@bengoshi out of desperation I killed all the guards and now I can come in! Hooray! No reload continues :-) Rep 1. This time Garrick will have a hard time convincing people of my good will :-D
I started a new BG2 run with a unique premise: none of my party members will be allowed to use any spells or items with themselves as the target, a "Selfless" run. This dramatically curtails the party's options, including some of the most critical spells in the game. A brief sample of the changes:
No PFMW or Stoneskin No Spell Immunity or any other spell protections No potions of any kind (and therefore no INT-boosting potions for scroll scribing) No Wish, Project Image, Time Stop, or Improved Alacrity No shapeshifting, from Greater Werewolf form to the Slayer Change No magical weapons like Harm or Minute Meteors No True Sight or other divination magic No on-self kit abilities like Enrage, Boon of Lathander, Called Shot, or Defensive Stance
Notable findings from this run included the realization that not being able to use those spells really sucks.
I had ambitious plans for relying on Teleport Field and missile AC stacking (via the Cloak of the Shield, for example) to block enemy attacks, and Dispel Magic and carefully timed cleric spells to deal with enemy magic. I chose a Shadowdancer(9)->Mage to have a strong escape option until the late game.
But Keldorn just got petrified by a surprise Chromatic Orb from Sorcerous Amon. Normally I'd take this in stride, and I'm proud of having gotten as far as I did, but I honestly don't see a way forward without our Inquisitor.
His armor, his kit, and Lilarcor gave him stupendous immunities that I desperately needed for an anti-mage tank given that my party is basically incapable of using buffs. His Dispel Magic was also instrumental on multiple occasions and had excellent potential for dealing with game-ending disablers from enemy spellcasters. Without Keldorn, going forward we would have almost no reliable way of dealing with SCS mages and their comprehensive pre-buffs before they crush us.
The basic problem is that the rest of the party has no immunities that could not be removed on round 1 with Remove Magic. The only way to resist Remove Magic is to get higher caster levels, which would require shrinking the party. And shrinking the party would be suicidal given how weak we are.
Going solo (maybe with an extra character for occasional buffing) would be more viable, since I'd be relying on my least murderable character, but I have no patience for running around as an invincible ghost in Boots of Speed dodging Chaos spells and winning hour-long battles by backstabbing everything 40 times with a bendy paperclip until I finally wear through all the Stoneskins.
Well, had to kill the guards to enter the mine and my reputation went to 1, so as they say in for a penny, in for a pound. This is really not the story I was planning (specially Garrick leaving. Had forgotten about reputation 1 and neutral characters), but hey, that's the no reload way!
Side notes: - It is really cheap to increase reputation in Temples! - Evil dreams are so much cooler! - Had forgotten about Nimbul with all this stuff going on. He casted horror on me but the guards/rasaad killed him off-screen while I was running around. A couple of guards keep being enemies, so I guess no more Nashkell for me. Anyway, need to remember to be careful. --------
20 Mirtul
What a mess. Not sure how I am getting out of this one. It all started with a dream while I was watching over that mad artist near the mines. Father dying, in front of me, again and again.
Woke up in a bad mood. Not because of Father, didnt care too much. But, how to describe it? It wasnt a bad mood. It was more like hunger. Hunger for death. I thought it was fitting, given that I would probably have to kill something down there in the mines. That's when that stupid miner came in. "Save us, sir" he said while clinching to my armor "you are our only hope". I pushed him aside and he screamed like I was sucking his life out of him. Which, as a matter of fact, and dont ask me how, I was. Even before his dried up carcass hit the floor, those damn soldiers starting shooting at me. See what I am getting to? It was not my fault. Had to kill them, you see. Self defense. And then, had to kill all the witnesses. One managed to escape inside the mine...
Long story short: They are dead. All of them. Miners. Guards. Kobolds. Coward tainting the ore. Even a couple spiders that were just minding their own business. All murdered.
Dont know what came over me but gotta rush to Nashkell before the story breaks out.
21 Mirtul
Garrick was a good chap. Not very smart, though. Had to kill him. Looking at his torn body right now while I write
Went back to Nashkell and he was waiting for me on the outskirts. All the amnian guard was looking for me. Even some bounty hunters. Somebody had seen the massacre and as I wasnt a dead body they assumed I did it. Good news, he said, was that with the mines massacre, nobody remembered the drow. Funny guy. Will miss him. The bard said that the only way out was to find another mass murderer and put the blame on him: Captain Brage.
So off we went looking for him. Started telling him about the mines during dinner. For the ballad he was writing, you know? He couldnt stomach it. Maybe I was too explicit. "How could you do that" he screamed in horror. He has a point, actually, and I have been wondering myself. More than 50 people brutally murdered and not a scratch? Amazing skills. But that's not what he meant, apparently. He tried to run away, the fool. Had to put him down. He knew too much. And, you know, he had some of my hard earned loot.
Gaming note: Garrick left the group and was wearing Algernon's cloak so I clicked him to talk (so he would stop walking) an then backstabbed him.
22 Mirtul
Man, I'm messed up. Another dream. Another massacre. I wonder if Father knew this would happen, it would explain him locking me up in Candlekeep and the always present fear in his eyes when talking to me.
This time it was a whole village. Men. Women. Children. At least I assume there were women and children as Xvarts are small and androginous so dont really know. Anyway, all dead. Again, the hunger. The need for murder. Burned the place down after killing everyone. It was... exhilarating. I need to control these impulses or it will be the end of me. Anyway, I guess I can cross genocide off the list of things to do before I am 30.
23 Mirtul
Found Brage. He was a raving madman with no recollection of what he had done. Was easy to bring him to justice and frame him for it. Actually, very easy. To calm him down I just had to answer a riddle. All he actually killed could not? They deserve death then.
Anyways, on the way back I told him what he had done, including the Mines massacre and the Xvart genocide. He believed every word of it and confessed it to the priest. And you know what? Now, HE is hailed as a hero. He killed them, sure, but it was a curse, not a willful act. And he saved the mines from the kobolds after all. The Xvarts were a threat to the farmers so that was a good deed. Yada-yada-yada. What the hell? Where are the bounty hunters? The guard chasing him? The planned execution? Racists. He even sold all the loot from the mines (that I had given him) and shared it will all the affected families. That is, all the families in Nashkell. Sickening. How can you give gold away like that? A madman, I tell you
At least, I am off the hook now. Need to keep a low profile. Some guards are on to me.
To-Kill List: Armored man Woman Cleric with him Oublek (where is my reward, fat bastard?)
--------- Will now clear the wilderness maps to get XP. As soon as I cap out, I will just rush to the main quest.
I love your duergar's attitude: "guards after me, again. What's their problem? Yeah, I killed some people, but, like, that just sorta happened, right? No need to be so upset about it.".
Ethos the FMT has died, might have been more in the line of suicide tbh. I got tired of all the metagaming I did with him and the constant need to optimize time spent resting and traveling. Fatigue and spellbook juggling if you will. So I went to the guarded compound with just a handful of spells and a fatigued Jaheira and Aerie and promptly died to CF stun because I didn't have any chaotic commands left.
Now for a more RP oriented run so that I hopefully wont lose interest.
Another FMT since it is still SCS. Maybe turn up the difficulty to insane because I will rest more this run and will thus have a lot more spells available.
I want to give backstab with staff of striking a go and TWF katana for melee. Just have to decide what NPCs to bring, maybe Nalia and Anomen for a change, I've never been able to stand either of them for very long.
Well, my no-reload came to an abrupt end. Apparently being charmed ends the game if you play solo. Had no idea. Cannot really understand why, either, but hey, the rules are the rules :-)
Cannot even claim to be sloppy. I used the greenstone amulet for the first group of sirines and then I thought: "what the hell? I cannot attack a companion anyway. Why waste charges on this?"
Why indeed.
Anyway, I might continue it under minimal reload as I was liking the character. Will think about it.
@MacHurto: Sad to hear it. Charm is deadly in BG1, even with EE having reduced the duration (at least for the mage versions).
For future reference, Maze can also end solo runs despite being nonlethal, which you will want to look out for in BG2. It won't bypass magic resistance like Imprisonment, but there is no save. Spell Immunity: Conjuration will block it, as will Berserker rage and Chaotic Commands.
Savras and friends, old and new, ran into an ogre mage that hit the group very hard with spells. Nimue finally silenced him, but she fell doing so, along with Tiax.
(inquisitor +1)
Even without his magic, the ogre almost killed Savras. What was worse, felling the ogre took too long with the decimated party and Nimue's spell wore off. He starting casting again and the group had to recur to everything to stopping him from finalizing the casting. Imoen did the deed. She was tired and out of spells, so, desperate, she used a spell scroll borrowed from Nimue that Savras would have surely not liked.
The party had to visit a temple and heal bounds before venturing into the ruins. Kobolds and traps were dealt with promptly. Another ogre mage was giving more trouble until Tiax summoned a ghast that made short work of him. Savras did not like one bit fighting along an undead abomination, and warned the gnome against doing that ever again.
Exiting the maze, the companions found themselves back at Gullykin. They imparted justice, killing the halfling that had been letting kobolds terrorize the town. On their way back to Nashkell, Savras and the others passed by a Carnival. Feeling that they deserved a rest, they decided to relax and enjoy the festive ambiance. Troubles followed them wherever they went, apparently, because they ended up fighting a mage when they only had wanted to buy provisions.
The mage was never a real menace, but he did manage to cast a horror spell before the group could prepare any defenses. Once more, Savras, found himself too scared to do anything, and had to watch Shar Teel take all the glory of defeating the enemy. A true paladin is never afraid of his enemies.
(cavalier +1)
When the group finally had a moment to catch a breath and peruse the wares of a local vendor, more problems arose. Eldoth was caught trying to steal from the merchant!!
*[Note: actually I misclicked and tried to steal by accident having Eldoth selected! But I blame his ability to pickpocket, which in my clumsy hands is only a source of problems. ]
Savras apologized, and offered to compensate for the behavior of his companion. Two hundred gold for the guards, and buying all the merchant's stock, seemed to resolve the situation peacefully.
Of course, Eldoth was still handed to the local authorities.
[Note: kicked out of the group inside the barracks in Nashkel. That'll teach him.]
Savras was at least glad to have discovered the kind of person he was traveling with before the action of that silvered-tongued criminal ruined his reputation. The five-member group could surely use some help dealing with the bandits up north, which they have already postponed too long to satisfy Imoen's need for adventure. After the experience, Savras will only trust a virtuous warrior.
Nothing actually eventful happened in the current play through. After the ambush in the Ducal Palace we explore the palace a bit. In the cellars/dungeons we find out that Korlasz is breaking out and we have to take care of her. With some strength buffing and polymorphing into a spider we wittle down he mirror image and let the poison do its job.
Then we go out to town with Corwyn. In the sorceress sundries we meet a party that is robbing the place. With a fireball from the wand of fire we take out half the party. The mage is hit with a stab from the dagger of venom, and the spider is toasted with burning hands.
Melissa hires some help (Safana, Minsc, Dynaheir, Corwyn) and we head out of the city.
Nothing too challenging yet. We will see what the first camp and forest bring.
Made it to the Bandit Camp with no problem, and one new companion joins. Soon to say but I'm feeling that this time I may make it to SoA without reloading.
Savras
update 9 Before heading to the North, the group went to buy some magic scroll from Thalantyr. On their way, they met a ranger called Kivan. His hatred of bandits and one ogre in particular seemed sincere. The story was consistent what little they knew about the bandit leaders, so Savras let him join. It seemed providence that they should meet a good warrior with the same immediate goals just waiting for them. Shall keep an eye on him.
Larswood and Peldvale were littered with bandit scum, but the party had no problem dealing with them. Shar Teel had to resist her bloodthirsty impulse to scalp the bandits with the purpose of making some bounty money. Savras did not allow it. On the other hand, Drizzt had suggested that they infiltrated the mercenaries, but this type of subterfuge seemed low to Savras. Plus, Kivan would not hold his wrath against the criminals and thieves. An honorable companion, at last.
In the woods, they found a mage drow that came from nowhere and talked like he wanted something from the group. From many books, Savras knew that drows were defined as an "evil subrace of elves who live in the underdark", so he had nothing against Kivan's decision to kill the dark-skinned sorcerer. Nimue liked the drow's robe, and she had no qualms about taking the bloody vestment from the dead body, so she became the new owner of an archmage robe.
Further North, the party met another drow, this time a female. Obviously, the two dark elves were somehow related, so Savras was about to let Kivan pronounce judgment. However, they were interrupted by a Fist mercenary, claiming to have charges against the woman with her race as only proof. Even though they had been about to do the same thing, Savras saw the soldier as nothing more than a bully. The Fist was only a mercenary group, and yet they claimed rightful authority based on the fact that some important nobleman in Baldurs Gate payed for his swords. "I am the Law", the soldier dared say to Savras, and in that moment he knew what he had to do. The mercenary was beaten down to a pulp.
(blackguard +1)
The female drow was probably innocent of that one crime, but she was still a drow. Savras made very clear that the dark elf would go back to the Underdark and never get out again. If he saw her again, he would kill her. A moment of weakness in front of an obviously evil creature, admittedly, but Savras had seen enough death for the day. Imoen was happy to see her go unharmed; Kivan was content that at least the group would not listen to her lies. Tiax and Shar Teel were probably satisfied with teaching a lesson to that pompous mercenary. Nimue simply smiled.
The following day, a frontal assault to the bandit camp proved to be bloodier than expected. The scum was better organized that Savras had anticipated, and they were many. Some healing potions and spells were needed, but the deed was done. The leaders, in the biggest tent, were no match against the party, once they were forced to fight in Savras terms instead of inside their lair.
That night, Savras had a bloody dream, and woke up with a supernatural ability to put fear in the hearts of the weak. He wanted to overcome his own fears, not to make the world afraid of him. Plus, even though he always tried to be a good man, he was always a merciless monster in his dreams. Scared of what he was becoming, he tried to hide this power and never use it if he could help it.
Much progress on these last few days, so here's a summary, more than an update.
Note: Savras, so far, is leaning between Cavalier and Blackguard. He tries to do good, but roleplaying him as Legal Neutral he has been quite a jerk. He is ruthless, merciless and respects only (what he sees as) rightful authority. I blame that on Nimue's influence. He does behave as a hero, although a cowardly one at times. If he was able to overcome his fears and followed the righteous path, he would be a fine cavalier.
BG1 has (now I see) very few challenging undeads or otherwise reason to justify becoming an Undead Hunter roleplay-wise. And (in part thanks to Nimue), mages have rarely been a problem. Plus, Imoen and Nimue are proof that not all spell-casters are evil. Or are they?
Savras
update 10
On their way to the Cloackwood forest, the group ended up fighting an ankheg infestation near a farm. The critters were tough, but battling evil monsters was a nice feeling. The ankhegs had killed the son of a farmer, and the least Savras could do was give some gold to the worried peasant. They had been following the path of Helm for too long for the taste of Shar Teel and Tiax, and they both deserted without so much as an explanation. Kivan thought that the group was better off without them, and he was surely right, because not long after they met a real paladin of Helm (a squire, really, but yet) by the name of Ajantis. He wanted help fighting the bandit menace, and after explaining that they were on the same quest, Ajantis agreed to join them. Rejoice!
Kivan and Ajantis were devoted to make the Coast Word safer. Even though Imoen and Nimue were a bit more fickle on the morality department, this was starting to feel like a group of heroes.
The forest was a dangerous, but rewarding, business. More monsters to slay. Sadly, more bad news to give. Savras was too late to save Tiber's brother.
An archer called Coran was alone in the forest with the intention of defeating wyverns, so they let him tag along, impressed by his boldness. Savras did not need a gold reward to battle evil wyrms. Killing them in their lair was the high point of the trip
(Cavalier +1) Coran would not leave the group until the reward was collected, so he helped finding the secret mine and even went as far a taking a lethal wound for the cause. They dealt with the bandits in much the same manner that they had in the past. An evil wizard gave some problems, so they gave him problems back. He was a dangerous foe; Nimue and him spell-fenced for a while, deflecting each other's spells, until she managed to silence him. After that, Savras fought the mage hand-to-hand, and the end was very predictable.
He met Scar when entering Baldur's Gate, and told him to mind his own business. Nothing less honorable that to be on the payroll of a mercenary. They party will investigate the city problems on their own, not working for that guy. Immediately after, they ran into Elminster again, and he told them to trust Scar. I wish he had told that before. The mage is trustworthy and knows much about Gorion, so Savras might give another chance to Scar after all.
Just when Savras was starting to think that he could work with the Flaming Fist... Here's what happened. Savras' first good action in the city was going to be retrieving a spell book to break the curse on Brielbara's daughter. The group killed the evil mage, but he had it coming. My mistake was that, looking for the book, I went through his cabinet before checking the body. The Fist arrived, calling Savras a thief (they said nothing about the murder, though). It was a closed space and they were blocking the stairs. I didn't want to find a cheesy way out of it, so I did what I thought made most sense.
Yeah, Savras killed the soldiers. Savras never loved the Fist. If the choice is between two pompous mercenaries and a cursed child, so be it.
Reputation dropped to 6 and I knew this would be it. Savras wants to do good, but because of his temper and naivety he keeps finding himself fighting for the wrong side (at least according to some). I'm not going to reload, and I don't want to recur to the easy way out (donating a ton of money). If Savras has one more evil dream, he will embrace all that hatred and be a blackguard. If he can win back the respect of the people (at least 10-11), he will be a paladin (cavalier?). I am pretty sure there are at least 4 more chances to increase reputation in the city, but I'm not going to check guides/knock every door to find them. I also know that since the second visit to Candlekeep, there's not more hero stuff and plenty of being a villain. I will do what makes roleplaying sense, and I can't wait to see what happens!
The FMT Dean met his end before resting even once. He got cocky and could with the help of Jan do the Suna Seni ambush with ease, walking around to get the next ambush to get free exp from the harpers. The problem was that the mage got of a slow even though getting hit twice. Both fighters quaffed potions and in one round hit the FMT three times for 32-36 dmg a pop. That was an interesting way to go down. Should have learned my lesson when the first lightning mephit hit Minsc and charname for 60 dmg each.. also having Jaheira killed by 1 magic missile from 36 health.
Insane is not for me, at least not yet, makes buffs and meta a tad too important imho.
Rolling a new FMT as we speak, this time an elven one with daggers and longswords, going for TWF and katanas when he grows up.
For the first time ever he will be joined by his best mate Tor the dwarven berserker who loves his flails and warhammers.
Rules as always SCS with almost everything on (not spellhold gear though), core difficulty.
Wish me luck, I will try to rest at least once in a while to not die to something silly like ettercaps or random ambushes.
This new concentration check business with casters is going to end a lot of no-reloads. (At least it seems completely new to me. I remember hits on casters *always* interrupting spells.)
I just got into a fight with Faldorn using a level 9 cleric. I quit before Faldorn cast her first spell; she would have destroyed me anyway.
Apparently in my install the main character can challenge Faldorn to a duel, but Cernd cannot. There was no dialogue option to ask Cernd to do it, nor was there a dialog option to back away, so trying to complete the quest is tantamount to suicide. Faldorn gets pre-buffs; we do not.
I'd permit myself a reload on the grounds that this wasn't supposed to happen--forbidding Cernd from fighting Faldorn is bad enough, but forbidding the player from backing down is just unfair--but my last reload was at the beginning of the Druid Grove and I don't feel like fighting my way back.
This was a saving throw-based run. All my characters were specialist mages: Jan, Edwin, an Invoker(10)->Cleric, an Enchanter(9)->Cleric, a Necromancer, and a Transmuter. The idea was to gauge the power of specialist save penalties outside of Nightmare mode (my previous run also used specialist mages, but the Wand of Lightning usually took center stage).
Notable findings from the run: 1. Area-effect spells are devastating against the Duergar in Chateau Irenicus and are very helpful for dealing with SCS' one-rest limit in the first dungeon. 2. Polymorph Other still reduces the target's HP to 5 as of 2.1, effectively making it an instant kill option. 3. Poison is a fantastic way of crushing Rayic Gethras before his spell protections pop up. 4. Nevaziah, the lich from the Nether Scroll quest, can be baited with cheap summons. He will waste his spells taking them down, and the large size of the area means there is a lot of space in which to flee and run out his defenses. He still has the Dragon Fear ability, though, which can easily disable a low-level party if you drag out the battle long enough to wear out your Remove Fear buff. Also, he carries a lot of damage spells and can crush an unprotected party. 5. Only some Shadows are vulnerable to electricity--others are immune. 6. Greater Mummies require +3 weapons to hit. 7. Bone Golems, unlike other undead, can be stunned by flashers. 8. The Shade Lord can be severely weakened by a simple combination: Secret Word->Lower Resistance->Lower Resistance->Greater Malison. Normally his MR and Spell Turning buff make him difficult to damage with spells, but this sequence makes him very vulnerable to single-target damage spells or Hold Undead. He moves slowly, and his only ranged attacks, Chromatic Orb and Finger of Death, can be blocked by Death Ward, which means you have lots of time to attack from afar. Enchanted Weapon will also let you kite him using nonmagical ammunition. 9. A mage-heavy party progresses rather slowly, as they require more buffs and more micromanagement to be effective.
Specialist mage save penalties have a large impact on the game, making disablers much more reliable in no-reload runs. Enchanters particularly benefit from save penalties, as their best spells are the most dependent on failed saves. I would say Enchanters are the strongest specialist mage kit, as their save penalties apply to a variety of strong spells that are useful throughout the game, unlike a Conjurer, and they do not lose out on many important spells, as Transmuters and Necromancers do. They do have the disadvantage of having a high Charisma requirement, which makes min-maxing slightly harder. This is particularly important if you're trying to dual-class a specialist mage to a cleric to apply those save penalties to cleric spells.
In the spirit of the Memorial Day, I want to post the thread titles for the many amazing narratives you dedicated players posted here: a Wall of Fallen Heroes and Brave Deeds.
See if you can find a mention of your own adventure in here somewhere -- both for your achievements and your follies, your ascensions and your deaths...
[started recording my title changes right around here]
p. 34
....
Bronwynn saves Jahiera gnawed on by wolves
So falls mighty Minsc.... forever
Gudrun, Celebrian, Dunathain, & Darien
Margot's brief run
Imoen's arcane re-awakening [headcannon]
p. 35
Enter Imber the Dark Monk / Gudrun and Orcs
Imber and the Efreeti Bottle
Pablo the Misshapen HalfOrc's Dadaist Adventure
Imber's Troubles in Slayer Form
The Slayer Rules All... even Tiax
[ad] Adventure Mart 10% off discount coupons
p. 36
Kuldahar in the Goodmead Book of World Records
Valkalyn the Random / Bronwynn's dare / Walhand's lament
Hymn the pacificist Skald / Valkalyn's statuesque friends
An Ulitharid, a Spirit Troll, an Umber Hulk walk into a bar
Persistence of Valkalyn the Random Thief
p. 37
Call for a MULTIPLAYER NO-RELOAD run
Gudrun and the Vale / Valkalyn and Balduran
p. 38
Stun = Power Word: kill your frontline & end your solo run
Hymn for Hymn the Skald facing Khark the Ogre Mage
Brave Bronwynn, backstabbed, alas!
Valkalyn's bitter end at the Druid Grove
p. 39
Poppy the Priestly Mage / Gudrun at Kresselack's Tomb
Ipapos the Random Gnome
A Fallen Planetar in Planar Sphere
"I will never join you." "You are my simulacrum" "Nooo!"
Ipapos the Random in the Gnoll Stronghold
HLAs : 'Clean-up on Aisle ... err... Chapter 6'
Tarvol the Earthbender, and the Avatars of Elements
Gudrun and Kresselack / Tarvol the Earthbender
Salute to Ipapos, may he rest in peace.
Enter Meidao, the Gnome of Priestly Illusions
p. 40
Meidao approaches the City of Sushi
Tarvol and the Benders - Mulahey's Blight
A sad day: Thus falls Cuwaert -so soon after Tarvol's death
Enter Epona Rae/Lament of Meidao's clone/Gudrun & barmaid
The Amazing Spiderman: Milan the Avenger
Epona Rae's Excellent(ly narrated) Adventure
Epona Rae's rayguns and force fields
Gudrun's Adventures: 'We're Off to See the Lizards'
Milan the Avenger takes on Sarevok
p. 41
Multiplayer no-reload finally on!! / Snowy Tae the Halfling
MontyPython multiplayer crew / Darien falls at Dragon's Eye
Epona's Bogus Journey / Sala Tora & Shade Lord / multiplayer
Snowy Tae's lament of her disintegrated comrades
p. 42
Do you know the good word about multiplayer no-reload run?
Adventures of the multiplayer crew, Epona Rae, and Snowy Tae
Monty Python Crew (multiplayer) / Merrie Men of Easthaven
Multiplayer hilarities: '... no one went for longswords?!'
Monty Python Crew (multiplayer) takes on Mulahey
Enter 'Bawdy' Belle Hornswoggle / Merrie Men of Easthaven
p. 43
Monty Python (multiplayer) crew does Bandit Camp
Anselm the Blackguard's travails
Trapping Spirit Trolls in the Dark [to tune of Tom Lehrer]
Kudos to @Ygramul for creating and keeping all those titles. They read like a separate story, reflecting a world where different heroes try their luck against Sarevok, Irenicus and Mel.
It turns out that Savras will be a paladin after all. Reputation went from 6 to 9 in one day thanks to two good actions: retrieving Yago book of curses (this is what had cost me the 10+ reputation drop in the first place), and killing the ogre mage in the sewers. Savras had heard something about a basilisk loose in a building in the docks. Trying to find it, the group faced a bunch of ogre mages and helped a couple of citizens. A couple of sessions more and the group was again at reputation 11. Rejoice!
Savras
update 12 A paladin at a tavern said that there was evil in my group and attacked Nimue. Ajantis had warned Savras about the mage-cleric, but she had become such an important part of the group that he had ignored the signs. Ajantis is well on his way to becoming a paladin of Helm. No one in the group attacked the paladin, of course, and Nimue was smart enough to use his magic to immobilize the man without hurting him. No repercusions and no more trouble for now, they will find another tavern. And Nimue will stay for now, but the unlikely alliance will not last soon.
They help Sashenstar getting rid of doppelgangers at the Merchant's league (new bastard sword for Ajantis), and uncover a similar plot at the Iron Throne building following Scar's orders. The clues now point to Candlekeep so, with duke Eltan's blessings, the journey comes full circle.
My next run has three new kits in it: an updated and balanced version of the Phase Spider kit, the Seducer kit, and a new kit called the Red Soul.
Technically I can't add any kits to my game given my weird install, but I can apply all necessary kit effects using custom items. So whatever.
Phase Spider kit:
Advantages: Improved Alacrity May cast Web Tangle at will at level 1 and Dimension Door at will at level 2 as innate spells. Web Tangle webs the target for 12 seconds on a failed save vs. breath at +3. Both spells impose a -1 casting speed penalty for 12 seconds, slowing down future spells. Gets an extra attack per round when using its natural attack. Lightning Reflexes: Whenever the Phase Spider is struck, it receives a bonus +2 to AC and saving throws and an extra 10% magic resistance for 2 rounds, and has a 25% chance of shrugging off the effects of lingering damage spells, at the cost of -1 to hit and damage. The spider does not gain additional bonuses from simultaneous strikes. Arachnophobia: +2 to AC and saving throws against humanoid enemies. Gains a +1 to movement rate every 5 levels. +25% to stealth Melee attack inflict poison on a failed save vs. death: Level 1: Save at +1 or suffer 1 poison damage per 3 seconds for 9 seconds. Level 4: Save or suffer 1 poison damage per 3 seconds for 12 seconds. 10% chance of dealing 5 poison damage without a save. Level 9: Save at -1 or suffer 1 poison damage per 3 seconds for 15 seconds. 15% chance of dealing 5 poison damage without a save. Level 14: Save at -2 or suffer 1 poison damage per 3 seconds for 18 seconds. 20% chance of dealing 5 poison damage without a save. Immune to poison and web Immune to humanoid-specific spells (Hold Person, Charm Person, etc.) +1 to save vs. death
The phase spider gets a special selection of ranger spells: Level 1: Cure Light Wounds: 15 HP, on self only. Blur: 10 rounds. Armor of Faith: 10 rounds Level 2: Cure Medium Wounds: 30 HP, on self only. Haste: 10 rounds, on self only. Horror: 10 rounds Level 3: Cure Serious Wounds: 45 HP, on self only. Web: Save vs. breath or web for 6 seconds. Poison: 1d8 poison damage and an additional 1 poison damage per second for 60 seconds if the target fails its save vs. death at -1. For every two levels after level 12, the spells deals an additional 1d8 damage and the target must make its save vs. death at an additional -1 penalty, up to 5d8 damage and a save penalty of -5 at level 20. All spells bypass magic resistance and impose a -1 casting speed penalty per spell level for 12 seconds.
Disadvantages: Only gains 1d6 HP per level. -5 to hit and damage when using any weapon besides its natural attack. May not use missile weapons, boots, rings, helmets, gauntlets, or armor heavier than studded leather. May only become proficient in katanas, bastard swords, axes, hammers, and maces. May not attain any proficiency in flails, missile weapons, two-handed weapons, or two-handed weapon style. -1 to INT -3 to WIS -10 to CHA
HLAs: Evasion: Lightning Reflexes grants an additional +1 to AC and saving throws and an extra 5% magic resistance. Improved Evasion: Lightning Reflexes grants an additional +1 to AC and saving throws and an extra 5% magic resistance. Improved Alacrity: +1 bonus to casting speed, selectable twice Whirlwind Attack Hardiness Alchemy Spider Spawn, selectable three times.
Finally, it can no longer spam spells, thanks to those gradually increasing casting time penalties. And thanks to its Lightning Reflexes ability I finally implemented, it more closely fits the original idea, a fast, responsive, and evasive spider with low offensive output and crippling item restrictions.
The Seducer:
Advantages: May cast Charm every 3 rounds. May cast Feeblemind, Sleep, and Confusion every 5 rounds. Immune to charm and domination. +1 to Charisma
Charm: Controls any creature for 6 rounds, even those immune to charm. The target has a 20% chance of receiving no saving throw, and an 80% chance of receiving a save vs. spell at +4 to resist the effect. Non-human targets have an additional 50% chance to shrug off the effect entirely. Charmed creatures will not turn hostile when attacked. The spell casts instantly, but the Seducer cannot act for 3 seconds afterward, and the charm will not take effect until 2 rounds have passed.
Feeblemind/Confusion/Sleep: Feebleminds, confuses, or knocks unconscious one creature for 10 seconds on a failed save vs. spell at +2.
Disadvantage: All thieving skills are at half their normal values. May not dual-class. May not use Spike Trap, Time Trap, Exploding Trap, or Assassination.
I balanced the Charm spell a bit better, tweaking its chance of success and making it less of an instant win button when successful by decreasing its duration. Its charm ability uses opcode 241 instead of opcode 5, allowing it to charm anything in the game, from liches to dragons to demons to Melissan if successful. But the spell is slow to activate and unreliable, and if it doesn't work, the Seducer can't do much else, having even lower skills than an Assassin, and having none of the thief's high-powered HLAs.
Red Soul: This was originally a really complicated kit, but then I reduced it to two effects, making it interesting as well as balanced.
Advantages: Does 100% more acid, cold, fire, electricity, magic, and poison damage.
Disadvantages: All cleric and mage spells have 50% duration.
In a nutshell, it deals gobs of damage but has very weak, short-lived buffs, trading the mage's traditional tankiness for raw power.
Our Charname this time, however, has a vanilla kit. Poppy is back, this time as a halfling Barbarian specializing in katanas and slings.
The Phase Spider, Seducer, and Red Soul kits just aren't sturdy enough to be the main character in a no-reload run, not compared to a Barbarian. Poppy will have the saving throws, the HP, and immunities, if not the AC or spell buffs, to survive throughout the game. I personally hold the Berserker to be the stronger critter, but I think the Barbarian kit is a little cooler, as its drawbacks are more meaningful.
Our old Phase Spider, Blueberry, is back, because she is too cute to give up.
She will be our second tank, since the Phase Spider's Lightning Reflexes ability will improve its AC as it gets hit--but its low HP will prevent it from being a truly successful tank.
Our Seducer this time is Laosha, another old face, literally.
Also a halfling, because saving throw bonuses.
Then we have our sorcerers, Yigeren and Mougeren.
Their only purpose is to bomb out the Duergar in Chateau Irenicus, who otherwise can be rather draining on the party's resources. Fireball is very effective against enemies without spell protections or magic resistance.
Once we've exhausted Mougeren's spells, we ditch him. He is a drain on our XP.
We switch him out for Yoshimo, who is a rather effective bruiser in his own right.
We use summons to distract the Salt Mephit and absorb its game-ending stun effect (I actually forgot that Barbarian Rage grants immunity to stun), allowing our Seducer to take control of it. Unfortunately, we cannot use its Salt Crystal ability against the nearby Duergar. Charm effects don't necessarily give you total control of an enemy--it does not change their scripts at all.
We finish up the rest of the dungeon without incurring any losses, despite botching a couple of Web spells. Those Fireballs did a lot to soften up the enemy and save our resources for the later battles. We ditch Yigeren, our second disposable sorcerer, and escape to the surface.
We nab Aerie and give her the Red Soul kit. Aerie being a Cleric/Mage, a highly defensive class with many important buffs, this deals a crushing blow to her best abilities. The Red Soul kit is really better suited to a mage, which gains about as much as it loses by trading buff duration for spell damage, but I really want to see a Holy Smite deal double damage. We try it out on some slavers, to brilliant effect.
I rely on Blueberry to tank the survivors, but find that the Phase Spider kit's AC buffs from Lightning Reflexes aren't quite enough considering it only gets 1d6 HP per level, or 10 HP to a normal ranger's 14.
I order Blueberry to teleport away while Aerie casts Fireball, but Blueberry's Dimension Door spell stalls, a bug which gets her killed.
I've seen this before. Sometimes spells will just never finish casting--they'll go on and on forever during the casting phase without completing. I think this is because EE erroneously allows you to click on targets that are actually out of range, forcing the spell to stall without warning or notification. This is always very frustrating. If a target isn't valid and can't be reached, you shouldn't be able to select it.
We pay 800 gold to bring Blueberry back. This time, Blueberry stays out of the way of Aerie's spells.
One of the disadvantages of the Red Soul kit is that party-unfriendly spells are especially dangerous, as the extra damage also applies to your own characters.
Aerie continues to blast our enemies into oblivion. Her defenses are short-lived--her Stoneskin only lasts 6 hours, and will vanish upon resting--but if we keep her safe, Holy Smite is a very strong and safe option for the game's many evil-aligned hostiles.
We struggle a bit with Prebek and Sanasha, who come with MGOI spells that block Aerie's Holy Smite spells, but Blueberry can poison them despite their Stoneskin spells, and a bit of luck grants our Seducer control over Prebek, allowing Aerie to blast him with an Acid Arrow once his MGOI wears off.
We finish up the Renfeld questline. The moment we pick up Xzar's gold, Valen shows up.
Brus isn't far behind. Apparently both of them have been shadowing the party and counting our gold until the exact moment we hit 15,000.
I'm not sure where to go from here, but when I find myself in the Promenade looking for scrolls to fill up Aerie's spellbook, I decide to pay Mencar Pennypincher a visit. A single Sunfire spell from Aerie destroys both enemy spellcasters.
I have Aerie tank Mencar and Smelly while Blueberry flanks the latter, with Laosha and Poppy blocking the exit so Brennan can't escape. But I allowed the enemy to exert too much pressure on Aerie, and her defenses go down.
Apparently Brennan doesn't need to reach the stairway to flee the area--he can vanish right through the corner of the wall. He escapes with his life. Aerie, however does not.
We bring down Smelly, but Mencar remains, and an auto-pause reminds me of one of our Phase Spider's notable weaknesses: the inability to wear a helmet. A surprise critical takes her down.
Poppy tries to take down the dwarf, but he has potions, and forces us to use many of our own, while Laosha's psionics fail to take effect. In the end, Poppy uses her superior movement rate to kite Mencar and avoid his axe, though Laosha lands the final blow with a lucky attack roll.
We have big plans coming up soon, but we hit a snag that could prove problematic later on.
We triggered the Gaal cutscene, but neither High Watcher Oisig nor any representative from the temples of Lathander or Talos arrives to greet us. The Unseeing Eye quest fails to trigger. Hopefully, though, we can find Keldorn in the sewers and open up the way on our own.
I've seen this before. Sometimes spells will just never finish casting--they'll go on and on forever during the casting phase without completing. I think this is because EE erroneously allows you to click on targets that are actually out of range, forcing the spell to stall without warning or notification. This is always very frustrating. If a target isn't valid and can't be reached, you shouldn't be able to select it.
@semiticgod Note that, at least AFAIK the casting animation will finish and the spell will be cast as soon as the target becomes reachable. I saw this a few days ago with Nimue. She had started casting Silence to a mage in a room when Coran panicked and closed the door Nimue kept doing her little magic dance for several rounds until Savras opened the door again. Then, she finalized the spell and the mage was silenced (and kicked for justice
So it may be a (annoying, sometimes) bug, but it could be intentional.
@lurith: That makes sense, but what if I'm targeting the ground? I didn't cast Dimension Door on a character; I picked a spot on the floor, which should have already been within Blueberry's site.
@semiticgod Absolutely, then the character will be idiotically casting an impossible spell until you interrupt it yourself. The fact that it can beneficial, as I noted, does not make it less weird, and from a RP-perspective it makes very little sense. I would call it a bug.
Comments
Rep 1. This time Garrick will have a hard time convincing people of my good will :-D
No PFMW or Stoneskin
No Spell Immunity or any other spell protections
No potions of any kind (and therefore no INT-boosting potions for scroll scribing)
No Wish, Project Image, Time Stop, or Improved Alacrity
No shapeshifting, from Greater Werewolf form to the Slayer Change
No magical weapons like Harm or Minute Meteors
No True Sight or other divination magic
No on-self kit abilities like Enrage, Boon of Lathander, Called Shot, or Defensive Stance
Notable findings from this run included the realization that not being able to use those spells really sucks.
I had ambitious plans for relying on Teleport Field and missile AC stacking (via the Cloak of the Shield, for example) to block enemy attacks, and Dispel Magic and carefully timed cleric spells to deal with enemy magic. I chose a Shadowdancer(9)->Mage to have a strong escape option until the late game.
But Keldorn just got petrified by a surprise Chromatic Orb from Sorcerous Amon. Normally I'd take this in stride, and I'm proud of having gotten as far as I did, but I honestly don't see a way forward without our Inquisitor.
His armor, his kit, and Lilarcor gave him stupendous immunities that I desperately needed for an anti-mage tank given that my party is basically incapable of using buffs. His Dispel Magic was also instrumental on multiple occasions and had excellent potential for dealing with game-ending disablers from enemy spellcasters. Without Keldorn, going forward we would have almost no reliable way of dealing with SCS mages and their comprehensive pre-buffs before they crush us.
The basic problem is that the rest of the party has no immunities that could not be removed on round 1 with Remove Magic. The only way to resist Remove Magic is to get higher caster levels, which would require shrinking the party. And shrinking the party would be suicidal given how weak we are.
Going solo (maybe with an extra character for occasional buffing) would be more viable, since I'd be relying on my least murderable character, but I have no patience for running around as an invincible ghost in Boots of Speed dodging Chaos spells and winning hour-long battles by backstabbing everything 40 times with a bendy paperclip until I finally wear through all the Stoneskins.
Side notes:
- It is really cheap to increase reputation in Temples!
- Evil dreams are so much cooler!
- Had forgotten about Nimbul with all this stuff going on. He casted horror on me but the guards/rasaad killed him off-screen while I was running around. A couple of guards keep being enemies, so I guess no more Nashkell for me. Anyway, need to remember to be careful.
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20 Mirtul
What a mess. Not sure how I am getting out of this one. It all started with a dream while I was watching over that mad artist near the mines. Father dying, in front of me, again and again.
Woke up in a bad mood. Not because of Father, didnt care too much. But, how to describe it? It wasnt a bad mood. It was more like hunger. Hunger for death. I thought it was fitting, given that I would probably have to kill something down there in the mines. That's when that stupid miner came in. "Save us, sir" he said while clinching to my armor "you are our only hope". I pushed him aside and he screamed like I was sucking his life out of him. Which, as a matter of fact, and dont ask me how, I was. Even before his dried up carcass hit the floor, those damn soldiers starting shooting at me. See what I am getting to? It was not my fault. Had to kill them, you see. Self defense. And then, had to kill all the witnesses. One managed to escape inside the mine...
Long story short: They are dead. All of them. Miners. Guards. Kobolds. Coward tainting the ore. Even a couple spiders that were just minding their own business. All murdered.
Dont know what came over me but gotta rush to Nashkell before the story breaks out.
21 Mirtul
Garrick was a good chap. Not very smart, though. Had to kill him. Looking at his torn body right now while I write
Went back to Nashkell and he was waiting for me on the outskirts. All the amnian guard was looking for me. Even some bounty hunters. Somebody had seen the massacre and as I wasnt a dead body they assumed I did it. Good news, he said, was that with the mines massacre, nobody remembered the drow. Funny guy. Will miss him. The bard said that the only way out was to find another mass murderer and put the blame on him: Captain Brage.
So off we went looking for him. Started telling him about the mines during dinner. For the ballad he was writing, you know? He couldnt stomach it. Maybe I was too explicit. "How could you do that" he screamed in horror. He has a point, actually, and I have been wondering myself. More than 50 people brutally murdered and not a scratch? Amazing skills. But that's not what he meant, apparently. He tried to run away, the fool. Had to put him down. He knew too much. And, you know, he had some of my hard earned loot.
Gaming note: Garrick left the group and was wearing Algernon's cloak so I clicked him to talk (so he would stop walking) an then backstabbed him.
22 Mirtul
Man, I'm messed up. Another dream. Another massacre. I wonder if Father knew this would happen, it would explain him locking me up in Candlekeep and the always present fear in his eyes when talking to me.
This time it was a whole village. Men. Women. Children. At least I assume there were women and children as Xvarts are small and androginous so dont really know. Anyway, all dead. Again, the hunger. The need for murder. Burned the place down after killing everyone. It was... exhilarating. I need to control these impulses or it will be the end of me. Anyway, I guess I can cross genocide off the list of things to do before I am 30.
23 Mirtul
Found Brage. He was a raving madman with no recollection of what he had done. Was easy to bring him to justice and frame him for it. Actually, very easy. To calm him down I just had to answer a riddle. All he actually killed could not? They deserve death then.
Anyways, on the way back I told him what he had done, including the Mines massacre and the Xvart genocide. He believed every word of it and confessed it to the priest. And you know what? Now, HE is hailed as a hero. He killed them, sure, but it was a curse, not a willful act. And he saved the mines from the kobolds after all. The Xvarts were a threat to the farmers so that was a good deed. Yada-yada-yada. What the hell? Where are the bounty hunters? The guard chasing him? The planned execution? Racists. He even sold all the loot from the mines (that I had given him) and shared it will all the affected families. That is, all the families in Nashkell. Sickening. How can you give gold away like that? A madman, I tell you
At least, I am off the hook now. Need to keep a low profile. Some guards are on to me.
To-Kill List:
Armored man
Woman Cleric with him
Oublek (where is my reward, fat bastard?)
---------
Will now clear the wilderness maps to get XP. As soon as I cap out, I will just rush to the main quest.
Now for a more RP oriented run so that I hopefully wont lose interest.
Another FMT since it is still SCS. Maybe turn up the difficulty to insane because I will rest more this run and will thus have a lot more spells available.
I want to give backstab with staff of striking a go and TWF katana for melee. Just have to decide what NPCs to bring, maybe Nalia and Anomen for a change, I've never been able to stand either of them for very long.
Post number 100!
Cannot even claim to be sloppy. I used the greenstone amulet for the first group of sirines and then I thought: "what the hell? I cannot attack a companion anyway. Why waste charges on this?"
Why indeed.
Anyway, I might continue it under minimal reload as I was liking the character. Will think about it.
For future reference, Maze can also end solo runs despite being nonlethal, which you will want to look out for in BG2. It won't bypass magic resistance like Imprisonment, but there is no save. Spell Immunity: Conjuration will block it, as will Berserker rage and Chaotic Commands.
Savras
update 8Savras and friends, old and new, ran into an ogre mage that hit the group very hard with spells. Nimue finally silenced him, but she fell doing so, along with Tiax.
(inquisitor +1)
Even without his magic, the ogre almost killed Savras. What was worse, felling the ogre took too long with the decimated party and Nimue's spell wore off. He starting casting again and the group had to recur to everything to stopping him from finalizing the casting. Imoen did the deed. She was tired and out of spells, so, desperate, she used a spell scroll borrowed from Nimue that Savras would have surely not liked.
The party had to visit a temple and heal bounds before venturing into the ruins. Kobolds and traps were dealt with promptly. Another ogre mage was giving more trouble until Tiax summoned a ghast that made short work of him. Savras did not like one bit fighting along an undead abomination, and warned the gnome against doing that ever again.
Exiting the maze, the companions found themselves back at Gullykin. They imparted justice, killing the halfling that had been letting kobolds terrorize the town. On their way back to Nashkell, Savras and the others passed by a Carnival. Feeling that they deserved a rest, they decided to relax and enjoy the festive ambiance. Troubles followed them wherever they went, apparently, because they ended up fighting a mage when they only had wanted to buy provisions.
The mage was never a real menace, but he did manage to cast a horror spell before the group could prepare any defenses. Once more, Savras, found himself too scared to do anything, and had to watch Shar Teel take all the glory of defeating the enemy. A true paladin is never afraid of his enemies.
(cavalier +1)
When the group finally had a moment to catch a breath and peruse the wares of a local vendor, more problems arose. Eldoth was caught trying to steal from the merchant!!
*[Note: actually I misclicked and tried to steal by accident having Eldoth selected! But I blame his ability to pickpocket, which in my clumsy hands is only a source of problems. ]
Savras apologized, and offered to compensate for the behavior of his companion. Two hundred gold for the guards, and buying all the merchant's stock, seemed to resolve the situation peacefully.
Of course, Eldoth was still handed to the local authorities.
[Note: kicked out of the group inside the barracks in Nashkel. That'll teach him.]
Savras was at least glad to have discovered the kind of person he was traveling with before the action of that silvered-tongued criminal ruined his reputation. The five-member group could surely use some help dealing with the bandits up north, which they have already postponed too long to satisfy Imoen's need for adventure. After the experience, Savras will only trust a virtuous warrior.
Then we go out to town with Corwyn. In the sorceress sundries we meet a party that is robbing the place. With a fireball from the wand of fire we take out half the party. The mage is hit with a stab from the dagger of venom, and the spider is toasted with burning hands.
Melissa hires some help (Safana, Minsc, Dynaheir, Corwyn) and we head out of the city.
Nothing too challenging yet. We will see what the first camp and forest bring.
Savras
update 9Before heading to the North, the group went to buy some magic scroll from Thalantyr. On their way, they met a ranger called Kivan. His hatred of bandits and one ogre in particular seemed sincere. The story was consistent what little they knew about the bandit leaders, so Savras let him join. It seemed providence that they should meet a good warrior with the same immediate goals just waiting for them. Shall keep an eye on him.
Larswood and Peldvale were littered with bandit scum, but the party had no problem dealing with them. Shar Teel had to resist her bloodthirsty impulse to scalp the bandits with the purpose of making some bounty money. Savras did not allow it. On the other hand, Drizzt had suggested that they infiltrated the mercenaries, but this type of subterfuge seemed low to Savras. Plus, Kivan would not hold his wrath against the criminals and thieves. An honorable companion, at last.
In the woods, they found a mage drow that came from nowhere and talked like he wanted something from the group. From many books, Savras knew that drows were defined as an "evil subrace of elves who live in the underdark", so he had nothing against Kivan's decision to kill the dark-skinned sorcerer. Nimue liked the drow's robe, and she had no qualms about taking the bloody vestment from the dead body, so she became the new owner of an archmage robe.
Further North, the party met another drow, this time a female. Obviously, the two dark elves were somehow related, so Savras was about to let Kivan pronounce judgment. However, they were interrupted by a Fist mercenary, claiming to have charges against the woman with her race as only proof. Even though they had been about to do the same thing, Savras saw the soldier as nothing more than a bully. The Fist was only a mercenary group, and yet they claimed rightful authority based on the fact that some important nobleman in Baldurs Gate payed for his swords. "I am the Law", the soldier dared say to Savras, and in that moment he knew what he had to do. The mercenary was beaten down to a pulp.
(blackguard +1)
The female drow was probably innocent of that one crime, but she was still a drow. Savras made very clear that the dark elf would go back to the Underdark and never get out again. If he saw her again, he would kill her. A moment of weakness in front of an obviously evil creature, admittedly, but Savras had seen enough death for the day. Imoen was happy to see her go unharmed; Kivan was content that at least the group would not listen to her lies. Tiax and Shar Teel were probably satisfied with teaching a lesson to that pompous mercenary. Nimue simply smiled.
The following day, a frontal assault to the bandit camp proved to be bloodier than expected. The scum was better organized that Savras had anticipated, and they were many. Some healing potions and spells were needed, but the deed was done. The leaders, in the biggest tent, were no match against the party, once they were forced to fight in Savras terms instead of inside their lair.
That night, Savras had a bloody dream, and woke up with a supernatural ability to put fear in the hearts of the weak. He wanted to overcome his own fears, not to make the world afraid of him. Plus, even though he always tried to be a good man, he was always a merciless monster in his dreams. Scared of what he was becoming, he tried to hide this power and never use it if he could help it.
Note: Savras, so far, is leaning between Cavalier and Blackguard. He tries to do good, but roleplaying him as Legal Neutral he has been quite a jerk. He is ruthless, merciless and respects only (what he sees as) rightful authority. I blame that on Nimue's influence. He does behave as a hero, although a cowardly one at times. If he was able to overcome his fears and followed the righteous path, he would be a fine cavalier.
BG1 has (now I see) very few challenging undeads or otherwise reason to justify becoming an Undead Hunter roleplay-wise. And (in part thanks to Nimue), mages have rarely been a problem. Plus, Imoen and Nimue are proof that not all spell-casters are evil. Or are they?
Savras
update 10On their way to the Cloackwood forest, the group ended up fighting an ankheg infestation near a farm. The critters were tough, but battling evil monsters was a nice feeling. The ankhegs had killed the son of a farmer, and the least Savras could do was give some gold to the worried peasant. They had been following the path of Helm for too long for the taste of Shar Teel and Tiax, and they both deserted without so much as an explanation. Kivan thought that the group was better off without them, and he was surely right, because not long after they met a real paladin of Helm (a squire, really, but yet) by the name of Ajantis. He wanted help fighting the bandit menace, and after explaining that they were on the same quest, Ajantis agreed to join them. Rejoice!
Kivan and Ajantis were devoted to make the Coast Word safer. Even though Imoen and Nimue were a bit more fickle on the morality department, this was starting to feel like a group of heroes.
The forest was a dangerous, but rewarding, business. More monsters to slay. Sadly, more bad news to give. Savras was too late to save Tiber's brother.
An archer called Coran was alone in the forest with the intention of defeating wyverns, so they let him tag along, impressed by his boldness. Savras did not need a gold reward to battle evil wyrms. Killing them in their lair was the high point of the trip
(Cavalier +1)
Coran would not leave the group until the reward was collected, so he helped finding the secret mine and even went as far a taking a lethal wound for the cause. They dealt with the bandits in much the same manner that they had in the past. An evil wizard gave some problems, so they gave him problems back. He was a dangerous foe; Nimue and him spell-fenced for a while, deflecting each other's spells, until she managed to silence him. After that, Savras fought the mage hand-to-hand, and the end was very predictable.
(Inquisitor +1)
He met Scar when entering Baldur's Gate, and told him to mind his own business. Nothing less honorable that to be on the payroll of a mercenary. They party will investigate the city problems on their own, not working for that guy. Immediately after, they ran into Elminster again, and he told them to trust Scar. I wish he had told that before. The mage is trustworthy and knows much about Gorion, so Savras might give another chance to Scar after all.
Just when Savras was starting to think that he could work with the Flaming Fist... Here's what happened. Savras' first good action in the city was going to be retrieving a spell book to break the curse on Brielbara's daughter. The group killed the evil mage, but he had it coming. My mistake was that, looking for the book, I went through his cabinet before checking the body. The Fist arrived, calling Savras a thief (they said nothing about the murder, though). It was a closed space and they were blocking the stairs. I didn't want to find a cheesy way out of it, so I did what I thought made most sense.
Yeah, Savras killed the soldiers. Savras never loved the Fist. If the choice is between two pompous mercenaries and a cursed child, so be it.
Reputation dropped to 6 and I knew this would be it. Savras wants to do good, but because of his temper and naivety he keeps finding himself fighting for the wrong side (at least according to some). I'm not going to reload, and I don't want to recur to the easy way out (donating a ton of money). If Savras has one more evil dream, he will embrace all that hatred and be a blackguard. If he can win back the respect of the people (at least 10-11), he will be a paladin (cavalier?). I am pretty sure there are at least 4 more chances to increase reputation in the city, but I'm not going to check guides/knock every door to find them. I also know that since the second visit to Candlekeep, there's not more hero stuff and plenty of being a villain. I will do what makes roleplaying sense, and I can't wait to see what happens!
Insane is not for me, at least not yet, makes buffs and meta a tad too important imho.
Rolling a new FMT as we speak, this time an elven one with daggers and longswords, going for TWF and katanas when he grows up.
For the first time ever he will be joined by his best mate Tor the dwarven berserker who loves his flails and warhammers.
Rules as always SCS with almost everything on (not spellhold gear though), core difficulty.
Wish me luck, I will try to rest at least once in a while to not die to something silly like ettercaps or random ambushes.
Apparently in my install the main character can challenge Faldorn to a duel, but Cernd cannot. There was no dialogue option to ask Cernd to do it, nor was there a dialog option to back away, so trying to complete the quest is tantamount to suicide. Faldorn gets pre-buffs; we do not.
I'd permit myself a reload on the grounds that this wasn't supposed to happen--forbidding Cernd from fighting Faldorn is bad enough, but forbidding the player from backing down is just unfair--but my last reload was at the beginning of the Druid Grove and I don't feel like fighting my way back.
This was a saving throw-based run. All my characters were specialist mages: Jan, Edwin, an Invoker(10)->Cleric, an Enchanter(9)->Cleric, a Necromancer, and a Transmuter. The idea was to gauge the power of specialist save penalties outside of Nightmare mode (my previous run also used specialist mages, but the Wand of Lightning usually took center stage).
Notable findings from the run:
1. Area-effect spells are devastating against the Duergar in Chateau Irenicus and are very helpful for dealing with SCS' one-rest limit in the first dungeon.
2. Polymorph Other still reduces the target's HP to 5 as of 2.1, effectively making it an instant kill option.
3. Poison is a fantastic way of crushing Rayic Gethras before his spell protections pop up.
4. Nevaziah, the lich from the Nether Scroll quest, can be baited with cheap summons. He will waste his spells taking them down, and the large size of the area means there is a lot of space in which to flee and run out his defenses. He still has the Dragon Fear ability, though, which can easily disable a low-level party if you drag out the battle long enough to wear out your Remove Fear buff. Also, he carries a lot of damage spells and can crush an unprotected party.
5. Only some Shadows are vulnerable to electricity--others are immune.
6. Greater Mummies require +3 weapons to hit.
7. Bone Golems, unlike other undead, can be stunned by flashers.
8. The Shade Lord can be severely weakened by a simple combination: Secret Word->Lower Resistance->Lower Resistance->Greater Malison. Normally his MR and Spell Turning buff make him difficult to damage with spells, but this sequence makes him very vulnerable to single-target damage spells or Hold Undead. He moves slowly, and his only ranged attacks, Chromatic Orb and Finger of Death, can be blocked by Death Ward, which means you have lots of time to attack from afar. Enchanted Weapon will also let you kite him using nonmagical ammunition.
9. A mage-heavy party progresses rather slowly, as they require more buffs and more micromanagement to be effective.
Specialist mage save penalties have a large impact on the game, making disablers much more reliable in no-reload runs. Enchanters particularly benefit from save penalties, as their best spells are the most dependent on failed saves. I would say Enchanters are the strongest specialist mage kit, as their save penalties apply to a variety of strong spells that are useful throughout the game, unlike a Conjurer, and they do not lose out on many important spells, as Transmuters and Necromancers do. They do have the disadvantage of having a high Charisma requirement, which makes min-maxing slightly harder. This is particularly important if you're trying to dual-class a specialist mage to a cleric to apply those save penalties to cleric spells.
See if you can find a mention of your own adventure in here somewhere -- both for your achievements and your follies, your ascensions and your deaths...
[started recording my title changes right around here]
p. 34
....
Bronwynn saves Jahiera gnawed on by wolves
So falls mighty Minsc.... forever
Gudrun, Celebrian, Dunathain, & Darien
Margot's brief run
Imoen's arcane re-awakening [headcannon]
p. 35
Enter Imber the Dark Monk / Gudrun and Orcs
Imber and the Efreeti Bottle
Pablo the Misshapen HalfOrc's Dadaist Adventure
Imber's Troubles in Slayer Form
The Slayer Rules All... even Tiax
[ad] Adventure Mart 10% off discount coupons
p. 36
Kuldahar in the Goodmead Book of World Records
Valkalyn the Random / Bronwynn's dare / Walhand's lament
Hymn the pacificist Skald / Valkalyn's statuesque friends
An Ulitharid, a Spirit Troll, an Umber Hulk walk into a bar
Persistence of Valkalyn the Random Thief
p. 37
Call for a MULTIPLAYER NO-RELOAD run
Gudrun and the Vale / Valkalyn and Balduran
p. 38
Stun = Power Word: kill your frontline & end your solo run
Hymn for Hymn the Skald facing Khark the Ogre Mage
Brave Bronwynn, backstabbed, alas!
Valkalyn's bitter end at the Druid Grove
p. 39
Poppy the Priestly Mage / Gudrun at Kresselack's Tomb
Ipapos the Random Gnome
A Fallen Planetar in Planar Sphere
"I will never join you." "You are my simulacrum" "Nooo!"
Ipapos the Random in the Gnoll Stronghold
HLAs : 'Clean-up on Aisle ... err... Chapter 6'
Tarvol the Earthbender, and the Avatars of Elements
Gudrun and Kresselack / Tarvol the Earthbender
Salute to Ipapos, may he rest in peace.
Enter Meidao, the Gnome of Priestly Illusions
p. 40
Meidao approaches the City of Sushi
Tarvol and the Benders - Mulahey's Blight
A sad day: Thus falls Cuwaert -so soon after Tarvol's death
Enter Epona Rae/Lament of Meidao's clone/Gudrun & barmaid
The Amazing Spiderman: Milan the Avenger
Epona Rae's Excellent(ly narrated) Adventure
Epona Rae's rayguns and force fields
Gudrun's Adventures: 'We're Off to See the Lizards'
Milan the Avenger takes on Sarevok
p. 41
Multiplayer no-reload finally on!! / Snowy Tae the Halfling
MontyPython multiplayer crew / Darien falls at Dragon's Eye
Epona's Bogus Journey / Sala Tora & Shade Lord / multiplayer
Snowy Tae's lament of her disintegrated comrades
p. 42
Do you know the good word about multiplayer no-reload run?
Adventures of the multiplayer crew, Epona Rae, and Snowy Tae
Monty Python Crew (multiplayer) / Merrie Men of Easthaven
Multiplayer hilarities: '... no one went for longswords?!'
Monty Python Crew (multiplayer) takes on Mulahey
Enter 'Bawdy' Belle Hornswoggle / Merrie Men of Easthaven
p. 43
Monty Python (multiplayer) crew does Bandit Camp
Anselm the Blackguard's travails
Trapping Spirit Trolls in the Dark [to tune of Tom Lehrer]
Evangeline's misstep / Zalos & traps / multiplayer mayhem
TorGal the Undying
Here comes the Lavok
p. 44
The Other Zalos, the Fighter-Mage
Palla, Anselm, and Zalos' noreloaded adventures
p. 45
... and now for something completely different
The Insane adventures of the Monty Python crew and more...
Viora, the Shadowdancer/Cleric
p. 46
Anselm, the Blackguard & Viora, the Shadowdancing Cleric
Adventures of Gerland of Candlekeep & Yoren Zevai
Monty Python vs Chickens / Zulfer gets lucky with the Master
Gerland the Skald, Anselm the Blackguard, & the Monty Pyhton
p. 47
Happy Holidays, no-reloaders, and a chromatic New Year!
p. 49
Enter Jurs! / Viora, Zulfer, Ruva & Laosha face Gromnir
p. 50
Farien the Defender / Monty Pyhton Crew vs Durlag / Jurs vs Mages
Merrie Men of Easthaven & Viora & Jurs vs the Nameless One
Another Sarevok bites the dust (Bardin the Cleric/Thief)
p. 51
'... This is how the Hateful Six was assembled'
p. 52
Meanwhile, in the Watcher's Keep...
p. 53
Viora seals away the essence of Bhaal
Monty Python Crew takes on Daveorn
p. 54
Bardin, the Cleric/Thief, takes on Kangaxs & Twisted Rune
Heroism from Jurs & Bardin & Porago
A new multiplayer no-reload run is afoot and more
Sigyn and Rasaad, the Duo Monks
Monty Python crew romp at the Bandit Camp
p. 56
Xyrwenys, Priest of Helm; Sigyn, the Monk; Chaen, FMT; Monty Python
Hypnos, the Bard in Easthaven; Monty Python vs Iron Throne
p. 57
Benoni, the FMT; multiplayer to Balduran; bane of mummy rot
People of Kuldahar rejoice, freed by Hypnos the Bard
p. 58
Rock, the dwarven fighter/cleric; no-reloading Black Pitses
Monty Python does Ulcaster
Enter Dekros, Halfling Cleric of Helm
Hypnos saves Mother Eugenia, but alas falls to Cold wights
p. 59
Rock, the dwarven fighter/cleric, takes on evil Neb
Thus falls Rock, the dwarf, died invisible & webbed
"Snowy Tae, Priest of Lathander, in Easthaven
Minsc & Khalid fell Yxunomei! (yes, you read that right!)
Hearts of Winter and Fury in Icewind Dale
Double Trouble in Dragon's Eye
p. 60
The Rincewind Challenge: (low magic, low INT wizzards apply)
Tip: cast Invisibility to get off Invisibility 10' Radius
Dauntless Nahael's perilous stand (take-the-first-roll team)
Minsc and Dynaheir at the Vale of Shadows - Evil beware!"
Severed Hand & Kresselak's Tomb in parallel
p. 61
Feebleminding Yxunomei in the Dark [to tune of Tom Lehrer]
Dynaheir's Dejavu at Dragon's Eye
Scorching the Dorn's Deep / Broke deep in Dragon's Eye
Belhifet falls in HoF without summons
Sir Shawn & Kourtney / Deep in Dorn's Deep / Zulfer Nospell
p. 62
'They killed Khalid!' ... in Dorn's Deep / Dekros & Sarevok
Kourtney vs Kresselack
Enter Eirian the Enchanter, friend of Dirgesingers
Now noreloading 2.0 ... / Zulfer & the Frost Giants
p. 63
Kourtney smash! (... with the Smashing Wave, that is)
Dekros and Audroc at the Grove / now soloing Heart of Fury
Enter the Shaman Charname / Manteia the Diviner at Durlag's
The Enchanter that turns into a Cleric
Wynter is discontent to follow Manteia, skulltrapped herself
Wynter Fell ... upon Sarevok / Shawn and Kourtney v Yxunomei
Wynter... Fell / Saoni the D. Disciple / Yi Grovana solo FMC
Conor the Arcane Archer / Saoni the Dragon Disciple
p. 64
Poppy & Conor's ongoing ordeals
Beamdog corrects essential typo in Unseeing Eye quest
Flash: Hold Undead actually useful! (Ask the sad Shade Lord)
Legacy of Bhaal tips / Saoni / Poppy / Conor
Valen, the Blade, fell to Carbos, the Destroyer of Worlds
Thus falls Conor the Arcane Archer, done in by Phase Spiders
Two go in, one comes out: Maeve v Greywolf / Poppy v Mae'var
Nicholas Todd, the Skald, dares Cloakwood
p. 65
Laosha & the Divine Favor in spider form
Zen & the Art of Firkraag management (Feebleminding dragons)
Alano, the Bounty Hunter / Nicholas Todd, the Skald
Nicholas Todd[RIP] / Shade / Castus / Alano / Yami / Pathos
p. 66
The Efreet brigade against LoB Gauths & Beholders
Pablo the Surreal / Poots The Zauberer / Alano / Sil
Phase spiders claim another victim; Saoni falls in Cloakwood
If you won't fireball yourself, you're not meant to win.
p. 67
Ethos the FMT escapes a dungeon / Alexander dies to a trap
Linus the Leper / Laosha / Ethos / Pablo & the madman
What danger is a Kensai when you have Teleport Field active
Shade the Archer and the Dread Wolves
Alano does to bounty hunters as Sarevok does to bhaalspawn
p. 68
The Wrong Helmet: the tale of Cas and the charming Sirines
Hard Lessons #47: daggers can't reach Mephit Portals
p. 69
a tortured Elven prisoner in the priest's den
Savras warns Nimue of Necromancy
Now sieging Dragonspear: Melissa the Transmuter
p. 70
Savras ends the life of an evil gnome and his basilisks
'Her emotions went from astonishment, to fear, to anger...'
A snake spirit poisons Tarnesh
p. 71
Enter Zzharg Mad-Eye, a Duergar with attitude
Concentration check?! What concentration check?
Memorial of Fallen Heroes
And thxs everyone else on this thread. I am enjoying reading all your stories (learning a lot too) and sharing my awkward attempts at saving Faerun.
Savras
update 12A paladin at a tavern said that there was evil in my group and attacked Nimue. Ajantis had warned Savras about the mage-cleric, but she had become such an important part of the group that he had ignored the signs. Ajantis is well on his way to becoming a paladin of Helm.
No one in the group attacked the paladin, of course, and Nimue was smart enough to use his magic to immobilize the man without hurting him. No repercusions and no more trouble for now, they will find another tavern. And Nimue will stay for now, but the unlikely alliance will not last soon.
They help Sashenstar getting rid of doppelgangers at the Merchant's league (new bastard sword for Ajantis), and uncover a similar plot at the Iron Throne building following Scar's orders. The clues now point to Candlekeep so, with duke Eltan's blessings, the journey comes full circle.
Technically I can't add any kits to my game given my weird install, but I can apply all necessary kit effects using custom items. So whatever.
Phase Spider kit:
Advantages:
Improved Alacrity
May cast Web Tangle at will at level 1 and Dimension Door at will at level 2 as innate spells. Web Tangle webs the target for 12 seconds on a failed save vs. breath at +3. Both spells impose a -1 casting speed penalty for 12 seconds, slowing down future spells.
Gets an extra attack per round when using its natural attack.
Lightning Reflexes: Whenever the Phase Spider is struck, it receives a bonus +2 to AC and saving throws and an extra 10% magic resistance for 2 rounds, and has a 25% chance of shrugging off the effects of lingering damage spells, at the cost of -1 to hit and damage. The spider does not gain additional bonuses from simultaneous strikes.
Arachnophobia: +2 to AC and saving throws against humanoid enemies.
Gains a +1 to movement rate every 5 levels.
+25% to stealth
Melee attack inflict poison on a failed save vs. death:
Level 1: Save at +1 or suffer 1 poison damage per 3 seconds for 9 seconds.
Level 4: Save or suffer 1 poison damage per 3 seconds for 12 seconds. 10% chance of dealing 5 poison damage without a save.
Level 9: Save at -1 or suffer 1 poison damage per 3 seconds for 15 seconds. 15% chance of dealing 5 poison damage without a save.
Level 14: Save at -2 or suffer 1 poison damage per 3 seconds for 18 seconds. 20% chance of dealing 5 poison damage without a save.
Immune to poison and web
Immune to humanoid-specific spells (Hold Person, Charm Person, etc.)
+1 to save vs. death
The phase spider gets a special selection of ranger spells:
Level 1:
Cure Light Wounds: 15 HP, on self only.
Blur: 10 rounds.
Armor of Faith: 10 rounds
Level 2:
Cure Medium Wounds: 30 HP, on self only.
Haste: 10 rounds, on self only.
Horror: 10 rounds
Level 3:
Cure Serious Wounds: 45 HP, on self only.
Web: Save vs. breath or web for 6 seconds.
Poison: 1d8 poison damage and an additional 1 poison damage per second for 60 seconds if the target fails its save vs. death at -1. For every two levels after level 12, the spells deals an additional 1d8 damage and the target must make its save vs. death at an additional -1 penalty, up to 5d8 damage and a save penalty of -5 at level 20.
All spells bypass magic resistance and impose a -1 casting speed penalty per spell level for 12 seconds.
Disadvantages:
Only gains 1d6 HP per level.
-5 to hit and damage when using any weapon besides its natural attack.
May not use missile weapons, boots, rings, helmets, gauntlets, or armor heavier than studded leather.
May only become proficient in katanas, bastard swords, axes, hammers, and maces. May not attain any proficiency in flails, missile weapons, two-handed weapons, or two-handed weapon style.
-1 to INT
-3 to WIS
-10 to CHA
HLAs:
Evasion: Lightning Reflexes grants an additional +1 to AC and saving throws and an extra 5% magic resistance.
Improved Evasion: Lightning Reflexes grants an additional +1 to AC and saving throws and an extra 5% magic resistance.
Improved Alacrity: +1 bonus to casting speed, selectable twice
Whirlwind Attack
Hardiness
Alchemy
Spider Spawn, selectable three times.
Finally, it can no longer spam spells, thanks to those gradually increasing casting time penalties. And thanks to its Lightning Reflexes ability I finally implemented, it more closely fits the original idea, a fast, responsive, and evasive spider with low offensive output and crippling item restrictions.
The Seducer:
Advantages:
May cast Charm every 3 rounds.
May cast Feeblemind, Sleep, and Confusion every 5 rounds.
Immune to charm and domination.
+1 to Charisma
Charm:
Controls any creature for 6 rounds, even those immune to charm. The target has a 20% chance of receiving no saving throw, and an 80% chance of receiving a save vs. spell at +4 to resist the effect. Non-human targets have an additional 50% chance to shrug off the effect entirely. Charmed creatures will not turn hostile when attacked. The spell casts instantly, but the Seducer cannot act for 3 seconds afterward, and the charm will not take effect until 2 rounds have passed.
Feeblemind/Confusion/Sleep:
Feebleminds, confuses, or knocks unconscious one creature for 10 seconds on a failed save vs. spell at +2.
Disadvantage:
All thieving skills are at half their normal values.
May not dual-class.
May not use Spike Trap, Time Trap, Exploding Trap, or Assassination.
I balanced the Charm spell a bit better, tweaking its chance of success and making it less of an instant win button when successful by decreasing its duration. Its charm ability uses opcode 241 instead of opcode 5, allowing it to charm anything in the game, from liches to dragons to demons to Melissan if successful. But the spell is slow to activate and unreliable, and if it doesn't work, the Seducer can't do much else, having even lower skills than an Assassin, and having none of the thief's high-powered HLAs.
Red Soul:
This was originally a really complicated kit, but then I reduced it to two effects, making it interesting as well as balanced.
Advantages:
Does 100% more acid, cold, fire, electricity, magic, and poison damage.
Disadvantages:
All cleric and mage spells have 50% duration.
In a nutshell, it deals gobs of damage but has very weak, short-lived buffs, trading the mage's traditional tankiness for raw power.
The Phase Spider, Seducer, and Red Soul kits just aren't sturdy enough to be the main character in a no-reload run, not compared to a Barbarian. Poppy will have the saving throws, the HP, and immunities, if not the AC or spell buffs, to survive throughout the game. I personally hold the Berserker to be the stronger critter, but I think the Barbarian kit is a little cooler, as its drawbacks are more meaningful.
Our old Phase Spider, Blueberry, is back, because she is too cute to give up.
She will be our second tank, since the Phase Spider's Lightning Reflexes ability will improve its AC as it gets hit--but its low HP will prevent it from being a truly successful tank.
Our Seducer this time is Laosha, another old face, literally.
Also a halfling, because saving throw bonuses.
Then we have our sorcerers, Yigeren and Mougeren.
Their only purpose is to bomb out the Duergar in Chateau Irenicus, who otherwise can be rather draining on the party's resources. Fireball is very effective against enemies without spell protections or magic resistance.
Once we've exhausted Mougeren's spells, we ditch him. He is a drain on our XP.
We switch him out for Yoshimo, who is a rather effective bruiser in his own right.
We use summons to distract the Salt Mephit and absorb its game-ending stun effect (I actually forgot that Barbarian Rage grants immunity to stun), allowing our Seducer to take control of it. Unfortunately, we cannot use its Salt Crystal ability against the nearby Duergar. Charm effects don't necessarily give you total control of an enemy--it does not change their scripts at all.
We finish up the rest of the dungeon without incurring any losses, despite botching a couple of Web spells. Those Fireballs did a lot to soften up the enemy and save our resources for the later battles. We ditch Yigeren, our second disposable sorcerer, and escape to the surface.
I rely on Blueberry to tank the survivors, but find that the Phase Spider kit's AC buffs from Lightning Reflexes aren't quite enough considering it only gets 1d6 HP per level, or 10 HP to a normal ranger's 14.
I order Blueberry to teleport away while Aerie casts Fireball, but Blueberry's Dimension Door spell stalls, a bug which gets her killed.
I've seen this before. Sometimes spells will just never finish casting--they'll go on and on forever during the casting phase without completing. I think this is because EE erroneously allows you to click on targets that are actually out of range, forcing the spell to stall without warning or notification. This is always very frustrating. If a target isn't valid and can't be reached, you shouldn't be able to select it.
We pay 800 gold to bring Blueberry back. This time, Blueberry stays out of the way of Aerie's spells.
One of the disadvantages of the Red Soul kit is that party-unfriendly spells are especially dangerous, as the extra damage also applies to your own characters.
Aerie continues to blast our enemies into oblivion. Her defenses are short-lived--her Stoneskin only lasts 6 hours, and will vanish upon resting--but if we keep her safe, Holy Smite is a very strong and safe option for the game's many evil-aligned hostiles.
We struggle a bit with Prebek and Sanasha, who come with MGOI spells that block Aerie's Holy Smite spells, but Blueberry can poison them despite their Stoneskin spells, and a bit of luck grants our Seducer control over Prebek, allowing Aerie to blast him with an Acid Arrow once his MGOI wears off.
We finish up the Renfeld questline. The moment we pick up Xzar's gold, Valen shows up.
Brus isn't far behind. Apparently both of them have been shadowing the party and counting our gold until the exact moment we hit 15,000.
I'm not sure where to go from here, but when I find myself in the Promenade looking for scrolls to fill up Aerie's spellbook, I decide to pay Mencar Pennypincher a visit. A single Sunfire spell from Aerie destroys both enemy spellcasters.
I have Aerie tank Mencar and Smelly while Blueberry flanks the latter, with Laosha and Poppy blocking the exit so Brennan can't escape. But I allowed the enemy to exert too much pressure on Aerie, and her defenses go down.
Apparently Brennan doesn't need to reach the stairway to flee the area--he can vanish right through the corner of the wall. He escapes with his life. Aerie, however does not.
We bring down Smelly, but Mencar remains, and an auto-pause reminds me of one of our Phase Spider's notable weaknesses: the inability to wear a helmet. A surprise critical takes her down.
Poppy tries to take down the dwarf, but he has potions, and forces us to use many of our own, while Laosha's psionics fail to take effect. In the end, Poppy uses her superior movement rate to kite Mencar and avoid his axe, though Laosha lands the final blow with a lucky attack roll.
We have big plans coming up soon, but we hit a snag that could prove problematic later on.
We triggered the Gaal cutscene, but neither High Watcher Oisig nor any representative from the temples of Lathander or Talos arrives to greet us. The Unseeing Eye quest fails to trigger. Hopefully, though, we can find Keldorn in the sewers and open up the way on our own.
So it may be a (annoying, sometimes) bug, but it could be intentional.