run, but it looks like there is no change in enemy spellcasting. I think I'm missing various parts of SCS, and I know from experience that trying to reinstall the thing will screw up my game (my install is basically permanently broken for reasons I still can't figure out).
@Blackraven@bengoshi: Both of you have SCS installed for BG:EE, right? Could one of you post your install as an attachment on this thread so I could transplant it onto my computer? I think I just need the override, stratagems, and stratagems_external folders to replicate your install (my dialog.tlk file is already messed up anyway, so it shouldn't matter). It doesn't matter if you have any other tweaks or mods installed; I don't mind RR or what have you.
@Blackraven Your writing is stellar, as always. I wish I could write like that in English.
@semiticgod I'm very pleased that you started a BG1 run. I actually thought about it the other day, you are an extremely good player and your runs are always very insightful, but you never play BG1 which is my favorite part of the saga so I'm really glad you decided that
After losing my F/M/T in Nightmare Mode BG2, my Berserker, my Wizard Slayer and a recently created Blade (to an early bandit ambush, no less!), all in less than a week, I wasn't quite in the mood to start another game myself.
Until it struck me. I needed something new. What if Baldur's Gate was an action game?
I'm proud to try a new type of challenge, the no-pause challenge.
Using the same setup than previously (Core Rules being the only difference), I'm going to try to solo no-reload the game without pausing once. I also cannot access inventory or any other screen during a fight.
I can use the quick save feature to see if I'm still considered in combat or not.
The use of hotkeys is going to be mandatory for this one, and I don't expect to succeed on my first try, that's why I will allow myself to start again from the start of Chapter 1 if I die, just after Candlekeep with the same character using a backup save.
I really want to complete 100% BG1 this way, even if it's going to take a few tries.
I present you Kalendryl, an Half-Even NE F/M/T!
Strength 18/66 Dexterity 19 (in my setup half-elves get +1 to dexterity) Constitution 18 Intelligence 18 Wisdom 7 Charisma 18
I started the game with ** in daggers and S&S and won't roleplay that much. The beginning is already very hard because it's difficult to kite enemies without pausing the game. On the good side, I use stealth every time it's available.
@Blackraven Your writing is stellar, as always. I wish I could write like that in English.
Thank you so much! It's been a while since I last invested in the story both while playing and in my writing. Melody is a new type of character for me. When I role-play I strongly tend toward mercenary and vigilante types. Melody is different. She's quite spiritual, more interested in expanding her consciousness and in understanding her innate gifts than in wordly affairs.
Btw I your writing in English is fine. I remember you included RP elements in Anselm's story. I liked that a lot.
Good luck @Gotural. No-pause is quite a challenge! If it's of any help, I found that my bounty hunter and his party (heavily reliant on traps, stealth and divine magic) made most of the work right before the combat, and during the fight needed relatively little micro-management. I am barely able to beat the game No Reload style without any hindrances, but you can do this for sure.
I wanted to post an update on Savras, my wannabe paladin, but first I should introduce you to my custom NPC, since it is such a big part of the way I will role-play this run.
Nimue
is a Neutral Evil Cleric/Mage inspired by the True Necromancer PnP prestige class. She uses Necromancy and Enchantment liberally, and sees damage-spells as subtle and refined as a sword, not a worthy expression of the real power of arcane magic.
Most importantly, Nimue is a Bhaalspawn aware of her blood lineage. She also knows that Savras shares her blood and, him being the only other child of Bhaal that she knows of, she travels to Candlekeep to meet him and read with his own eyes the prophecies of Alaundo.
Of couse, entering Candlekeep without a valuable tome to donate would have been hard if not impossible, so it was surely fate that made Savras and the old man leave the keep just as she was arriving...
@Blackraven: You're a saint! I have to start over since I'm sure multiple important encounters went by without SCS. Just one thing: which mods do you have installed? Because Imoen just started a new banter with me and all modded strings in my game are invalid, which means I'm not sure what she's saying or what I'm saying in response. I'm concerned I might say the wrong thing and not realize what impact it might have.
Otherwise everything looks fine. Davaeorn's script is 16,000 lines instead of 200. I'm sure fighting him is going to be delightful.
Two critical hits and two failed saves in a row when mopping up Kobold Commandos. I'd been taking down all the kobolds in the Nashkel Mines with my Charname without using any special abilities besides healing, and figured she could last another couple rounds to take down the last two enemies before resting. Helmets are important in BG1, and my character can't use them.
I considered starting over, but I'd be happier continuing as a minimal reload run, and posting it in @BelgarathMTH's minimal reload thread.
// 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] ~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 #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 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22_20150614 ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80 ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v10 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10 ~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 #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 #4110 // Allow NPC pairs to separate: 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 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): 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 #6103 // Potions for NPCs -> Two thirds of the potions dropped by slain enemies break and are lost: 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 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #0 // Fix Sunfire power levels: v2 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #100 // Check for and fix incorrect spell animations: v2 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #400 // Prevent silent prebuffs: v2
I thing the banter you had with Imoen was due to BG1 NPC Project (which adds banter, minor quests, and a few romance options to the original NPCs, similar to the content of BG2).
Care to share your dialog.tlk also, @Blackraven , it may alleviate missed strings problem. With override and dialog.tlk one can sub your installation easily.
Hi everyone, In this thread i'd like to share with you my progress with my First no-reload challenge. I will run a full party, but completely random. Just a few rules before characters creation: - I' going to use a virtual dice roller, so every option in char creation will have a single number coresponding to it - Ability scores: I will roll a d20 and roll scores only that amount of times. - After the roll I can switch max 5 pts but cannot lower any score under 8 - The only non-random part of the chars will be weapon prof. choice.
Ok, let's see what happens....
Char 1: Gender, roll d2 even -> Female Race, roll d7 = 2 -> Elf Class, roll d9 = 2 -> Ranger Subclass, roll d4 = 3 -> Stalker Alignment, roll d3 = 3 -> CG Scores, roll d20 = 9 -> 14, 18, 14, 18, 16, 10 (mod. 17, 18, 16, 13, 16, 10) Skills: longsword **, dagger ** Racial enemy, roll d12 = 11 -> Umber Hulks Name: Rose
Char 2: Gender, roll d2 odd -> Male Race, roll d7 = 1 -> Human Class, roll d11 = 3 -> Paladin Subclass, roll d5 = 2 -> Cavalier Alignment -> LG Scores, roll d20 = 3 -> 12, 14, 14, 13, 14, 18 (mod. 16, 14, 15, 10, 13, 17) Skills: Flail **, Mace ** Name: Rupert
Char e: Gender, roll d2 odd -> Male Race, roll d7 = 4 -> Gnome Class, roll d6 = 1 -> Fighter Subclass, roll d4 = 2 -> Berserker Alignment, roll d6 = 4 -> CN Scores, roll d20 = 12 -> 11, 16, 11, 12, 16, 15 (mod. 15, 17, 11, 12, 16, 12) Skills: short sw **, sling *, single wpn * Name: Bulbul
Char 4: Gender, roll d2 even -> Female Race, roll d7 = 4 -> Gnome Class, roll d6 = 4 -> Thief Subclass, roll d5 = 2 -> Assassin Alignment, roll d8 = 8 -> CE Scores, roll d20 = 5 -> 11, 13, 10, 18, 14, 13 (mod. 11, 18, 10, 13, 14, 13) Skills: club*, crossbow * Name: Zandalee
Char 5: Gender, roll d2 even -> Female Race, roll d7 = 6 -> Dwarf Class, roll d5 = 5 -> Multiclass Subclass, roll d2 = 1 -> Fighter/Thief Alignment, roll d8 = 7 -> NE Scores, roll d20 = 19 -> 12, 14, 14, 15, 13, 15 (mod. 15, 16, 14, 12, 13, 13) Skills: quarterstaff **, longbow ** Name: Delilah
Char 6: Gender, roll d2 odd -> Male Race, roll d7 = 3 ->Half-Elf Class, roll d10 = 2 -> Fighter Subclass, roll d4 = 3 -> Wizard Slayer Alignment, roll d9 = 3 -> True N Scores, roll d20 = 18 -> 16, 15, 12, 17, 14, 14 (mod. 18/42, 15, 15, 12, 14, 14) Skills: 2H Sword **, longbow ** Name:Samuel
Well, what to say...lets go with brute force...no arcane/divine magic, it will be hard.
Day 1 After reaching Easthaven, the group found some rest at the Winter's Cradle Tavern. Unfortunately Grisella, the innkeeper, tells them she's ran out of any drink due to a trouble with some scarabs. Rupert the Cavalier offers his help and the tavern is again free from the infestation. Hrothgar, the "city manager" offers the group a job. There's an expedition to Kuldahar and he needs mercenaries of valor to solve a problem that afflicts the town of the big tree. But before leaving Easthaven there's a missing caravan to find just outside the village. The six decide to explore Easthaven before adventuring into the snowy mountains. Apsel quest Old Jeb quest Jhonen quest Damien quest Rupert and Delilah almost Ford hit by 2 arrows, but they survived. After a resting at Quimby's Inn the group is ready to begin the search of the caravan.
In a cruel fight inside the caverns, Rose first followed by Rupert fall hit by orc's arrows. Survivors retreat to Easthaven to sell some junk and see if the local temple can do something for dead companions.
Here's the first update on my current run. My setting/rules are:
-No reload -Insane difficulty but no extra damage, so Core rules with extra enemies. No auto memorization. -Only NPC-related mods (BG1NPC, level 1 NPC, chatty Imoen). -Only EEkeeper for roleplaying reasons (e.g. to change my alignment if necessary) or to add a kit to a NPC (I don't anticipate to use this, though).
The goal of this run is to finish the run with my cleric/fighter and turn it into a paladin. I will keep a counter of who dies how, and of the in-game roleplaying reasons for going with one paladin kit or the other. The times that I have tried a multiplayer game I always end up rooting for one custom character over the other, so I guess that Nimue's influence on me (and Savras) can also make my charname to go the evil blackguard route.
Savras
The dawn was specially cruel this morning. Gorion's last order had been that Savras ran away from the assailants, and so he did, but deep down he knows that fear, and not discipline, had made him leave Gorion to his fate. A coward is the last thing that he wants to become, and he swears never to run again.
(Cavalier +1)
Savras was happy to see a friendly face, Imoen's, when he was expecting none. The girl was always less obedient and responsible than Savras, but this time he was glad of it. The second-to-last order that Gorion had given was to find Khalid and Jaheira at the Friendly Arm Inn, so the path was clear. Before venturing East, though, Savras wanted to see again the site of the ambush. He had little doubt of what had happened, but he needed to see it with his own eyes.
A veritable slaughter was what Savras found. Gorion was dead, cut down by a huge sword apparently, but he had taken some enemies with him. Imoen had mentioned a scroll that Gorion might have had with him, but they found none. That and the sense of being observed was making them both nervous so they refused to join two adventurers on the road. Imoen did not like them, and they had no more references than a generous disposition towards strangers that seemed calculated. It would take Savras much than that to trust someone after the recent events.
Countless gibberlings, a few wolves and a huge ogre made the trip to the inn slower than expected. Imoen was injured in one of the fights, but at least the feeling of being watched had stopped.
A mercenary mage tried to kill Savras but his life was never in real danger, thanks to Imoen's wand (where she had gotten it, was better unknown). Disappointingly, Khalid and Jaheira were not at the inn, but they had sent Nimue, a half-elven magic user, in their place. Or so she said. They were indeed desperate for help, and indirect references were better than no references at all. Hopping that that would be what Gorion would have wanted, Savras agreed to join forces with Nimue.
Savras, remembering some old stories written in just as old books, warned Nimue that Necromancy was strictly forbidden in the group. The cleric/mage answered that she would make sure not to ever heal his wound in battle, which puzzled the warrior, but he left it at that. Lacking a better plan, they went south, to lay low for a while in Beregost. Obviously the inn was not safe; more bounty hunters would come
Care to share your dialog.tlk also, @Blackraven , it may alleviate missed strings problem. With override and dialog.tlk one can sub your installation easily.
Thanks @Elrandir I really have no preference regarding the kit but I am looking forward to know. Even blackguard would be awesome, if unplaned.
Savras
update 2
After helping a few deserving citizens in Beregost, avoiding a pointless bar brawl, and killing some spiders (conveniently puts to sleep by Nimue), the group buys what they need from the blacksmith with the intention of keep traveling Southward. The word in taverns and inns is that something is wrong in the Nashkel mines. Savras saw a good warhammer turn into ashes while battling hobgoblins, so solving the iron crisis seems like a most heroic thing to do. To Imoen's joy and Nimue's indifference, the warrior proposes the quest. It is still a mystery what motivates the half-elf, but she insists on following the group and constantly stares at Savras like she is studying him. A few fights against more stupid hobgoblins later, the group is in Nashkell, where the major says to be waiting for some other adventurers (who, Savras wonders) but has to settle for the trio. It seems a worthy quest, so Savras gladly accepts. A fat man informs the group of current bounties yet to claim after almost giving Savras undeserved money, mistaking him for a "Greywolf".
A second bounty hunter tries to kill the group, although she seems to be going after Savras in particular. Nimue crushes the enemy with magic missiles and commands, the hunter of bounties reduced to little more than her puppet. This convinces Savras that It might be a good idea to keep Nimue after all. Everything, other than the irrational feeling that she is bad news, tells him that Imoen and him need her.
Going South towards the mines, the group finds the thief who shamelessly stole two emeralds according to the fat man. The thief, a supposed artist, does not even try to hide his crime, and talks about using the gems for some artistic purpose. Much as Savras tries to reason with him, he refuses to give up the emeralds, so Savras kills him for his crimes.
Imoen disagrees with his methods, but Nimue is pleased. Savras, Imoen tells him, is starting to have a reputation of ruthlessness which could be potentially harmful in the future. Being ruthless with criminals is nothing to be ashamed off, so he decides not to leave his conscience bother him about the artist's death.
@lurith agreed with @Elrandir it's a neat idea! I hope we will get to see the moment when you will turn into a Paladin. By the way, I really like Nimue as a character, I think so far Imoen has been the 'good cop and Nimue the 'bad cop', and they both try to convince Savras of what to do. I'm looking forward for your next update!
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Kalendryl 1st try, 1st report
As soon as the game really starts, I head for the area east of the ambush as usual. Unfortunately I crossed the path of a Wolf, and without pausing I can't manage to kite him with my throwing daggers. I try to flee back to the previous area, and get attacked by 10 bandits during map transition...
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I tell myself that I didn't lose any progress, the backup save starts literally 2 minutes ago, so I load it again but before I start the 2nd try of this run, I train myself a bit with the hotkeys, reloading the save again and again to get back my only Sleep spell available while trying some different keybinding.
At this moment I make a major discovery.
when casting via hotkeys, you can actually cast while wearing an armor
This is incredible, I never knew about that in all these years and it is a huge thing. Bypassing every armor limitations could very well be a great advantage for this run. I decide to exploit this for the rest of the run if needed. It won't be gamebreaking as I still can't stealth while wearing an armor, so wearing an Archimagi Robe is still going to be my best option in conjunction of a Spirit Armor spell.
I also realize that I'm still playing at 40 fps, which makes this challenge a lot harder than it should. Because I'm used to 40, when I change the game option back to 30, the game feels sluggish and suddenly a lot easier. Kiting seems more manageable now and I think I found my pace.
I don't know if it's interesting for anyone but because this is the main point of the challenge, I'm going to describe how I use the hotkeys. So far I settled for 'A' for Magic Missile, 'Z' for Mirror Image, 'E' for Blur, 'R' for Sleep, 'T' for Shield, 'F' for Web, 'B' for Thieving and the spacebar for Stealth. I will add more spells to my keyboard as the game progress.
Strengthened by this training I reload the starting save and begin the 2nd try.
Bad news: Rasaad seems to be bugged. He was briefly dismissed and re-recruited, and had LoB-style properties (extra HPs, extra APR I think, more innate abilities, better AC). I've given him his proper stats, but can't get his AC right (he has a -6 bonus compared to what he's supposed to have). I have an earlier save, but need to see if I'm willing to revert to it.
Ethos the FMT has become a true hero of Trademeet after killing a lot of trolls a few druids and maybe a genie or two. Ethos has fallen in love with the wand of cloudkill, I fought a group of spirit trolls the usual way first and even though my AC vs piercing was at -20 and I had MI and stoneskin I was down to 14 str after the fight and "had" to wait it out. Annoying is the word.
Will pick up the +3 club and a few scrolls, then go do Rasaads quests for that fantastic MI ring, +1 AC helmet, true seeing gem and maybe if i'm lucky a potion of invulnerability or three. After this Jaheira will get all the AC gear so that Ethos can go back to thief duties, casting and damage dealing (5 apr melee with boomerang dagger and belm..)
SOD time. Major spoilers up ahead. I will hide the encounters in spoiler tags because I have no idea who wants to buy SoD and not be spoilered by me. Let me first show you Melissa and her party of adventurers.
Melissa is a transmuter who only memorizes transmutation spells and casts evocation spells from scroll once in a while to complement her faults. She started with very strong stats: 5-16-6-14-15-7 and due to being rushed through BGEE without me caring about stat tomes we only found the strength tome that doubled her carry capabilities (from 15 to 30 lbs!).
She used predominantly a dagger+1 and throwing daggers, but at the end of BGEE she finally had enough money to buy the dagger of venom just before the battle for longtooth. General buffs for battle are haste+strength+shocking grasp and a few casts of burning hands in between melee. In the screenshot she wears the ring of freedom, but that goes in the backpack a lot when she has the ability to self-buffs with haste.
Companions throughout BGEE were. Imoen joined all the way tot he end. Xzar+Montaron removed in Nashkel after the mines. Jaheira+Khalid removed in Nashkel after the mines. Xan ignored her. Branwen joined. Minsc ignored her. Edwin was rebuffed. She ignored Dorn. Rasaad joined for a while but was replaced with Eldoth. Neera died in her own encounter. Kivan joined briefly until the bandit camp. Ajantis joined. Coran ignored her. I think that is about it with the companions she encountered. Anyway, at the end she beat Sarevok at level 5 and gained a level there.
SoD content below!
We start in the first dungeon and hey, it's a me, Mario.... uhm I mean Imoen. She's not in our party anymore but lead us to a rusty dungeon to bring the last remnants of Sarevoks followers to justice. Certainly we are up for the task, especially with the help of some flaming fist. We still carry all the scrolls and documents so our packs are already very full with junk, but since I do not know what to do with them we just keep carrying them. The game starts slowly with a quest for some kind of moss. Of course Melissa is smart enough to provide a replacement and leaves the lady questgiver in peace (and no, being lawful we do not sign petitions for favouritism). We continue through some doors to our first encounter... which was easily dispatch due to a horror cast from Ajantis (almost all are affected, so boring). We mop up but lost Ajantis to some trigger happy bowmen. Strangely enough, the flaming fist mercenaries raise him for free (!).
Next we find some tombs where an undead called Fanegonorom tells us to help him remove the mercenaries from his tomb. We agree, but when we disturb his casque (clicking oops) he turns hostile and with a cloak of fear he turns every party member but Melissa into a wandering puppet with red circles on their chests.
Luckily the flaming fist are no pushovers and they mop up with the undead while Melissa does some nice burning hand action on Fanegonorom.
Onwards to a level below. We encounter a few undead here and there and kill them mostly with fire. Well, sometimes a potion of fire breath goes awry and hurts our party (here Ajantis killed Branwen with one).
The tricky encounters were not tricky because I always send in my Skie scout to look for traps and open chests, so one particularly nasty one with a bone golem and bone bats turns out manageable (missing surprise screenie but got another one
), especially since Melissa is much fun with burning hands action.
The end fight of the dungeon was really uneventful. Once a horror from Eldoth, a sleep from scroll by him next and two scorcher castings from scroll from melissa ended that really quickly.
Now Melissa is in the Ducal Palace. In the dungeon the Branwen and Ajantis were saying that they had other things to do very soon. As a result they are now not around. No idea where Skie and Eldoth are, but I am going to find out for certain.
@Blackraven that's a bummer. Even more so because Rasaad was becoming such an important part of your group, roleplaying-wise. I am new to no reload rules, but I would not give up a challenge because of a bug.
After finding a magic wand in a log, the group ventured into the mines. Miners and guards were talking about demons, but everyone seemed to have a different theory to explain what was happening, so Savras believed none. Kobolds, a couple of spiders, and two ghouls were all that the earth was hiding, it seemed, although the mind behind these minions would surely be more dangerous.
The master's name was Mulahey. After being repeatedly injured by magic and hammer, he wanted to surrender, but there would be only one fate for someone as evil as him.
An elf was prisoner in the cleric's den, but he seemed a coward and there was nothing that Savras wanted less than associating with a coward. He ran away so fast that he forgot his sword and the magic scrolls that, Savras assumed, Mulahey had taken from him. Imoen pointed out that Savras had (understandably) developed some trust issues as a consequence of the previous events and that maybe they would need help if they were to avenge Gorion's death. Savras knew that Imoen meant well, but he thought they could manage without risking traveling with a creep or a traitor. Even Jaheira and Khalid, old friends of Gorion or not, had deserted them, so what should they expect from strangers? Nimue smiled and said nothing; she seemed more pleased with Savras's confidence than with the decision itself.
Back in Nashkel, another assassin tried to kill them. Nimue silenced him before he could seriously harm the group, and his throwing axes banged against Savras' shield before a mace returned the favor banging the guy's head. A bald punchkicker was thanked for his help, but politely bid farewell.
The party earned a reward for the stolen emeralds, which thanks to Savras would return to their rightful owner. A recent widow received her husband's ring. A poor substitute for a loved one. Savras wished he could have done more.
Back in Beregost, the party followed a lead and faced a mage at the inn. This time the evil arcane-user would not be silenced, and the first attacks failed to interrupt his spells. The group had to back up, fearing that a spell would be the end of all of them. By the stairs, the mage finally went down, not without begging for mercy before Savras delivered the killing blow. Stupid to ask for mercy when he would obviously had given none. This criminal deserved death no less than Mulahey, and all that they had proven was that whoever was giving the orders had a preference for cowards that would rather hit from the dark and flee when danger comes. Surely that said something about the masters.
The party spent the rest of the evening at the inn, healing wounds and sharing ale with the common folk. Nimue had taken a liking to a demented gnome by the name of Tiax and every time the group went to Beregost, she would talk to him and laugh. The gnome seemed an adventurer of sorts, but Nimue knew better than to ask Savras to let him join. She seemed content with hearing Tiax ramble about his fate. For some reason, Nimue was particularly amused by the gnome's plan to ascend to divinity. Every time they talked about the topic, Savras felt that there was an inner joke that he was no part of.
Now that the game is running at 30 fps, it's a lot easier to do hit and run tactics and to target enemies with spells without pausing.
The Half-Elf did a lot of easy quests in the Beregost area and around until he reached the 3rd level. At this point, he bought a Protection from Petrification spell from Thalantyr and managed to learn it.
He then ventured to the basilisk area, east of Beregost. There I used my usual strategy which consists of using an Oil of Speed first, waiting a few seconds then casting the spell on myself. This way I can clean the map faster and more easily but most importantly I know when my Protection from Petrification is about to fade as both this spell and the Oil of Speed have the same duration (1 hour). When my character isn't hasted anymore I know that I have to retreat immediately.
It took Kalendryl two Oil of Speed and his two Protection from Petrification spells to clear the whole map of its Basilisks including Mutamin but Korax got killed by the 4 adventurers and he decided to escape for the moment.
With all this experience, he reached the 5th level if I remember correctly and then proceeded to complete every quests he could before going into Nashkel, but first, he learned the Web and Minor Spell Deflection spells and bought a Wand of Sleep which allows him to breeze through the early game easily.
Right now every fights consist of scouting with stealth, casting MSD in case an enemy manages to throw a Charm Person or a Hold Person at me, casting multiple Web/Sleep spells and killing the incapacitated foes with throwing daggers.
. Btw the honor of being the first succesful trilogy no-reloader on these forums is @CharlestonianTemplar's. His run was documented not here but in a separate thread. @Gotural's is the first (and so far) only achiever in this thread. @semiticgod would have had a trilogy success or two to his name by now if he !
I also managed one! Think I had to reload because of a bug. Let me see if I can find the thread :-)
Comments
Melody, Rasaad and Kivan's first quest together was to accompany Minsc, a Ranger from Rashemen, and rescue his 'witch', as he called her, who had been taken by gnolls to a fortress west of Nashkel. Just like Kivan, Minsc was a good marksman. Both rangers inflicted more damage with their longbows than Melody did with her shortbow. The party's firepower meant that a hostile encounter with a dual-wielding warrioress Melody would normally have avoided, ended with the woman dead on the ground and Melody taking the victim's armor for herself. Other victims they made on the way were a gnoll and two knuckleheads who couldn't be talked out of leaving a dryad's tree alone.
The party reached the gnoll fortress in good order. A narrow bridge leading to it was guarded by two aggressive ogrillons, slow and clumsy creatures but stalwart and hard-hitting. There was little room to maneuver on the bridge, but with no one to engage the monsters in close quarters, the companions had no choice but to dodge and run around a lot in order to keep their foes at a distance. As she rushed past one of the ogrillons, ducking to escape an incoming blow, she suddenly sensed the pull of the shadows the ogrillons and the pickets cast on the bridge. She knew she would be safe in the repose of the Shadow Plane. The colors, the sounds, the shapes, everything would be subdued by the ever lulling blankets of grey that had long ceased to be weird to her. Her excitement would make room for peace of mind. Her consciousness would still be on that bridge, but her body would not. Her longing for sanctuary was intense, but succumbing now would mean her companions, people she dared not yet trust, would discover her.
She did not give in, and that would prove to be the right decision. Evasion, pace, feints, and deadly arrows saw the companions prevail.
The rescue operation was carried out by Melody alone after she insisted she was the superior spy, a view that Kivan challenged. (Like the others, the Elf had no idea what Melody was capable of.) Cloaked in shadows and away from the others the Halfling felt free. It was a great sensation to be able to accede the shadow realm again without having to worry about being found out. She explored the environs of the fortress, and found three caves inhabited by xvarts. Melody absconded with the contents of a treasure chest from one of the caves.
The gnoll stronghold itself was heavily guarded. Melody counted at least 30 gnolls, too many for the four of them to even consider fighting. She made sure to stay hidden and encountered the witch, a mage named Dynaheir, in a pit. The two had a very quiet conversation so as not to disturb the guards. Dynaheir explained that she was adept at evocation magic, especially fire magic. This was not what Melody had hoped for, a couple of fire spells wasn't going to do much against the gnoll army they had to get away from. Reluctantly the Halfling handed the mage the party's only potion of invisibility and asked her to quaff it. Dynaheir looked at the flight of steps that led to the surface and then back at where Melody had been standing. The Halfling had disappeared though, one with the shadows again. Dynaheir drank the potion, and together they skulked away from the gnolls.
Minsc had proven himself as a marksman, but Melody had serious doubts about Dynaheir's possible role in the party. They could sure use some arcane magic, but the Halfling questioned the woman's focus on fire and evocation magic. When the party met another arcane caster, a Gnome named Quayle, who was more than eager to join the party, Melody decided there was no room for Minsc and Dynaheir. They parted on good terms though, and agreed to meet again later at the FAI. Melody also advised Dynaheir to study different schools of magic.
Quayle was an Illusionist and a Cleric of Baravar Cloakshadow. His arcane spellbook contained illusion spells like Mirror Image and Wraith Form, which were more to Melody's liking than Dynaheir's evocations.
South of Nashkel the party, including Quayle, fought a hunter of bounties named Greywolf for two emeralds that the sculptor Prism had stolen. Greywolf had no range weapon so he was never a threat.
Just north of Nashkel, the party met Shar-Teel, an imposing female warrior who challenged any male champion of the party for a duel. The stakes were a monetary reward for the female if she were to prevail, or her service in the party if she were to lose the duel. Rasaad stepped forward and offered that they fight without weapons or amor, but Shar-Teel countered that there were no rules in love and war, and this was going to be war. Kivan then surprised Shar-Teel as well as everyone else with two well-placed, non-lethal arrows, basically tricking her into serving the party. Melody never expected such a move from the principled Elf (he followed a Ranger's code after all). But she was pleased, both with Kivan's ruthlessness which she considered vital for survival on the Sword Coast, and with the recruitment of Shar-Teel, a seemingly powerful Berserker warrioress who, she expected, wouldn't shun the frontline.
The party of five's first destinations were Beregost and the High Hedge, where Melody wanted to buy Quayle a number of spell scrolls that would serve the party. Unfortunately the Gnome did not survive an ambush by Kobold Commandos,
Quayle was raised at the temple of Garl Glittergold, and he copied all the scrolls into his book with intelligence boosting potions. He paid the party back by helping them against the Necromancer that Melody had seen many days before. The Necromancer's Magic Missiles were useless against Quayle's Shield, and a Silence by the Gnome ensured that the evil wizard would cast no more spells.
In the inn Melody finally met Gorion's friends Khalid and Jaheira. They seemed friendly enough, but Melody felt she didn't need them looking after her, not anymore. She had explored much of the Sword Coast on her own, and she had also managed to form her own party. It was therefore agreed that they might meet in Nashkel where Khalid and Jaheira had business with mayor Berrun Ghastkill.
Near Beregost the companions had an encounter with a Drow cleric of Shar. She begged them for help against a Flaming Fist officer who was out to kill her. Melody was very interested in speaking with the priestess, for Shar was a godess of darkness. The priestess might be able to teach her things about the dark and the Plane of Shadow that she didn't know. Melody had always studied the art of Shadowdancing on her own; she had never received any instruction. Alas, and much to Melody's chagrin, the mercenary, aided by hobgoblin archers and swordsmen and even ghouls and gibberlings (a questionable pact for one of the Fist), slew the priestess before there was time for Melody to get to know her.
I'm going to start something new instead.
Kivan led a successful campaign against the basilisks east of Beregost that Melody had been warned of before. With the help of a Dire Charmed ghoul he also dispatched a Gnome that had somehow dominated the giant lizards. In the same area the company had a conflict with an adventuring party of four, led by one Kirian. Melody and Rasaad took charge of the party's tactics.
Rasaad had become Melody's closest ally. He had been the first to join her, he had opened up to her about his past, telling Melody about his service for the Sun Soul order and about the loss of his brother, and most importantly, she felt a stronger spiritual connection to the Monk than to anyone else she had met. They were different from one another and yet very alike. Melody and Rasaad got their powers not so much from external sources like a weapon they mastered, the study of arcane books and scrolls, or divine favors, but rather from within. Rasaad followed Selune and was a champion of her cause, but she did not grant him his powers. Rasaad's and Melody's powers were always there, inside them, waiting to be acceded, expanded and channeled through meditation and mindfulness. Also, their powers weren't all that different. Melody and Rasaad were no destructive forces, at least not at this point. Instead, at their best they were masters of evasion in both body and mind: dexterous, stealthy, acute, and imperturbable. Another similitude between the two was their draw to the duality of light and darkness. Rasaad was a disciple of light, and Melody a child of darkness and shadows, but they were well aware that the one is nothing without the other. What would Rasaad's principles mean and who would he be if there were no darkness? And Melody, she considered herself a being of the Shadow Plane as much as the Prime Material Plane, would she have understood herself if the Prime Material Plane had no light to cast shadows? Shadows that were the gates to her second home? She wasn't sure but she expected the Prime Material Plane and the Shadow Plane would be one and the same if there were no light on the former. Either way she much preferred being able to walk both planes.
Melody's and Rasaad's tactics consisted in dividing the enemy with fake attacks and diversions, so that they wouldn't have to fight their four foes at the same time. And they also bought time for Quayle to summon a Skeleton. The Skeleton occupied their leader, a female battlemage; the others attacked with their ranged weapons. Melody found herself forced to quaff a potion of clarity to counter a Charm Person, and Shar-Teel enraged for the same reason, before the companions slew her.
A visit to Ulgoth's Beard saw the party empowered with a greenstone amulet and a cloak of displacement, and Quayle killed in another ambush.
The companions got Quayle raised and decided they would investigate the Nashkel Mines. They were briefly delayed on the way there by bandits, but with the help of an Orcish Blackguard named Dorn Il-Khan, they prevailed, despite lightning and several dangerous hobgoblin archers.
Once they were in the mine it became clear to them that Kobolds had taken control of business. They had slain some of the miners, and corrupted the ore. Melody and company stalked through the corridors, hidden from the kobolds. The Halfling kept to the shadows; her companions had been made invisible by Quayle. All the while she was ill at ease. She sensed there was evil magic at work in the mine, not from the Kobolds, but from someone grander, probably their master. At one point she failed to remain in the shadows, appearing suddenly in front of a number of Kobolds. She felt that the evil force that pervaded the place was stronger than her, so strong that it could make the shadows, her shadows, reject her. She suffered a blow from one of the Kobolds before she could even equip her own blade.
They found the master in a small den, a Half-Orc priest of Cyric surrounded by some of his kobold subordinates. The companions hadn't really conceived a dependable plan to force the priest and his entourage into submission when Kivan stupidly attacked. He was Dominated by the Half-Orc and slain by the kobolds. The priest also managed to dispel the others' invisibility, prompting them to retreat, which did not pan out well for Quayle. He was felled by kobold commando arrows on the way out.
Kivan later did not mention the evil magic Melody had sensed, which led her to believe it had not affected him as it had her. Instead he explained that his rage and his impulsive behavior were caused by the presence of a tortured Elven prisoner in the priest's den. It reminded him of a very similar situation that he had been in as a prisoner. Melody, while sympathetic to her friend's plight, was most displeased with Kivan's lack of professionalism. It had got the entire party into trouble, and it had led to both his own death and Quayle's. Also, there were better things to spend their gold on than temple services like the suit of Shadow Armor that she had long wanted to buy at the Thunderhammer Smithy.
Low on gold and sobered by their experience in the Nashkel Mines, the company went exploring more of the wilds, a pursuit they had had more success with. On the coast Kivan kind of redeemed himself by slaying many sirines, although they got him once as well. Shar-Teel enraged and took over at that point, paving the way for Melody to a treasure cave that she gladly looted in the face of a flesh golem. Further north Shar-Teel felled two more sirines, and Melody a large number of Ogres, but the party's most interesting encounter was with Shoal the Nereid. She gave Rasaad an unsollicited kiss of death,
@Blackraven @bengoshi: Both of you have SCS installed for BG:EE, right? Could one of you post your install as an attachment on this thread so I could transplant it onto my computer? I think I just need the override, stratagems, and stratagems_external folders to replicate your install (my dialog.tlk file is already messed up anyway, so it shouldn't matter). It doesn't matter if you have any other tweaks or mods installed; I don't mind RR or what have you.
(Did you upgrade to the lastest version (2.1)? I did, so please take that into account.)
@semiticgod I'm very pleased that you started a BG1 run. I actually thought about it the other day, you are an extremely good player and your runs are always very insightful, but you never play BG1 which is my favorite part of the saga so I'm really glad you decided that
After losing my F/M/T in Nightmare Mode BG2, my Berserker, my Wizard Slayer and a recently created Blade (to an early bandit ambush, no less!), all in less than a week, I wasn't quite in the mood to start another game myself.
Until it struck me. I needed something new.
What if Baldur's Gate was an action game?
I'm proud to try a new type of challenge, the no-pause challenge.
Using the same setup than previously (Core Rules being the only difference), I'm going to try to solo no-reload the game without pausing once. I also cannot access inventory or any other screen during a fight.
I can use the quick save feature to see if I'm still considered in combat or not.
The use of hotkeys is going to be mandatory for this one, and I don't expect to succeed on my first try, that's why I will allow myself to start again from the start of Chapter 1 if I die, just after Candlekeep with the same character using a backup save.
I really want to complete 100% BG1 this way, even if it's going to take a few tries.
I present you Kalendryl, an Half-Even NE F/M/T!
Strength 18/66
Dexterity 19 (in my setup half-elves get +1 to dexterity)
Constitution 18
Intelligence 18
Wisdom 7
Charisma 18
I started the game with ** in daggers and S&S and won't roleplay that much. The beginning is already very hard because it's difficult to kite enemies without pausing the game. On the good side, I use stealth every time it's available.
Wish me luck!
Btw I your writing in English is fine. I remember you included RP elements in Anselm's story. I liked that a lot. Good luck mate!!
No pause would be my worst nightmare. I'm a very reactive (as opposed to a pro-active) player, so I micro-manage a lot....
I'm looking forward to your first report!
I wanted to post an update on Savras, my wannabe paladin, but first I should introduce you to my custom NPC, since it is such a big part of the way I will role-play this run.
Nimue
is a Neutral Evil Cleric/Mage inspired by the True Necromancer PnP prestige class. She uses Necromancy and Enchantment liberally, and sees damage-spells as subtle and refined as a sword, not a worthy expression of the real power of arcane magic.
Most importantly, Nimue is a Bhaalspawn aware of her blood lineage. She also knows that Savras shares her blood and, him being the only other child of Bhaal that she knows of, she travels to Candlekeep to meet him and read with his own eyes the prophecies of Alaundo.
Of couse, entering Candlekeep without a valuable tome to donate would have been hard if not impossible, so it was surely fate that made Savras and the old man leave the keep just as she was arriving...
Otherwise everything looks fine. Davaeorn's script is 16,000 lines instead of 200. I'm sure fighting him is going to be delightful.
I considered starting over, but I'd be happier continuing as a minimal reload run, and posting it in @BelgarathMTH's minimal reload thread.
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~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 #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 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22_20150614
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10
~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 #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 #4110 // Allow NPC pairs to separate: 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 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): 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 #6103 // Potions for NPCs -> Two thirds of the potions dropped by slain enemies break and are lost: 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
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #0 // Fix Sunfire power levels: v2
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #100 // Check for and fix incorrect spell animations: v2
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #400 // Prevent silent prebuffs: v2
I thing the banter you had with Imoen was due to BG1 NPC Project (which adds banter, minor quests, and a few romance options to the original NPCs, similar to the content of BG2).
- I' going to use a virtual dice roller, so every option in char creation will have a single number coresponding to it
- Ability scores: I will roll a d20 and roll scores only that amount of times.
- After the roll I can switch max 5 pts but cannot lower any score under 8
- The only non-random part of the chars will be weapon prof. choice.
Ok, let's see what happens....
Char 1:
Gender, roll d2 even -> Female
Race, roll d7 = 2 -> Elf
Class, roll d9 = 2 -> Ranger
Subclass, roll d4 = 3 -> Stalker
Alignment, roll d3 = 3 -> CG
Scores, roll d20 = 9 -> 14, 18, 14, 18, 16, 10 (mod. 17, 18, 16, 13, 16, 10)
Skills: longsword **, dagger **
Racial enemy, roll d12 = 11 -> Umber Hulks
Name: Rose
Char 2:
Gender, roll d2 odd -> Male
Race, roll d7 = 1 -> Human
Class, roll d11 = 3 -> Paladin
Subclass, roll d5 = 2 -> Cavalier
Alignment -> LG
Scores, roll d20 = 3 -> 12, 14, 14, 13, 14, 18 (mod. 16, 14, 15, 10, 13, 17)
Skills: Flail **, Mace **
Name: Rupert
Char e:
Gender, roll d2 odd -> Male
Race, roll d7 = 4 -> Gnome
Class, roll d6 = 1 -> Fighter
Subclass, roll d4 = 2 -> Berserker
Alignment, roll d6 = 4 -> CN
Scores, roll d20 = 12 -> 11, 16, 11, 12, 16, 15 (mod. 15, 17, 11, 12, 16, 12)
Skills: short sw **, sling *, single wpn *
Name: Bulbul
Char 4:
Gender, roll d2 even -> Female
Race, roll d7 = 4 -> Gnome
Class, roll d6 = 4 -> Thief
Subclass, roll d5 = 2 -> Assassin
Alignment, roll d8 = 8 -> CE
Scores, roll d20 = 5 -> 11, 13, 10, 18, 14, 13 (mod. 11, 18, 10, 13, 14, 13)
Skills: club*, crossbow *
Name: Zandalee
Char 5:
Gender, roll d2 even -> Female
Race, roll d7 = 6 -> Dwarf
Class, roll d5 = 5 -> Multiclass
Subclass, roll d2 = 1 -> Fighter/Thief
Alignment, roll d8 = 7 -> NE
Scores, roll d20 = 19 -> 12, 14, 14, 15, 13, 15 (mod. 15, 16, 14, 12, 13, 13)
Skills: quarterstaff **, longbow **
Name: Delilah
Char 6:
Gender, roll d2 odd -> Male
Race, roll d7 = 3 ->Half-Elf
Class, roll d10 = 2 -> Fighter
Subclass, roll d4 = 3 -> Wizard Slayer
Alignment, roll d9 = 3 -> True N
Scores, roll d20 = 18 -> 16, 15, 12, 17, 14, 14 (mod. 18/42, 15, 15, 12, 14, 14)
Skills: 2H Sword **, longbow **
Name:Samuel
Well, what to say...lets go with brute force...no arcane/divine magic, it will be hard.
Soon the first steps thru the game.
After reaching Easthaven, the group found some rest at the Winter's Cradle Tavern. Unfortunately Grisella, the innkeeper, tells them she's ran out of any drink due to a trouble with some scarabs. Rupert the Cavalier offers his help and the tavern is again free from the infestation.
Hrothgar, the "city manager" offers the group a job. There's an expedition to Kuldahar and he needs mercenaries of valor to solve a problem that afflicts the town of the big tree. But before leaving Easthaven there's a missing caravan to find just outside the village.
The six decide to explore Easthaven before adventuring into the snowy mountains.
Apsel quest
Old Jeb quest
Jhonen quest
Damien quest
Rupert and Delilah almost Ford hit by 2 arrows, but they survived.
After a resting at Quimby's Inn the group is ready to begin the search of the caravan.
In a cruel fight inside the caverns, Rose first followed by Rupert fall hit by orc's arrows. Survivors retreat to Easthaven to sell some junk and see if the local temple can do something for dead companions.
-No reload
-Insane difficulty but no extra damage, so Core rules with extra enemies. No auto memorization.
-Only NPC-related mods (BG1NPC, level 1 NPC, chatty Imoen).
-Only EEkeeper for roleplaying reasons (e.g. to change my alignment if necessary) or to add a kit to a NPC (I don't anticipate to use this, though).
The goal of this run is to finish the run with my cleric/fighter and turn it into a paladin. I will keep a counter of who dies how, and of the in-game roleplaying reasons for going with one paladin kit or the other. The times that I have tried a multiplayer game I always end up rooting for one custom character over the other, so I guess that Nimue's influence on me (and Savras) can also make my charname to go the evil blackguard route.
The dawn was specially cruel this morning. Gorion's last order had been that Savras ran away from the assailants, and so he did, but deep down he knows that fear, and not discipline, had made him leave Gorion to his fate. A coward is the last thing that he wants to become, and he swears never to run again.Savras
(Cavalier +1)
Savras was happy to see a friendly face, Imoen's, when he was expecting none. The girl was always less obedient and responsible than Savras, but this time he was glad of it. The second-to-last order that Gorion had given was to find Khalid and Jaheira at the Friendly Arm Inn, so the path was clear. Before venturing East, though, Savras wanted to see again the site of the ambush. He had little doubt of what had happened, but he needed to see it with his own eyes.
A veritable slaughter was what Savras found. Gorion was dead, cut down by a huge sword apparently, but he had taken some enemies with him. Imoen had mentioned a scroll that Gorion might have had with him, but they found none. That and the sense of being observed was making them both nervous so they refused to join two adventurers on the road. Imoen did not like them, and they had no more references than a generous disposition towards strangers that seemed calculated. It would take Savras much than that to trust someone after the recent events.
Countless gibberlings, a few wolves and a huge ogre made the trip to the inn slower than expected. Imoen was injured in one of the fights, but at least the feeling of being watched had stopped.
A mercenary mage tried to kill Savras but his life was never in real danger, thanks to Imoen's wand (where she had gotten it, was better unknown). Disappointingly, Khalid and Jaheira were not at the inn, but they had sent Nimue, a half-elven magic user, in their place. Or so she said. They were indeed desperate for help, and indirect references were better than no references at all. Hopping that that would be what Gorion would have wanted, Savras agreed to join forces with Nimue.
Savras, remembering some old stories written in just as old books, warned Nimue that Necromancy was strictly forbidden in the group. The cleric/mage answered that she would make sure not to ever heal his wound in battle, which puzzled the warrior, but he left it at that. Lacking a better plan, they went south, to lay low for a while in Beregost. Obviously the inn was not safe; more bounty hunters would come
(Awesome +1)
Savras
update 2After helping a few deserving citizens in Beregost, avoiding a pointless bar brawl, and killing some spiders (conveniently puts to sleep by Nimue), the group buys what they need from the blacksmith with the intention of keep traveling Southward. The word in taverns and inns is that something is wrong in the Nashkel mines. Savras saw a good warhammer turn into ashes while battling hobgoblins, so solving the iron crisis seems like a most heroic thing to do. To Imoen's joy and Nimue's indifference, the warrior proposes the quest. It is still a mystery what motivates the half-elf, but she insists on following the group and constantly stares at Savras like she is studying him.
A few fights against more stupid hobgoblins later, the group is in Nashkell, where the major says to be waiting for some other adventurers (who, Savras wonders) but has to settle for the trio. It seems a worthy quest, so Savras gladly accepts. A fat man informs the group of current bounties yet to claim after almost giving Savras undeserved money, mistaking him for a "Greywolf".
A second bounty hunter tries to kill the group, although she seems to be going after Savras in particular. Nimue crushes the enemy with magic missiles and commands, the hunter of bounties reduced to little more than her puppet. This convinces Savras that It might be a good idea to keep Nimue after all. Everything, other than the irrational feeling that she is bad news, tells him that Imoen and him need her.
Going South towards the mines, the group finds the thief who shamelessly stole two emeralds according to the fat man. The thief, a supposed artist, does not even try to hide his crime, and talks about using the gems for some artistic purpose. Much as Savras tries to reason with him, he refuses to give up the emeralds, so Savras kills him for his crimes.
Imoen disagrees with his methods, but Nimue is pleased. Savras, Imoen tells him, is starting to have a reputation of ruthlessness which could be potentially harmful in the future. Being ruthless with criminals is nothing to be ashamed off, so he decides not to leave his conscience bother him about the artist's death.
(Blackguard +1)
By the way, I really like Nimue as a character, I think so far Imoen has been the 'good cop and Nimue the 'bad cop', and they both try to convince Savras of what to do. I'm looking forward for your next update!
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Kalendryl 1st try, 1st report
As soon as the game really starts, I head for the area east of the ambush as usual. Unfortunately I crossed the path of a Wolf, and without pausing I can't manage to kite him with my throwing daggers. I try to flee back to the previous area, and get attacked by 10 bandits during map transition...
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I tell myself that I didn't lose any progress, the backup save starts literally 2 minutes ago, so I load it again but before I start the 2nd try of this run, I train myself a bit with the hotkeys, reloading the save again and again to get back my only Sleep spell available while trying some different keybinding.
At this moment I make a major discovery.
when casting via hotkeys, you can actually cast while wearing an armor
This is incredible, I never knew about that in all these years and it is a huge thing. Bypassing every armor limitations could very well be a great advantage for this run.I decide to exploit this for the rest of the run if needed. It won't be gamebreaking as I still can't stealth while wearing an armor, so wearing an Archimagi Robe is still going to be my best option in conjunction of a Spirit Armor spell.
I also realize that I'm still playing at 40 fps, which makes this challenge a lot harder than it should.
Because I'm used to 40, when I change the game option back to 30, the game feels sluggish and suddenly a lot easier. Kiting seems more manageable now and I think I found my pace.
I don't know if it's interesting for anyone but because this is the main point of the challenge, I'm going to describe how I use the hotkeys. So far I settled for 'A' for Magic Missile, 'Z' for Mirror Image, 'E' for Blur, 'R' for Sleep, 'T' for Shield, 'F' for Web, 'B' for Thieving and the spacebar for Stealth. I will add more spells to my keyboard as the game progress.
Strengthened by this training I reload the starting save and begin the 2nd try.
Will pick up the +3 club and a few scrolls, then go do Rasaads quests for that fantastic MI ring, +1 AC helmet, true seeing gem and maybe if i'm lucky a potion of invulnerability or three. After this Jaheira will get all the AC gear so that Ethos can go back to thief duties, casting and damage dealing (5 apr melee with boomerang dagger and belm..)
Melissa is a transmuter who only memorizes transmutation spells and casts evocation spells from scroll once in a while to complement her faults. She started with very strong stats: 5-16-6-14-15-7 and due to being rushed through BGEE without me caring about stat tomes we only found the strength tome that doubled her carry capabilities (from 15 to 30 lbs!).
She used predominantly a dagger+1 and throwing daggers, but at the end of BGEE she finally had enough money to buy the dagger of venom just before the battle for longtooth. General buffs for battle are haste+strength+shocking grasp and a few casts of burning hands in between melee. In the screenshot she wears the ring of freedom, but that goes in the backpack a lot when she has the ability to self-buffs with haste.
Companions throughout BGEE were.
Imoen joined all the way tot he end.
Xzar+Montaron removed in Nashkel after the mines.
Jaheira+Khalid removed in Nashkel after the mines.
Xan ignored her.
Branwen joined.
Minsc ignored her.
Edwin was rebuffed.
She ignored Dorn.
Rasaad joined for a while but was replaced with Eldoth.
Neera died in her own encounter.
Kivan joined briefly until the bandit camp.
Ajantis joined.
Coran ignored her.
I think that is about it with the companions she encountered.
Anyway, at the end she beat Sarevok at level 5 and gained a level there.
SoD content below!
The game starts slowly with a quest for some kind of moss. Of course Melissa is smart enough to provide a replacement and leaves the lady questgiver in peace (and no, being lawful we do not sign petitions for favouritism).
We continue through some doors to our first encounter... which was easily dispatch due to a horror cast from Ajantis (almost all are affected, so boring). We mop up but lost Ajantis to some trigger happy bowmen. Strangely enough, the flaming fist mercenaries raise him for free (!).
Next we find some tombs where an undead called Fanegonorom tells us to help him remove the mercenaries from his tomb. We agree, but when we disturb his casque (clicking oops) he turns hostile and with a cloak of fear he turns every party member but Melissa into a wandering puppet with red circles on their chests.
Luckily the flaming fist are no pushovers and they mop up with the undead while Melissa does some nice burning hand action on Fanegonorom.
Onwards to a level below. We encounter a few undead here and there and kill them mostly with fire. Well, sometimes a potion of fire breath goes awry and hurts our party (here Ajantis killed Branwen with one).
The tricky encounters were not tricky because I always send in my Skie scout to look for traps and open chests, so one particularly nasty one with a bone golem and bone bats turns out manageable (missing surprise screenie but got another one
The end fight of the dungeon was really uneventful. Once a horror from Eldoth, a sleep from scroll by him next and two scorcher castings from scroll from melissa ended that really quickly.
Now Melissa is in the Ducal Palace. In the dungeon the Branwen and Ajantis were saying that they had other things to do very soon. As a result they are now not around. No idea where Skie and Eldoth are, but I am going to find out for certain.
@Blackraven that's a bummer. Even more so because Rasaad was becoming such an important part of your group, roleplaying-wise. I am new to no reload rules, but I would not give up a challenge because of a bug.
Savras
update 3After finding a magic wand in a log, the group ventured into the mines. Miners and guards were talking about demons, but everyone seemed to have a different theory to explain what was happening, so Savras believed none. Kobolds, a couple of spiders, and two ghouls were all that the earth was hiding, it seemed, although the mind behind these minions would surely be more dangerous.
The master's name was Mulahey. After being repeatedly injured by magic and hammer, he wanted to surrender, but there would be only one fate for someone as evil as him.
An elf was prisoner in the cleric's den, but he seemed a coward and there was nothing that Savras wanted less than associating with a coward. He ran away so fast that he forgot his sword and the magic scrolls that, Savras assumed, Mulahey had taken from him. Imoen pointed out that Savras had (understandably) developed some trust issues as a consequence of the previous events and that maybe they would need help if they were to avenge Gorion's death. Savras knew that Imoen meant well, but he thought they could manage without risking traveling with a creep or a traitor. Even Jaheira and Khalid, old friends of Gorion or not, had deserted them, so what should they expect from strangers? Nimue smiled and said nothing; she seemed more pleased with Savras's confidence than with the decision itself.
Back in Nashkel, another assassin tried to kill them. Nimue silenced him before he could seriously harm the group, and his throwing axes banged against Savras' shield before a mace returned the favor banging the guy's head. A bald punchkicker was thanked for his help, but politely bid farewell.
The party earned a reward for the stolen emeralds, which thanks to Savras would return to their rightful owner. A recent widow received her husband's ring. A poor substitute for a loved one. Savras wished he could have done more.
Back in Beregost, the party followed a lead and faced a mage at the inn. This time the evil arcane-user would not be silenced, and the first attacks failed to interrupt his spells. The group had to back up, fearing that a spell would be the end of all of them. By the stairs, the mage finally went down, not without begging for mercy before Savras delivered the killing blow. Stupid to ask for mercy when he would obviously had given none. This criminal deserved death no less than Mulahey, and all that they had proven was that whoever was giving the orders had a preference for cowards that would rather hit from the dark and flee when danger comes. Surely that said something about the masters.
The party spent the rest of the evening at the inn, healing wounds and sharing ale with the common folk. Nimue had taken a liking to a demented gnome by the name of Tiax and every time the group went to Beregost, she would talk to him and laugh. The gnome seemed an adventurer of sorts, but Nimue knew better than to ask Savras to let him join. She seemed content with hearing Tiax ramble about his fate. For some reason, Nimue was particularly amused by the gnome's plan to ascend to divinity. Every time they talked about the topic, Savras felt that there was an inner joke that he was no part of.
Now that the game is running at 30 fps, it's a lot easier to do hit and run tactics and to target enemies with spells without pausing.
The Half-Elf did a lot of easy quests in the Beregost area and around until he reached the 3rd level.
At this point, he bought a Protection from Petrification spell from Thalantyr and managed to learn it.
He then ventured to the basilisk area, east of Beregost. There I used my usual strategy which consists of using an Oil of Speed first, waiting a few seconds then casting the spell on myself.
This way I can clean the map faster and more easily but most importantly I know when my Protection from Petrification is about to fade as both this spell and the Oil of Speed have the same duration (1 hour).
When my character isn't hasted anymore I know that I have to retreat immediately.
It took Kalendryl two Oil of Speed and his two Protection from Petrification spells to clear the whole map of its Basilisks including Mutamin but Korax got killed by the 4 adventurers and he decided to escape for the moment.
With all this experience, he reached the 5th level if I remember correctly and then proceeded to complete every quests he could before going into Nashkel, but first, he learned the Web and Minor Spell Deflection spells and bought a Wand of Sleep which allows him to breeze through the early game easily.
Right now every fights consist of scouting with stealth, casting MSD in case an enemy manages to throw a Charm Person or a Hold Person at me, casting multiple Web/Sleep spells and killing the incapacitated foes with throwing daggers.
Next destination, the Sirines!
The ToB one: https://forums.beamdog.com/discussion/31826/david-the-gnome-tob-no-reload-challenge
Damn, now I feel like trying again. I was quite bored with the current run anyway.
We need you to try to no-reload the game with SCS