@Gotural I think SCS is off bounds :-( had to delete the games on this 2 year hiatus from the iPad and with the new iOS I think they say you cannot mod the game anymore?
I am ok not being badass, anyway. For my level of skill, the unmodded game is enough :-) Anybody on the thread has a suggestion for a character that is easy to try a run besides a fighter/mage? Maybe a fighter/thief?
@iroumen well, as soon as that one comes out on iPad, I am continuing my canon run :-)
What I always wanted to do was play purely with party ai enabled and not giving any npc or charname a command in battles. I got a far as nashkel but then hit mulahey with his hold person. The is no good ai against that at low levels.
@lroumen I don't want to say impossible, but trusting the IA with spells sounds like hell. Whenever I recruit a companion spell-caster and forget to disable IA the first think he does is wasting his strongest disabler spell on any group of enemies. This tends to be Hold person or Web, and the target, xvarts or gibberlings that are dead before the spell is cast anyway.
An all-warriors run shouldn't be too hard, but would you make them drink potions, switch weapons? I mean, you need to be at least a little bit bossy to get anywhere in the game because NPC don't move without orders
I guess making specific ai scripts might work, checking for class and race to determine whether spell casting is justified. When to heal and use items. However I never get around to making those scripts.
Maybe I'm doing it wrong, but with Dynaheir set to cast spells, all she ever does is spam Magic Missile. She burns through her spellbook in the first encounter or two, attempting to MM enemies that are dead the second she starts casting. She has other offensive spells memorized, but that's all she attacks with...
My Bhaalspawn assault team (i.e. Savras, Imoen & Nimue) had been doing great with no help from outsiders until they ran into some serious trouble. After the mines and before heading to the bandit camp (or clearing any more wilderness areas), I decided to take them to kill some basilisks. This map has always made me nervous. For one, because I never thought of something like @Gotural's trick (coordinating protection against petrification with other 1 hour effect) so I fight the monsters scared to death that the protection will wear off.
This time was much, much worse. I almost had a heart attack (love that about no reloads).
Savras
update 4 After the mines, Savras had become a bit of a celebrity in Beregost. After talking to Elminster, the group went to hear what Officer Vai had to say. Savras has no love for the Flaming Fist. Although they do enforce some kind of order, the Fist as a collective is not a rightful authority, but a glorified mercenary force. One day, these lands will be protected by Paladins of Helm. And maybe Savras will be one of them. After sharing his opinion on mercenaries, Savras gave Officer Vai the opportunity to speak.
Even though the goal was worthy, personal reasons, and not morality, guided Vai's actions. Savras responded that, unlike others, he would not sell his sword. He would clean the forest of bandits because it was the right thing to do. You can keep your money, thank you very much!
The party was unsure regarding the location of the camp (or the forest, for that matter), so following commonfolk advice, they ventured East with the intention of turning North after a few days.
Past the temple, a ghoul dared speak to the group, claiming good intentions. Everyone knows that the undead are intrinsically evil, so Savras did not listen to the lies and attacked. He had taken down many a ghoul the previous days, but this one proved to be a formidable adversary. His first hit paralized Savras.
Savras had never experienced anything as horrible as being conscious but unable to move while sharp claws ripped his flesh.
(Undead Hunter +1)
Fortunately, Nimue had enough magic power to kill the ghoul before he ate Savras alive. The warrior could only be grateful to the half-elf, although he thought he had seen her smile when he was paralized. Maybe he should have listened to Imoen and let the "good" monster go.
With help (again) from Nimue's spells, Savras ended the life of an evil gnome and his basilisks. One of the bigger beasts gave some problems, but the worst part was yet to come.
Amidst the basilisks, a group of adventurers or, more likely, mercenaries, mocked Savras. He should have held his tongue, but his honor was at stake, so he dared them to attack, which they did. Savras had barely raised his hammer when he was hit by a horror spell that also affected Imoen. He had promised never to run away again, but here again he was too scared to think.
(Cavalier +1)
Trying to get away from the enemies, Imoen ran into some ogrillons and, alas!, fell very soon. Savras did not notice inmediately because he was wandering off and leaving Nimue alone. The half-elf fought bravely [she was out of sanctuary spells] and managed to freeze one warrior with a hold spell and to kill the mage with her ice wand. She, too, fell, pierced by many arrows.
When Savras recovered his senses, he was alone, wounded, and ashamed. Nimue and Imoen, seriously injured if not dead, were surrounded by enemies. One of them had seen Savras, and he, already feeling a coward, ran Northwards, chased by the other warrior. A lucky shot ended the fight before the enemy could get closer.
Savras had ignored the menacing female warrior in the Northwest before, but close to death and with two friends in immediate danger, Savras needed help. He would not be able to carry the bodies and equipment to the nearest temple. Not to mention that two adventurers were still between Savras and Nimue.
The warrior called Shar Teel demanded a fight in exchange for her help. Savras was so weak that the game could have cost his life, but seeing no other option, he accepted. A sling bullet wounded Shar Teel even before she drew steel. She was not satisfied, however, and Savras had to use his hammer to win the fight. Darn, woman, you're no use to me dead!
Savras and Shar Teel had to use all their tricks and some more, and fight until exhaustion, but they defeated the last two enemies (already wounded by Nimue). Hooray!
Savras was not planning having more people join them, plus the woman was ill-tempered and snappy. However, Nimue and Imoen owed their lives to her help, and so did Savras because he would have died trying to rescue the two girls alone. The debt shall be paid. From now on, the party will count with one (or rather, two) swords more. Shar Teel's.
@MacHurto The unmoded game is challenging enough for me too
I have only started doing no reload runs, but in my brief experience keeping away from danger is better than having lots of HP, the best CA and resistances. I had a hard time with my Fighter/Mage (I know they are supossed to be gods late game, but in early game the slower leveling up hurts a lot and a couple of level 1 spells doesn't make up for that.
On the other hand, my bounty hunter was doing great. Managed to almost complete BG1 with no problem and died only because I made the dumb mistake of trusting my mainchar with trap-handling. The warriors of the group endured a lot of punishment, but my thief would set snares, backstab and quickly let Khalid handle the repercussions, or pierce enemies with bolts from a safe distance.
From now on, my no reload charnames will be a balance between not being the main front-liner, and not being too squishy (pure mages die way too easy). Support classes like clerics, thieves or bards, if their main role is buffing/utility.
But this is the opinion of someone who learned only last week that CON>16 doesn't grant extra HPs for non-fighter so take it with a grain of salt.
Ok, after reading for the Nth time that the LoB mode is nothing but kiting and makes battles so unbearably loooong, I, without abandoning the Iron Daigle run, created a custom party of six, to try an SCS+LoB run. Without any XP bonuses.
This is my WeiDU log:
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ Version] ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #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 #6102 // Potions for NPCs -> Half 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 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): Beta
I will use several reincarnations of my previous characters (the @semiticgod's style), so you will likely recognize their names and portraits.
I’ve always found it very difficult to define what stats to roll (because I don’t want a party of six 18-18-18 munchkins) if I’m going to play with 6, not one character. For IWD, if you remember, I decided to take rolls as they are. In this case I used another workaround – I used stats for BG NPCs.
So, no min-maxing here!
I also tried to include as many races as I could – if it’s a created party then I like to see different races in it.
Another trait of this run will be the fact that each character has a class/kit added by the EEs. After the 2.0 version, the game now offers the following additional character choices if compared to vanilla:
- dwarven defender; - blackguard; - shadowdancer; - dragon disciple; - dark moon monk; - sun soul monk; - priest of Tyr; - shaman.
These are 8 new classes/kits, and in the search of balance I decided to omit both monk kits as I remember well my recent duo monk run. As for other EE classes/kits, I have a confession: I’m not very well acquanted with a dwarven defender (except for watching @Gotural in our MP run), a dragon disciple and a shadowdancer, while a priest of Tyr is completely new for me, as is a shaman. Blackguards have been nerfed with the 2.0 patch, so it will be the first time I try a blackguard, ver. 2.0.
So, it will be EE classes and kits VS EE LoB mode + SCS.
Meet the crew.
Aidahn Sparkyfibber, a gnome dragon disciple. Uses Baeloth’s stats (except for the absence of MR and additional spells, of course). Uzume, a halfling priest of Tyr. Uses Viconia’s stats (again, except for the absence of MR, also her CON is 10, not 8, because the game didn’t let me lower it furgher – not a big deal). Woden, a dwarven defender. Uses Korgan’s stats. So we have 3 shorties. I like the small folk! Karasu no Yoru, an elf shadowdancer. Uses Coran’s stats, except for having 19, not 20, DEX. Mortuus, a human blackguard. Uses Dorn’s stats, except for having 18/00, not 19, STR. Sigyn, a half-orc shaman. Uses Branwen’s stats (do they even matter on a shaman?:)
1st Report.
After buying what we could buy, we took on Shank. SCS Shank, the one who uses Poison Weapon and in the same time LoB Shank, the one who has lots of HPs. But all these factors don't matter much when you fail a saving throw against Blindness.
His counterpart, Carbos, saved against Blindness, so, yes, it required a bit of kiting. But Carbos was killed faster than Bless wore off (thus meaning it took less than 1 turn).
So, the Candlekeep rats. Probably the most popular enemies mentioned on this forum since the introduction of the LoB mode.
This is how we took on them. Woden, our dwarven defender, entered the room first, so that all rats centered on him, which let other party members safely stand in the same room. Then, buffed with Bless, everyone attacked from a distance, while Sigyn, our shaman, tried to summon spirits.
And I have to say, the shaman spirits on LoB rock. Even at the level 1. I heard people complained the shaman's summons suck in BG1, but the LoB mode changes it completely. They get bonuses, and, more importantly, the shaman can summon a new spirit after enemies kill the first (at the lvl 1, the shaman can summon max 2 spirits). When enemies are busy with the group's tank (in this case the dwarven defender) and/or existing spirit(s), the shaman can continue summoning.
This battle required only 3 healing potions, no retreats, no going to resting. It took approx 4 minutes. Not loooong at all. Instead, these LoB rats offered a solid battle in Candlekeep already, which made it more interesting than the general Candlekeep route (even with SCS Shank and Carbos)
Well, I was gonna post about my Dwarven Fighter/Thief no reload tonight as it was going well (level 5/6, all must have items). Unfortunately, he fell to an unmarked trap in the Tome of Constitution cave (wanted to regenerate on trips) which turned him to stone.
Oh well, had been on the brink of death several times already so was meant to happen. Will try again :-)
For that Constitution cave I recommend to take the right, not the left route. The right route has 2 traps: 1 with lightning and 1 with Magic Missiles. You can use a potion of Absorption to become immune against the 1st trap and you can use the Shield amulet to become immune against the 2nd trap.
You mean doing the basilisk area? You can just assume they are a threat to Beregost and they ask you to get rid of them. They are very close and led by a madman. Going there without protection (as you have the ghoul) would be meta knowledge but you can always bring someone with the right lv1 spell :-)
Ah! Yeah, that was metagaming. No excuses. I was tired of gulping health potions as I seem to be rubbish at kitting :-D
It proved to be my undoing :-)
Another metagame was going to Ulgorth for Green Amulet and ring of free action. i RPed that as Garrick travelling there (after I kill Silke) and me just trailing along because he is fun (and gets good discounts!).
I am fine with metagaming if I can explain it to myself in game, I have to say :-)
Savras and friends are still surviving. Savras was supossed to be a saint, but for now he has been less "good" that he has been "lawful". Probably the influence of Nimue and Shar Teel. Here is a short update.
Savras
update 5
The party is disliked, as a result of some unpopular decisions: killing Prism, murdering the thugs that were bothering Silke (something was sketchy with that contract...). At least the group agrees on what to do with evil necromancers.
Savras does not know what to make of Nimue. She keeps away from spells that Savras would outright forbid, even though now she obviously is no less powerful than Bassilus was. She does not succumb to the temptation of using undeads or other evil magic.
Even so, in her hands all magic seems disturbing.
She hates not using up her magic. Whenever she feels that her talents are underutilized, she rains spells over the nearest enemy, maybe even a lone wolf or a couple of xvarts. She has blinded and deafened one enemy before using her mace. It seems a nasty way to go. She silenced, weakened, and then held Bassilus for good measure. She brings warriors to their knees with commands twice or three times on a roll, making the fight unfair.
In Beregost, the group meets a ranger that needs help rescuing a damsel. That should make Savras forget the feeling that something is very, very wrong.
There's nothing bad in metagaming, as there's nothing good in it. Each playthrough is different. Each player uses their own imposed rules and restrictions.
For example, I would try to minimize metagaming in the setting I've got used to, for example, only SCS and core rules (or even insane). But I can't see how I can win without reloads if I don't metagame in the LoB mode.
A series of successful missions did much to raise morale in the party of Melody. First there was Melicamp. The company saved him from a wolf and provided a skull from a skeleton for Thalantyr the Conjurer to create a spell that would restore the apprentice. Obtaining the skull was no easy feat as the companions were up against a host of skeletons and gnolls. They retreated after a first skeleton was dispatched.Thalantyr failed at restoring Melicamp, but that was not the fault of Melody or her friends. On the North Coast they had an intriguing encounter with Jozzi, a Sea Snake disguised as an Aquatic Elf. The creature begged them for help against a small party of Sahuagin attackers. Kivan, speaking on behalf of the party, readily agreed. But they found Jozzi pretty self-reliant.Such was her prowess in battle that when the Elf Keth'sim Dwin'anea disclosed Jozzi's true nature to the party and her evil deeds (the killing of his brethren), Melody felt disinclined to confront the Sea Snake. There was no need to anyway because Jozzi waded into the sea, where her Sahuagin overlords would surely punish her for sparing the Elf and for slaying the Sahuagin warriors. Keth'sim thanked the company with an enchanted throwing dagger that returned to the wielder's hand. It became Shar-Teel's ranged weapon.
Other succes stories included the dispatching of Sirines and the clearing of Durlag's Tower's upper levels. None of the companions had any fondness for the accursed tower. This mission was undertaken strictly out of financial necessity. And yes, they did leave the place a richer company than they had entered it.
Little was required for any man to get into a fight with Shar-Teel. Near the Firewine Ruins a boastful fellow named Meilum proved no exception to that rule. Melody had somehow developed an affection for her only female companion, and this was mutual. Shar-Teel had been a reliable sellsword and a street smart comrade. She was foul-spoken and almost hostile toward Melody's male companions (or any males they had dealings with), but she respected Melody. The Halfling attributed this not to her fighting prowess, which did not match Shar-Teel's, nor to her gender per se, but rather to her ability to lead a party of male followers. Shar-Teel battled Meilum in close quarters but was force-fed a slice of humble pie when Quayle had to send in two skeleton warriors to save her hide.The Gnome fell not much later in an ambush by kobold commandos but the companions had him raised without complaining, for his magical powers had proven their worth to the party more than once. And they would do so again.
One of the party's explorations of the Red Canyons led them to discover the hideout of Bassilus the Murderer, an evil priest with a hefty price on his head. When Melody found and confronted this Bassilus, itching to try a newly acquired Dagger of Venom on the wicked man, the priest cast Hold Person at her. Melody was lucky to swig her invisibility potion right before the spell froze her.Shar-Teel rushed in to make sure Bassilus had better things to do than to cast detection spells, but she was no match for the buffed priest. It was Quayle's summons, from a wand, that made the party prevail.The summons also helped the companions defeat three boisterous hobgoblins.
Thanks to their sudden wealth the party could afford a suit of Shadow Armor for Melody. Its enchantments made the Halfling more comfortable about reentering the Nashkel Mines, the place where her connection to the Shadow Plane had previously seemed weakened. Once more the companions stalked through the corridors. This time Melody's stealth did not fail her. The master of the mine was in his lair, surrounded by mostly skeletal minions and some kobolds. Quayle summoned two skeleton warriors of his own. They managed to cut down some of the kobolds before the Half-Orc and his other servants found them out. A barrage of arrows, darts, daggers, and bullets then prevented the priest from casting any of his spells befor he fell, other than the summoning of a huge skeleton warrior, about twice as tall and broad as the skeleton warriors that Quayle had summoned. It nearly killed Kivan with a single blow.It was clear that a straight melee battle was not going to end well for the party. Melody had Kivan, Shar-Teel, and Rasaad quaff one invisbility potion each, depleting her entire stock of said potions. She then ordered her companions to form a line that would be impenetrable for the skeletons. The Halfling positioned herself behind it. Mindless creatures, the undead could not understand that invisible beings were standing in their way. They just kept trying to close in on Melody. From this safe position she was able to slay the priest, and some of the skeletons (not the largest one).She released an Elven prisoner, looted the priest's corpse and a chest containing valuables and correspondence suggesting a link between the iron crisis and the bandit plague (something to look into), and then she left with her companions.
Their business in the mines earned the party the status of local heroes in Nashkel, though there was also someone less sympathetic to their cause waiting for Melody, an assassin named Nimbul. Melody had the Amnian Guards make short work of him.On his corpse she found a letter mentioning his job to kill Melody and an instruction to meet one Tranzig, who was said to be residing at Feldepost's. This Tranzig apparently knew the location of the bandit stronghold. Melody sought him out, hoping to extract some information from him, but he recognized her and he went hostile. It finally allowed Melody to get some value out of her pricey Dagger of Venom.She felled the wizard and got the location of the bandit camp from a letter he had been carrying. But she was still confused: the same people that had arranged the iron crisis and the bandit plague were also the people who were paying cutthroats to kill her. Why?
That night she had a dark dream, in which she sensed an alien presence, not of the Prime Material Plane nor of the Shadow Plane. She was back in the Nashkel Mines. The presence did not show itself but it commanded her in a deep voice to stab the Half-Orc from the Nashkel Mines with a bone blade and so take whatever afterlife he had. Melody disobeyed. Unlike rancorous Kivan or bloodthirsty Shar-Teel, Melody had never got any satisfaction from killing. She was indifferent about the Half-Orc. Stabbing him for the sake of depriving him of his afterlife didn't appeal to her. She woke up the next day aware of a healing power. It was the second time that this happened. She spoke of it with Quayle, who hinted that she might have gained the favor of a deity. After this Melody didn't think much about the matter, knowing more urgent business, such as visiting the bandit stronghold, required her attention.
The party found the camp in the Wood of Sharp Teeth with the help of a bandit named Raiken, whom they told they wanted to join the bandits. The plan was gathering information about the bandits: numbers, names, leaders, locations. But soon after they arrived at the camp an ogre approached the companions to interrogate them. Kivan told Melody in a low voice that he was honor-bound to kill the oaf or die trying, for this was Tazok, his nemesis, his torturer and the slayer of his mate Deheriana. Melody was pleased that Kivan had managed to keep his cool for the moment. Before Tazok recognized the Elf, Shar-Teel picked a fight with the monster, supposedy to prove the party's worth.However Kivan and Shar-Teel went a bit further than that, pelting Tazok with missile after missile until he could barely walk. It was fitting that a critical hit by Kivan felled the brute.The downside of Kivan's revenge was that it caused the entire camp to turn hostile on the party. Thus their infiltration operation had failed. They had to get themselvs into safety against overwhelming odds. And any information they were to acquire had to come from letters or hostages they might take. Fortunately, Quayle's prayers for sanctuary before the enemy were answered by his god.Baravar Cloakshadow allowed his servant to retrieve important documents from a heavily guarded tent. According to these documents the orchestrators of the iron crisis and the bandit plague were the Iron Throne, a trade organization with a hidden basis of operations in Cloakwood.
When the companions wanted to leave the camp, Melody made a discovery that greatly upset her. Just as in the Nashkel Mines, a force she didn't understand apeared to be working against her, to undermine her link with the Plane of Shadow. This time it was not her stealth that failed, it was something more subtle. As she enveloped herself in shadows, she thought herself present at the camp in mind only, not in body. But apparently this was not true. Indeed her enemies could not see her (or the others who had been made invisible by Quayle), but they somehow sensed her. Led by a Black Talon commander, a warrior clad in full plate mail, they would follow her every move, and even surround her if she didn't watch out. Many thoughts crossed her mind. Were these specially trained warriors with true seeing skills? Did the enemy know of her Shadowdancing abilities? Was she even a true Shadowdancer in the first place? Was one of her companions a spy who had discovered her and snitched on her? (She dismissed that notion as Kivan and Shar-Teel had just slain the bandit leader, Rasaad was the most virtuous of her companions and besides her confidante, and Quayle had always been the first target of bandits anywhere whenever they were ambushed.)
Her emotions went from astonishment, to fear, to anger. She resented the people that had wanted her dead even when she was still in Candlekeep. But in more than ten tendays she had never taken the offensive. This time things were going to be different. She did not care what the Black Talon commander's motives were, why he had ended up as a bandit, if he had a wife or children. She did not need to kill him, but she decided she would anyway. In and out of the comfort of the shadows she stepped, stabbing her mark with every appearance she made and disappearing before her bewildered enemies could even aim there weapons at her, until he fell. The vemom of her dagger helped speed up the process.She knew not what the consequences of this brash move would be. Would the witnesses think she had simply used a large amount of invisibility potions, or would they suspect there was more to Melody than that? The Halfling had no idea, but she did know she had made it clear that she was not going to let the enemy lead her like a lamb to the slaughter.
update 6 On our way to the Gnoll Stronghold, the party helps a kid (?) to get back his dog (!) and teaches a lesson to an Amnian amazon and her archer buddies. They also aid a dryad in danger and a little girl who had lost her cat. Overall, a very strange day.
A gnoll mocks them by requesting an honorable duel in exchange for free passage. They kill him and all his band of marauders. It was the right think to do: only a villain would leave the gnolls to keep extorting people only because he is strong enough not to be bullied. The next traveler passing this way may not be as fearsome as Savras and friends, and then he will be robbed blind, if not killed on a duel. Imoen had a different opinion, but she knows much about being good and very little about justice. She calls herself a thief, after all.
Another gnoll reveals the location of the stronghold. He openly talks about eating a prisoner (Minsc's damsel, probably), so Savras ends him. Helm would be proud.
Minsc has proven a strong warrior but somewhat unpredictable. Someone who talks to a hamster is a potentially dangerous ally. Plus, Shar Teel hates him, and Savras is starting to trust her judgement.
The three warriors hack their way to Dynaheir, Minsc's witch. Nimue's help is not even needed this time, and Savras is happy to see that the girl lets the fighters do the job for once. They would be dead if not for her, but there is nothing honorable about slicing monsters asleep or paralyzed.
After rescuing Dynaheir, they check a few caves nearby. A magic Tome of Charisma is the most remarkable item that the group has found so far. Following Nimue's advice, he spends the next few days reading it. He knows that a paladin needs to be a leader of men. Hopefully, the magic will help to be worthy of the title someday.
Still with Minsc and Dynaheir with them, the party meets Drizzt twice. The second time, he promises to return Dynaheir's journal. While they wait, Dynaheir parlays with some "good" gnolls and, to Savras' surprise, she and Minsc let them go. She had said that they were "good" only because of the spell, only temporarily. And yet, she shows no concern about what the gnolls will do as soon as the spell wears off. And she dares say that that is the right thing to do! After that, Savras lets ranger and witch go, close enough to Beregost to know that they will be safe. A blow in the head is a good excuse to be a madman, but a mage should know better.
The shaman has already become the most valuable party member. I've found a relatively safe and quick way to deal with LoB monsters in early BG. This is what I do:
My thief who is constantly scouting in front of the main party finds an enemy (a group of enemies). My shaman stands exactly just behind the border of this enemy's line of sight and starts to summon spirits. She has a 35% chance (+2% per level) in each round to summon a spirit. I wait till all available spirits are summoned. I also have an option to quit summoning if I want other summon for a certain fight (for example, if I want a snake instead of a wolf for poison damage). Which spitit is summoned is completely randomized, but enemies still don't see the party and this process can take as much time as needed. When I get the summons I want, I order my thief to attack the enemy and retreat.
Then my summons and enemies (all members of the group due to the Better calls for help component) enter a fight. If needed, I keep my tank nearby, blocking the possible way to the rest of the party, with my dragon disciple ready to start casting blindness on any enemy who wants to attack the tank instead of the spirits.
If needed, I may cast Blindness on the enemy fighting my summons, and add Chant and Bless. This way, the party can reliably kill any early monsters without skipping fights and without constant resting. It's possible because the shaman can start summoning as many times per day as needed.
This way we defeated any general enemies, including the fetishist ogre, the hobgoblins with Boots of Stealth,
As usual, I chose to go basilisk hunting. With the help of Korax the party levelled a bit (nothing major, basically +1 level to everyone), but left Mutamin and his personal 2 basilisks for the future (the dire charm on the ghoul wore off).
As I have a Priest of Tyr in the party, I decided to take on Tarnesh (the PoT's special ability can make a character immune to sleep and horror for 1 turn).
The snake spirit poisoned Tarnesh but he still managed to cast sleep. After that he attacked Woden with Melf's Acid Arrow, and the high level of the mage meant a very long duration of its effect. Woden killed Tarnesh but soon died because of acid - he simply ran out of healing potions. But the party was ready to resurrect the fallen comrade. Killing Tarnesh opened way to the FAI, and now Woden got Buckley's Buckler, to be able to regenerate while travelling and sleeping.
@Blackraven: I hate to bother you, but could you also post your BG2 SCS install and dialog.tlk file here? I have found my BG2 install is also broken, like with BG1, and need a transfer.
Here you are @semiticgod. Note that I haven't tested this install myself. Also, I don't know if it's relevant, but my setup includes other mods as well, such as Big World Ascension.
Btw I've run into more bugs in my current Shadowdancer run in BGEE. Last week I considered abandoning the run, and now I've reached that point again, even though Melody herself has been fine. It's just not much fun having to replay battles and seeing things go differently the second time. I hope you're not experiencing any issues in BGEE.
After a couple of attempts (including a hilarious half-orc fighter/thief who needed the guards to kill Tarnesh, got beaten up in a fist fight by Marl and was petrified by a basilisk), this one looks like a keeper so I will start telling about the no-reload run :-) So far I am level 5/6, have the main items (ring free action, green amulet, bukler to regenerate while sleeping) and will soon go to Nashkell.
Name: Zzharg Mad-Eye Race: Duergar (dwarf in-game, using grey skin). Help explain why he prefers to travel by night (which in reality is to improve hide %!) Alignment: Neutral evil. Class: Warrior/Thief Stats: Min-maxed. 18/00-17-19-10-11-10 Difficulty: Core Personality: Greedy, selfish little bastard that has no problem for killing, robbing, lying or using people if it keeps him alive (at the beginning of the game) or helps him deal with his destiny (if the no-reload takes off)
3 Mirtul 1368
Just bought this blank book at the Friendly Arms Inn and I am gonna start a diary. Need to keep track of my to-kill list. Last couple of days have been hectic: Father is dead. We were not in good terms but he saved my life. The debt must be repaid.
Have been attacked since, as there seems to be a bounty on my head, no idea why. I guess because I found the ring of wizardy hidden in Father's clothes? Well, sold it at the first chance some minutes ago and am now a rich dwarf. If they want it, they can take on the Inn for all I care. I will leave unnoticed tonight and abandon Imoen with Father's friends. They can take care of her or perhaps sneak her back in Candlekeep. We met them and immediately started speaking about going to Nashkell and this and that. Who the hell told you to give me orders, woman? Won't be long before that cursed druid asks me to share the money for one cause or another. Ain't happenin'.
To-Kill List: Armored man Woman Cleric with him
[...]
5 Mirtul
Racists! Damn humans. Got into a conflict as soon as I got to Beregost yesterday night. Some old man saying "my kin is not liked here" and such. I let it slide and then followed him home and murdered him. This morning, his lover comes to the Feldenpost Inn, claiming I did it! No proof, of course. Thankfully a friend of Father was around and said I would never do such a thing. Moron. If he liked Father so much, maybe I can get some money off him.
Turns out the drunk man meant adventurers and not duergars. His son was one and dissapeared fighting basilisks, which are becoming a threat to the city as they wander closer and closer every year. I promised to get rid of them in Marl's memory. THey all clapped. Fools. Will just go there and see if I can get some good valuables out of those statues. To-Kill List: Armored man Woman Cleric with him
[...] 8 Mirtul
I am a hero in Beregost! Got rid of the basilisks. It so happens that Korax, Marl's son, had become a disgusting ghoul. Something to do with a demonic cult, he said. He only wanted to go back to daddy before insanity consumed him, he said. Told him his daddy died of grief as he thought the basilisks had got to him, and the way to avenge him was to kill the basilists. Just for the laughs, you know. Ghoul statue and all that. Well, apparently dead flesh is immune to their gaze! Poor soul went on a rampage, killing all the stupid beasts and a crazy gnome that was training them. Slayed Korax while he was eating the gnome. Told him the truth about daddy's death first, though. Just for the laughs. After all, he was an evil undead.
To-Kill List: Armored man Woman Cleric with him
9 Mirtul
Met a bard called Garrick. Good singer. His previous boss killed herself with a spell and he is out of a job, so hired him to make a song about me. I am a hero, right? Although some fatman refused to let me stay in the best room of the Inn. Perhaps he needs "convincing". To-Kill List: Armored man Woman Cleric with him Algernon 10 Mirtul
Accused of murder. Again. By that idiotic friend of Marl. Again. This is getting old. So yeah, I wear his cloack. So what? He gave it to me. The bard has done a great job telling people I am innocent, for a small sum. Good chap this Garrick. People like him. I can use that. When things calm down, I will kill that rat that keeps accusing me. In the meantime, will travel north with the bard, to Ulgorth Beard. He has to deliver a package as a last service and I have nothing better to do.
To-Kill List: Armored man Woman Cleric with him Marl's friend
[...]
15 Mirtul
Back in Beregost. Nobody calls me a hero. How can people be so fikle? Now it is some drow called Drizzt, that passed by yesterday and had killed a mad priest or some boring stuff like that. Get your own town to get worshipped at, drow!
On the good side of things, the priest's zombies killed my accuser and everyone believes now that he killed the others too.
To-Kill List: Armored man Woman Cleric with him Drizzt
16 Mirtul
Tracking the drow. Garrick convinced an elven hunter that the drow is in league with some bandits that killed his wife so he is helping us find him. Fool. To-Kill List: Armored man Woman Cleric with him Drizzt
18 Mirtul
Killed the drow near Nashkell. Took me two days to prepare the trap, but it was worth it. Who is the hero now, Drittz? Hmm. Nevermind. At least nobody can accuse me this time. We were in the middle of nowhere.
To-Kill List: Armored man Woman Cleric with him
19 Mirtul
Accused of murder. AGAIN. How do people know? Honestly. How? Must have been one of these kids running around in the wilderness. How can there be so many? And I complained about Gorion's parenting. Promised to help with the mine to prove I am not a killer.
update 7 After letting Minsc and Dynaheir go, the group felt like they could use some extra help after all. This time, Nimue had an opinion and Savras did not see a reason to contradict her. Tiax, the mad gnome, joined them. His musings about becoming a god and ruling all we amusing, but for some reason, when Nimue (jokingly?) says the same it doesn't sound so funny. Savras had someone in mind too. Eldoth became the sixth member of the party. Shar Teel was not happy about it, but Savras wanted a bard to tell his story. To the Firewine ruins they went. They exchanged spells and arrows with a bunch of bounty hunters, but with Nimue doing the casting, and Eldoth pelting them with poisoned arrows, they stood no chance. Savras would not use poison himself, but had nothing to object this time. The arrows sure had gotten the job done.
After that, Shar Teel had the satisfaction of testing her steel against the self-proclaimed best swordman of the Realms. He may have had the best sword arm, but Shar Teel had two. It was an unnecessary fight, and Savras was not enjoying where this party was taking him, but there is safety in numbers.
Ok, I have hit a roadblock. Killed a miner outside the mine to get my reputation down (after +1 from Prism) and all the guards aggroed. Talked to the miner boss and kited the guards far from the door but I cannot enter the mines as I need to talk to them, I think. Charmed one guard to talk to him but still cannot enter the mines. Have gone out Of the area and back, still aggroed. Is there anything I can do? Seems like a sad way of ending a no reload game.
Comments
I am ok not being badass, anyway. For my level of skill, the unmodded game is enough :-) Anybody on the thread has a suggestion for a character that is easy to try a run besides a fighter/mage? Maybe a fighter/thief?
@iroumen well, as soon as that one comes out on iPad, I am continuing my canon run :-)
REAL POWERGAMERS disable pausing and play upside down and blindfolded.
I got a far as nashkel but then hit mulahey with his hold person. The is no good ai against that at low levels.
An all-warriors run shouldn't be too hard, but would you make them drink potions, switch weapons? I mean, you need to be at least a little bit bossy to get anywhere in the game because NPC don't move without orders
However I never get around to making those scripts.
My Bhaalspawn assault team (i.e. Savras, Imoen & Nimue) had been doing great with no help from outsiders until they ran into some serious trouble. After the mines and before heading to the bandit camp (or clearing any more wilderness areas), I decided to take them to kill some basilisks. This map has always made me nervous. For one, because I never thought of something like @Gotural's trick (coordinating protection against petrification with other 1 hour effect) so I fight the monsters scared to death that the protection will wear off.
This time was much, much worse. I almost had a heart attack (love that about no reloads).
Savras
update 4After the mines, Savras had become a bit of a celebrity in Beregost. After talking to Elminster, the group went to hear what Officer Vai had to say. Savras has no love for the Flaming Fist. Although they do enforce some kind of order, the Fist as a collective is not a rightful authority, but a glorified mercenary force. One day, these lands will be protected by Paladins of Helm. And maybe Savras will be one of them. After sharing his opinion on mercenaries, Savras gave Officer Vai the opportunity to speak.
Even though the goal was worthy, personal reasons, and not morality, guided Vai's actions. Savras responded that, unlike others, he would not sell his sword. He would clean the forest of bandits because it was the right thing to do. You can keep your money, thank you very much!
The party was unsure regarding the location of the camp (or the forest, for that matter), so following commonfolk advice, they ventured East with the intention of turning North after a few days.
Past the temple, a ghoul dared speak to the group, claiming good intentions. Everyone knows that the undead are intrinsically evil, so Savras did not listen to the lies and attacked. He had taken down many a ghoul the previous days, but this one proved to be a formidable adversary. His first hit paralized Savras.
Savras had never experienced anything as horrible as being conscious but unable to move while sharp claws ripped his flesh.
(Undead Hunter +1)
Fortunately, Nimue had enough magic power to kill the ghoul before he ate Savras alive. The warrior could only be grateful to the half-elf, although he thought he had seen her smile when he was paralized. Maybe he should have listened to Imoen and let the "good" monster go.
With help (again) from Nimue's spells, Savras ended the life of an evil gnome and his basilisks. One of the bigger beasts gave some problems, but the worst part was yet to come.
Amidst the basilisks, a group of adventurers or, more likely, mercenaries, mocked Savras. He should have held his tongue, but his honor was at stake, so he dared them to attack, which they did. Savras had barely raised his hammer when he was hit by a horror spell that also affected Imoen. He had promised never to run away again, but here again he was too scared to think.
(Cavalier +1)
Trying to get away from the enemies, Imoen ran into some ogrillons and, alas!, fell very soon. Savras did not notice inmediately because he was wandering off and leaving Nimue alone. The half-elf fought bravely [she was out of sanctuary spells] and managed to freeze one warrior with a hold spell and to kill the mage with her ice wand. She, too, fell, pierced by many arrows.
When Savras recovered his senses, he was alone, wounded, and ashamed. Nimue and Imoen, seriously injured if not dead, were surrounded by enemies. One of them had seen Savras, and he, already feeling a coward, ran Northwards, chased by the other warrior. A lucky shot ended the fight before the enemy could get closer.
Savras had ignored the menacing female warrior in the Northwest before, but close to death and with two friends in immediate danger, Savras needed help. He would not be able to carry the bodies and equipment to the nearest temple. Not to mention that two adventurers were still between Savras and Nimue.
The warrior called Shar Teel demanded a fight in exchange for her help. Savras was so weak that the game could have cost his life, but seeing no other option, he accepted. A sling bullet wounded Shar Teel even before she drew steel. She was not satisfied, however, and Savras had to use his hammer to win the fight. Darn, woman, you're no use to me dead!
Savras and Shar Teel had to use all their tricks and some more, and fight until exhaustion, but they defeated the last two enemies (already wounded by Nimue). Hooray!
Savras was not planning having more people join them, plus the woman was ill-tempered and snappy. However, Nimue and Imoen owed their lives to her help, and so did Savras because he would have died trying to rescue the two girls alone. The debt shall be paid. From now on, the party will count with one (or rather, two) swords more. Shar Teel's.
I have only started doing no reload runs, but in my brief experience keeping away from danger is better than having lots of HP, the best CA and resistances. I had a hard time with my Fighter/Mage (I know they are supossed to be gods late game, but in early game the slower leveling up hurts a lot and a couple of level 1 spells doesn't make up for that.
On the other hand, my bounty hunter was doing great. Managed to almost complete BG1 with no problem and died only because I made the dumb mistake of trusting my mainchar with trap-handling. The warriors of the group endured a lot of punishment, but my thief would set snares, backstab and quickly let Khalid handle the repercussions, or pierce enemies with bolts from a safe distance.
From now on, my no reload charnames will be a balance between not being the main front-liner, and not being too squishy (pure mages die way too easy). Support classes like clerics, thieves or bards, if their main role is buffing/utility.
But this is the opinion of someone who learned only last week that CON>16 doesn't grant extra HPs for non-fighter so take it with a grain of salt.
This is my WeiDU log:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ Version]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #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 #6102 // Potions for NPCs -> Half 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
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): Beta
I will use several reincarnations of my previous characters (the @semiticgod's style), so you will likely recognize their names and portraits.
I’ve always found it very difficult to define what stats to roll (because I don’t want a party of six 18-18-18 munchkins) if I’m going to play with 6, not one character. For IWD, if you remember, I decided to take rolls as they are. In this case I used another workaround – I used stats for BG NPCs.
So, no min-maxing here!
I also tried to include as many races as I could – if it’s a created party then I like to see different races in it.
Another trait of this run will be the fact that each character has a class/kit added by the EEs. After the 2.0 version, the game now offers the following additional character choices if compared to vanilla:
- dwarven defender;
- blackguard;
- shadowdancer;
- dragon disciple;
- dark moon monk;
- sun soul monk;
- priest of Tyr;
- shaman.
These are 8 new classes/kits, and in the search of balance I decided to omit both monk kits as I remember well my recent duo monk run. As for other EE classes/kits, I have a confession: I’m not very well acquanted with a dwarven defender (except for watching @Gotural in our MP run), a dragon disciple and a shadowdancer, while a priest of Tyr is completely new for me, as is a shaman. Blackguards have been nerfed with the 2.0 patch, so it will be the first time I try a blackguard, ver. 2.0.
So, it will be EE classes and kits VS EE LoB mode + SCS.
Meet the crew.
Aidahn Sparkyfibber, a gnome dragon disciple. Uses Baeloth’s stats (except for the absence of MR and additional spells, of course).
Uzume, a halfling priest of Tyr. Uses Viconia’s stats (again, except for the absence of MR, also her CON is 10, not 8, because the game didn’t let me lower it furgher – not a big deal).
Woden, a dwarven defender. Uses Korgan’s stats. So we have 3 shorties. I like the small folk!
Karasu no Yoru, an elf shadowdancer. Uses Coran’s stats, except for having 19, not 20, DEX.
Mortuus, a human blackguard. Uses Dorn’s stats, except for having 18/00, not 19, STR.
Sigyn, a half-orc shaman. Uses Branwen’s stats (do they even matter on a shaman?:)
1st Report.
After buying what we could buy, we took on Shank. SCS Shank, the one who uses Poison Weapon and in the same time LoB Shank, the one who has lots of HPs. But all these factors don't matter much when you fail a saving throw against Blindness.
His counterpart, Carbos, saved against Blindness, so, yes, it required a bit of kiting. But Carbos was killed faster than Bless wore off (thus meaning it took less than 1 turn).
So, the Candlekeep rats. Probably the most popular enemies mentioned on this forum since the introduction of the LoB mode.
This is how we took on them. Woden, our dwarven defender, entered the room first, so that all rats centered on him, which let other party members safely stand in the same room. Then, buffed with Bless, everyone attacked from a distance, while Sigyn, our shaman, tried to summon spirits.
And I have to say, the shaman spirits on LoB rock. Even at the level 1. I heard people complained the shaman's summons suck in BG1, but the LoB mode changes it completely. They get bonuses, and, more importantly, the shaman can summon a new spirit after enemies kill the first (at the lvl 1, the shaman can summon max 2 spirits). When enemies are busy with the group's tank (in this case the dwarven defender) and/or existing spirit(s), the shaman can continue summoning.
This battle required only 3 healing potions, no retreats, no going to resting. It took approx 4 minutes. Not loooong at all. Instead, these LoB rats offered a solid battle in Candlekeep already, which made it more interesting than the general Candlekeep route (even with SCS Shank and Carbos)
Oh well, had been on the brink of death several times already so was meant to happen. Will try again :-)
On this run I could have also disarmed them if I had expected a trap, i was just following Dudleyville and they only have two traps marked.
It was a bit of an Ackbar moment, but without the Millenium Falcon to save the day ;-)
I have never done that, I'd feel dirty.
Going there without protection (as you have the ghoul) would be meta knowledge but you can always bring someone with the right lv1 spell :-)
It proved to be my undoing :-)
Another metagame was going to Ulgorth for Green Amulet and ring of free action. i RPed that as Garrick travelling there (after I kill Silke) and me just trailing along because he is fun (and gets good discounts!).
I am fine with metagaming if I can explain it to myself in game, I have to say :-)
Savras
update 5The party is disliked, as a result of some unpopular decisions: killing Prism, murdering the thugs that were bothering Silke (something was sketchy with that contract...). At least the group agrees on what to do with evil necromancers.
Savras does not know what to make of Nimue. She keeps away from spells that Savras would outright forbid, even though now she obviously is no less powerful than Bassilus was. She does not succumb to the temptation of using undeads or other evil magic.
Even so, in her hands all magic seems disturbing.
She hates not using up her magic. Whenever she feels that her talents are underutilized, she rains spells over the nearest enemy, maybe even a lone wolf or a couple of xvarts. She has blinded and deafened one enemy before using her mace. It seems a nasty way to go. She silenced, weakened, and then held Bassilus for good measure. She brings warriors to their knees with commands twice or three times on a roll, making the fight unfair.
In Beregost, the group meets a ranger that needs help rescuing a damsel. That should make Savras forget the feeling that something is very, very wrong.
For example, I would try to minimize metagaming in the setting I've got used to, for example, only SCS and core rules (or even insane). But I can't see how I can win without reloads if I don't metagame in the LoB mode.
A series of successful missions did much to raise morale in the party of Melody.
First there was Melicamp. The company saved him from a wolf and provided a skull from a skeleton for Thalantyr the Conjurer to create a spell that would restore the apprentice. Obtaining the skull was no easy feat as the companions were up against a host of skeletons and gnolls. They retreated after a first skeleton was dispatched.Thalantyr failed at restoring Melicamp, but that was not the fault of Melody or her friends.
On the North Coast they had an intriguing encounter with Jozzi, a Sea Snake disguised as an Aquatic Elf. The creature begged them for help against a small party of Sahuagin attackers. Kivan, speaking on behalf of the party, readily agreed. But they found Jozzi pretty self-reliant.Such was her prowess in battle that when the Elf Keth'sim Dwin'anea disclosed Jozzi's true nature to the party and her evil deeds (the killing of his brethren), Melody felt disinclined to confront the Sea Snake. There was no need to anyway because Jozzi waded into the sea, where her Sahuagin overlords would surely punish her for sparing the Elf and for slaying the Sahuagin warriors. Keth'sim thanked the company with an enchanted throwing dagger that returned to the wielder's hand. It became Shar-Teel's ranged weapon.
Other succes stories included the dispatching of Sirines and the clearing of Durlag's Tower's upper levels. None of the companions had any fondness for the accursed tower. This mission was undertaken strictly out of financial necessity. And yes, they did leave the place a richer company than they had entered it.
Little was required for any man to get into a fight with Shar-Teel. Near the Firewine Ruins a boastful fellow named Meilum proved no exception to that rule. Melody had somehow developed an affection for her only female companion, and this was mutual. Shar-Teel had been a reliable sellsword and a street smart comrade. She was foul-spoken and almost hostile toward Melody's male companions (or any males they had dealings with), but she respected Melody. The Halfling attributed this not to her fighting prowess, which did not match Shar-Teel's, nor to her gender per se, but rather to her ability to lead a party of male followers.
Shar-Teel battled Meilum in close quarters but was force-fed a slice of humble pie when Quayle had to send in two skeleton warriors to save her hide.The Gnome fell not much later in an ambush by kobold commandos but the companions had him raised without complaining, for his magical powers had proven their worth to the party more than once. And they would do so again.
One of the party's explorations of the Red Canyons led them to discover the hideout of Bassilus the Murderer, an evil priest with a hefty price on his head. When Melody found and confronted this Bassilus, itching to try a newly acquired Dagger of Venom on the wicked man, the priest cast Hold Person at her. Melody was lucky to swig her invisibility potion right before the spell froze her.Shar-Teel rushed in to make sure Bassilus had better things to do than to cast detection spells, but she was no match for the buffed priest. It was Quayle's summons, from a wand, that made the party prevail.The summons also helped the companions defeat three boisterous hobgoblins.
Thanks to their sudden wealth the party could afford a suit of Shadow Armor for Melody. Its enchantments made the Halfling more comfortable about reentering the Nashkel Mines, the place where her connection to the Shadow Plane had previously seemed weakened.
Once more the companions stalked through the corridors. This time Melody's stealth did not fail her. The master of the mine was in his lair, surrounded by mostly skeletal minions and some kobolds.
Quayle summoned two skeleton warriors of his own. They managed to cut down some of the kobolds before the Half-Orc and his other servants found them out. A barrage of arrows, darts, daggers, and bullets then prevented the priest from casting any of his spells befor he fell, other than the summoning of a huge skeleton warrior, about twice as tall and broad as the skeleton warriors that Quayle had summoned. It nearly killed Kivan with a single blow.It was clear that a straight melee battle was not going to end well for the party. Melody had Kivan, Shar-Teel, and Rasaad quaff one invisbility potion each, depleting her entire stock of said potions. She then ordered her companions to form a line that would be impenetrable for the skeletons. The Halfling positioned herself behind it. Mindless creatures, the undead could not understand that invisible beings were standing in their way. They just kept trying to close in on Melody. From this safe position she was able to slay the priest, and some of the skeletons (not the largest one).She released an Elven prisoner, looted the priest's corpse and a chest containing valuables and correspondence suggesting a link between the iron crisis and the bandit plague (something to look into), and then she left with her companions.
Their business in the mines earned the party the status of local heroes in Nashkel, though there was also someone less sympathetic to their cause waiting for Melody, an assassin named Nimbul. Melody had the Amnian Guards make short work of him.On his corpse she found a letter mentioning his job to kill Melody and an instruction to meet one Tranzig, who was said to be residing at Feldepost's. This Tranzig apparently knew the location of the bandit stronghold. Melody sought him out, hoping to extract some information from him, but he recognized her and he went hostile. It finally allowed Melody to get some value out of her pricey Dagger of Venom.She felled the wizard and got the location of the bandit camp from a letter he had been carrying. But she was still confused: the same people that had arranged the iron crisis and the bandit plague were also the people who were paying cutthroats to kill her. Why?
That night she had a dark dream, in which she sensed an alien presence, not of the Prime Material Plane nor of the Shadow Plane. She was back in the Nashkel Mines. The presence did not show itself but it commanded her in a deep voice to stab the Half-Orc from the Nashkel Mines with a bone blade and so take whatever afterlife he had. Melody disobeyed. Unlike rancorous Kivan or bloodthirsty Shar-Teel, Melody had never got any satisfaction from killing. She was indifferent about the Half-Orc. Stabbing him for the sake of depriving him of his afterlife didn't appeal to her. She woke up the next day aware of a healing power. It was the second time that this happened. She spoke of it with Quayle, who hinted that she might have gained the favor of a deity. After this Melody didn't think much about the matter, knowing more urgent business, such as visiting the bandit stronghold, required her attention.
The party found the camp in the Wood of Sharp Teeth with the help of a bandit named Raiken, whom they told they wanted to join the bandits. The plan was gathering information about the bandits: numbers, names, leaders, locations. But soon after they arrived at the camp an ogre approached the companions to interrogate them. Kivan told Melody in a low voice that he was honor-bound to kill the oaf or die trying, for this was Tazok, his nemesis, his torturer and the slayer of his mate Deheriana. Melody was pleased that Kivan had managed to keep his cool for the moment. Before Tazok recognized the Elf, Shar-Teel picked a fight with the monster, supposedy to prove the party's worth.However Kivan and Shar-Teel went a bit further than that, pelting Tazok with missile after missile until he could barely walk. It was fitting that a critical hit by Kivan felled the brute.The downside of Kivan's revenge was that it caused the entire camp to turn hostile on the party. Thus their infiltration operation had failed. They had to get themselvs into safety against overwhelming odds. And any information they were to acquire had to come from letters or hostages they might take.
Fortunately, Quayle's prayers for sanctuary before the enemy were answered by his god.Baravar Cloakshadow allowed his servant to retrieve important documents from a heavily guarded tent. According to these documents the orchestrators of the iron crisis and the bandit plague were the Iron Throne, a trade organization with a hidden basis of operations in Cloakwood.
When the companions wanted to leave the camp, Melody made a discovery that greatly upset her. Just as in the Nashkel Mines, a force she didn't understand apeared to be working against her, to undermine her link with the Plane of Shadow. This time it was not her stealth that failed, it was something more subtle. As she enveloped herself in shadows, she thought herself present at the camp in mind only, not in body. But apparently this was not true. Indeed her enemies could not see her (or the others who had been made invisible by Quayle), but they somehow sensed her. Led by a Black Talon commander, a warrior clad in full plate mail, they would follow her every move, and even surround her if she didn't watch out. Many thoughts crossed her mind. Were these specially trained warriors with true seeing skills? Did the enemy know of her Shadowdancing abilities? Was she even a true Shadowdancer in the first place? Was one of her companions a spy who had discovered her and snitched on her? (She dismissed that notion as Kivan and Shar-Teel had just slain the bandit leader, Rasaad was the most virtuous of her companions and besides her confidante, and Quayle had always been the first target of bandits anywhere whenever they were ambushed.)
Her emotions went from astonishment, to fear, to anger. She resented the people that had wanted her dead even when she was still in Candlekeep. But in more than ten tendays she had never taken the offensive. This time things were going to be different. She did not care what the Black Talon commander's motives were, why he had ended up as a bandit, if he had a wife or children. She did not need to kill him, but she decided she would anyway. In and out of the comfort of the shadows she stepped, stabbing her mark with every appearance she made and disappearing before her bewildered enemies could even aim there weapons at her, until he fell. The vemom of her dagger helped speed up the process.She knew not what the consequences of this brash move would be. Would the witnesses think she had simply used a large amount of invisibility potions, or would they suspect there was more to Melody than that? The Halfling had no idea, but she did know she had made it clear that she was not going to let the enemy lead her like a lamb to the slaughter.
Savras
update 6On our way to the Gnoll Stronghold, the party helps a kid (?) to get back his dog (!) and teaches a lesson to an Amnian amazon and her archer buddies. They also aid a dryad in danger and a little girl who had lost her cat. Overall, a very strange day.
A gnoll mocks them by requesting an honorable duel in exchange for free passage. They kill him and all his band of marauders. It was the right think to do: only a villain would leave the gnolls to keep extorting people only because he is strong enough not to be bullied. The next traveler passing this way may not be as fearsome as Savras and friends, and then he will be robbed blind, if not killed on a duel. Imoen had a different opinion, but she knows much about being good and very little about justice. She calls herself a thief, after all.
Another gnoll reveals the location of the stronghold. He openly talks about eating a prisoner (Minsc's damsel, probably), so Savras ends him. Helm would be proud.
Minsc has proven a strong warrior but somewhat unpredictable. Someone who talks to a hamster is a potentially dangerous ally. Plus, Shar Teel hates him, and Savras is starting to trust her judgement.
The three warriors hack their way to Dynaheir, Minsc's witch. Nimue's help is not even needed this time, and Savras is happy to see that the girl lets the fighters do the job for once. They would be dead if not for her, but there is nothing honorable about slicing monsters asleep or paralyzed.
After rescuing Dynaheir, they check a few caves nearby. A magic Tome of Charisma is the most remarkable item that the group has found so far. Following Nimue's advice, he spends the next few days reading it. He knows that a paladin needs to be a leader of men. Hopefully, the magic will help to be worthy of the title someday.
Still with Minsc and Dynaheir with them, the party meets Drizzt twice. The second time, he promises to return Dynaheir's journal. While they wait, Dynaheir parlays with some "good" gnolls and, to Savras' surprise, she and Minsc let them go. She had said that they were "good" only because of the spell, only temporarily. And yet, she shows no concern about what the gnolls will do as soon as the spell wears off. And she dares say that that is the right thing to do! After that, Savras lets ranger and witch go, close enough to Beregost to know that they will be safe. A blow in the head is a good excuse to be a madman, but a mage should know better.
The shaman has already become the most valuable party member. I've found a relatively safe and quick way to deal with LoB monsters in early BG. This is what I do:
My thief who is constantly scouting in front of the main party finds an enemy (a group of enemies). My shaman stands exactly just behind the border of this enemy's line of sight and starts to summon spirits. She has a 35% chance (+2% per level) in each round to summon a spirit. I wait till all available spirits are summoned. I also have an option to quit summoning if I want other summon for a certain fight (for example, if I want a snake instead of a wolf for poison damage). Which spitit is summoned is completely randomized, but enemies still don't see the party and this process can take as much time as needed. When I get the summons I want, I order my thief to attack the enemy and retreat.
Then my summons and enemies (all members of the group due to the Better calls for help component) enter a fight. If needed, I keep my tank nearby, blocking the possible way to the rest of the party, with my dragon disciple ready to start casting blindness on any enemy who wants to attack the tank instead of the spirits.
If needed, I may cast Blindness on the enemy fighting my summons, and add Chant and Bless. This way, the party can reliably kill any early monsters without skipping fights and without constant resting. It's possible because the shaman can start summoning as many times per day as needed.
This way we defeated any general enemies, including the fetishist ogre, the hobgoblins with Boots of Stealth,
As usual, I chose to go basilisk hunting. With the help of Korax the party levelled a bit (nothing major, basically +1 level to everyone), but left Mutamin and his personal 2 basilisks for the future (the dire charm on the ghoul wore off).
As I have a Priest of Tyr in the party, I decided to take on Tarnesh (the PoT's special ability can make a character immune to sleep and horror for 1 turn).
The snake spirit poisoned Tarnesh but he still managed to cast sleep. After that he attacked Woden with Melf's Acid Arrow, and the high level of the mage meant a very long duration of its effect. Woden killed Tarnesh but soon died because of acid - he simply ran out of healing potions. But the party was ready to resurrect the fallen comrade. Killing Tarnesh opened way to the FAI, and now Woden got Buckley's Buckler, to be able to regenerate while travelling and sleeping.
Btw I've run into more bugs in my current Shadowdancer run in BGEE. Last week I considered abandoning the run, and now I've reached that point again, even though Melody herself has been fine. It's just not much fun having to replay battles and seeing things go differently the second time. I hope you're not experiencing any issues in BGEE.
Name: Zzharg Mad-Eye
Race: Duergar (dwarf in-game, using grey skin). Help explain why he prefers to travel by night (which in reality is to improve hide %!)
Alignment: Neutral evil.
Class: Warrior/Thief
Stats: Min-maxed. 18/00-17-19-10-11-10
Difficulty: Core
Personality: Greedy, selfish little bastard that has no problem for killing, robbing, lying or using people if it keeps him alive (at the beginning of the game) or helps him deal with his destiny (if the no-reload takes off)
3 Mirtul 1368
Just bought this blank book at the Friendly Arms Inn and I am gonna start a diary. Need to keep track of my to-kill list. Last couple of days have been hectic: Father is dead. We were not in good terms but he saved my life. The debt must be repaid.
Have been attacked since, as there seems to be a bounty on my head, no idea why. I guess because I found the ring of wizardy hidden in Father's clothes? Well, sold it at the first chance some minutes ago and am now a rich dwarf. If they want it, they can take on the Inn for all I care. I will leave unnoticed tonight and abandon Imoen with Father's friends. They can take care of her or perhaps sneak her back in Candlekeep. We met them and immediately started speaking about going to Nashkell and this and that. Who the hell told you to give me orders, woman? Won't be long before that cursed druid asks me to share the money for one cause or another. Ain't happenin'.
To-Kill List:
Armored man
Woman Cleric with him
[...]
5 Mirtul
Racists! Damn humans. Got into a conflict as soon as I got to Beregost yesterday night. Some old man saying "my kin is not liked here" and such. I let it slide and then followed him home and murdered him. This morning, his lover comes to the Feldenpost Inn, claiming I did it! No proof, of course. Thankfully a friend of Father was around and said I would never do such a thing. Moron. If he liked Father so much, maybe I can get some money off him.
Turns out the drunk man meant adventurers and not duergars. His son was one and dissapeared fighting basilisks, which are becoming a threat to the city as they wander closer and closer every year. I promised to get rid of them in Marl's memory. THey all clapped. Fools. Will just go there and see if I can get some good valuables out of those statues.
To-Kill List:
Armored man
Woman Cleric with him
[...]
8 Mirtul
I am a hero in Beregost! Got rid of the basilisks. It so happens that Korax, Marl's son, had become a disgusting ghoul. Something to do with a demonic cult, he said. He only wanted to go back to daddy before insanity consumed him, he said. Told him his daddy died of grief as he thought the basilisks had got to him, and the way to avenge him was to kill the basilists. Just for the laughs, you know. Ghoul statue and all that. Well, apparently dead flesh is immune to their gaze! Poor soul went on a rampage, killing all the stupid beasts and a crazy gnome that was training them. Slayed Korax while he was eating the gnome. Told him the truth about daddy's death first, though. Just for the laughs. After all, he was an evil undead.
To-Kill List:
Armored man
Woman Cleric with him
9 Mirtul
Met a bard called Garrick. Good singer. His previous boss killed herself with a spell and he is out of a job, so hired him to make a song about me. I am a hero, right? Although some fatman refused to let me stay in the best room of the Inn. Perhaps he needs "convincing".
To-Kill List:
Armored man
Woman Cleric with him
Algernon
10 Mirtul
Accused of murder. Again. By that idiotic friend of Marl. Again. This is getting old. So yeah, I wear his cloack. So what? He gave it to me. The bard has done a great job telling people I am innocent, for a small sum. Good chap this Garrick. People like him. I can use that. When things calm down, I will kill that rat that keeps accusing me. In the meantime, will travel north with the bard, to Ulgorth Beard. He has to deliver a package as a last service and I have nothing better to do.
To-Kill List:
Armored man
Woman Cleric with him
Marl's friend
[...]
15 Mirtul
Back in Beregost. Nobody calls me a hero. How can people be so fikle? Now it is some drow called Drizzt, that passed by yesterday and had killed a mad priest or some boring stuff like that. Get your own town to get worshipped at, drow!
On the good side of things, the priest's zombies killed my accuser and everyone believes now that he killed the others too.
To-Kill List:
Armored man
Woman Cleric with him
Drizzt
16 Mirtul
Tracking the drow. Garrick convinced an elven hunter that the drow is in league with some bandits that killed his wife so he is helping us find him. Fool.
To-Kill List:
Armored man
Woman Cleric with him
Drizzt
18 Mirtul
Killed the drow near Nashkell. Took me two days to prepare the trap, but it was worth it. Who is the hero now, Drittz? Hmm. Nevermind. At least nobody can accuse me this time. We were in the middle of nowhere.
To-Kill List:
Armored man
Woman Cleric with him
19 Mirtul
Accused of murder. AGAIN. How do people know? Honestly. How? Must have been one of these kids running around in the wilderness. How can there be so many? And I complained about Gorion's parenting. Promised to help with the mine to prove I am not a killer.
To-Kill List:
Armored man
Woman Cleric with him
Savras
update 7After letting Minsc and Dynaheir go, the group felt like they could use some extra help after all. This time, Nimue had an opinion and Savras did not see a reason to contradict her. Tiax, the mad gnome, joined them. His musings about becoming a god and ruling all we amusing, but for some reason, when Nimue (jokingly?) says the same it doesn't sound so funny.
Savras had someone in mind too. Eldoth became the sixth member of the party. Shar Teel was not happy about it, but Savras wanted a bard to tell his story.
To the Firewine ruins they went. They exchanged spells and arrows with a bunch of bounty hunters, but with Nimue doing the casting, and Eldoth pelting them with poisoned arrows, they stood no chance. Savras would not use poison himself, but had nothing to object this time. The arrows sure had gotten the job done.
After that, Shar Teel had the satisfaction of testing her steel against the self-proclaimed best swordman of the Realms. He may have had the best sword arm, but Shar Teel had two. It was an unnecessary fight, and Savras was not enjoying where this party was taking him, but there is safety in numbers.